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Subject: Breakdown of Scenario requirements: Is there enough variety? rss

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Scott
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While I haven't had an issue with it, there seems to be one criticism that too many scenarios are just "kill all enemies". So without spoiling it myself (my eyes wander on the pages) by looking through the entire book has anyone broke the 95 scenarios down to really show how much variety there is or isnt?

I know there are escort missions, loot and run missions also, but what else have you seen? Defend missions? Survive a wave of enemies? Would love to see a number breakdown of all 95.
 
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Byron Campbell
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"Kill all enemies" is very different depending on the enemy types in play. Because of the nature of the cards, you can't stray too far from that formula too often. This is clearly a combat-centric game.
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Matthew Coppel
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We had 2 where you had to destroy/breakdown items.

There's also at least 1 pick up.

 
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Scott
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kittenhoarder wrote:
"Kill all enemies" is very different depending on the enemy types in play. Because of the nature of the cards, you can't stray too far from that formula too often. This is clearly a combat-centric game.


Agreed. And the huge variety of monsters makes them play completely different. My battle with oozes last night was very unique. I had to learn how to defeat them vs just hacking away like other enemies.
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Luke
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Dynalange129 wrote:

I know there are escort missions, loot and run missions also, but what else have you seen? Defend missions? Survive a wave of enemies? Would love to see a number breakdown of all 95.


I can't give an exact number, but the general feel I get, having seen 35+ scenarios, is that many of them involve killing everything on the board, but there are plenty of different types that it stays interesting.

Some mission types I've seen. All in spoilers just in case.
Spoiler (click to reveal)
I've played a mission in which I needed to defend an object from attack or lose. I've played one that was about surviving a wave of enemies, I've played ones that were all about retrieving multiple objects and getting out again before the house burns down, I've played one where the monsters are all asleep and you need to sneak past them, but there's a movement puzzle that makes that difficult. I've played one where you needed to take control of an item then make a choice about what to do with it, which determines how to end the scenario.


Those aren't all the examples.

Much like MMO's, what makes the dungeons interesting are the different fight mechanics.

For instance, two others come to mind.
Spoiler (click to reveal)
There's one where a boss cannot be killed until an object is killed. That object teleports in a predictable fashion. The puzzle is killing enough monsters that you can move around, but not so many that you don't damage the object in time. Meanwhile, there's a boss smashing you in the face.

There was another where there were six objects. Three debuff your party, three buff the enemies. You need to destroy all six objects while dealing with waves of enemies. There are also two chests to grab if you risk it.


I don't think I've had a single scenario where I said, "oh. Well this was disappointing."
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Jesse Rockwell
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There's a ton of variety. Escort, get x and get out, defend x for x rounds, tons of different options. No issues at all with variety. Also played a kill all enemies + do something else.
 
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Wes Holland

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mournful wrote:

Much like MMO's, what makes the dungeons interesting are the different fight mechanics.

For instance, two others come to mind.
Spoiler (click to reveal)
There's one where a boss cannot be killed until an object is killed. That object teleports in a predictable fashion. The puzzle is killing enough monsters that you can move around, but not so many that you don't damage the object in time. Meanwhile, there's a boss smashing you in the face.



Oh man, our group just did that one. I read the rules in advance, as I do (I let the group make decisions, which helps since I'm the Tinkerer... Basically I do a pre-reading to make sure I can say all the intro text properly...) When we opened the door and I had to read all those special rules about what was going on... That was a great moment.
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K G
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mournful wrote:

I don't think I've had a single scenario where I said, "oh. Well this was disappointing."


We've only had one. I don't remember the specific number but
Spoiler (click to reveal)
it involved looting a single chest in a large, flooded room. It was easily cheesed with boots of striding, a large jump and a loot card.


Other than that, we've found the objectives to be extremely varied. Our favorite so far involved
Spoiler (click to reveal)
guarding a crystal from periodically spawning enemies. The enemies always focused on the crystal if they were able to attack it, so it was a real challenge to keep them off of it, especially ranged attackers. That was an intense scenario!
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Peter O'Hanraha-Hanrahan
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KBusterG wrote:
mournful wrote:

I don't think I've had a single scenario where I said, "oh. Well this was disappointing."


We've only had one. I don't remember the specific number but
Spoiler (click to reveal)
it involved looting a single chest in a large, flooded room. It was easily cheesed with boots of striding, a large jump and a loot card.



Yep, I did that one in four turns with my Flying Craghart. Still, one out of forty or so (so far) is fine by me.
 
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Luke
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Fruit Eating Bear wrote:
KBusterG wrote:
mournful wrote:

I don't think I've had a single scenario where I said, "oh. Well this was disappointing."


We've only had one. I don't remember the specific number but
Spoiler (click to reveal)
it involved looting a single chest in a large, flooded room. It was easily cheesed with boots of striding, a large jump and a loot card.



Yep, I did that one in four turns with my Flying Craghart. Still, one out of forty or so (so far) is fine by me.


And I'll point, regarding that quest,
Spoiler (click to reveal)
That's not a "cheese" move, but I think one of the intended solutions. My cragheart had some special items that helped(in addition to his jumps.)
 
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Anon Y. Mous
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The "kill all enemies" objectives are clustered toward the beginning of the campaign. It's extremely irresponsible of a reviewer to make that complaint without at least flipping through the scenario book to see if it holds up, spoilers be damned.
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Mike Oehler
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A lot of the enemy abilities/AI cards and layouts play very differently IME, so even Kill All missions can feel pretty distinct. Different low HP, high shield range guys can even play out differently based on their AI cards.

One thing I'd note though is that people who aren't into something probably don't care about a lot about its nuance and detail, while people who are invested will tend make out those things out to be big. So everyone - especially me - is biased.
 
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