by nexbot
I've only gotten a chance to play the intro scenario with my group, so we didn't quite start the campaign yet. However, I couldn't help but notice that the bulk of the events in the Travel deck seem to bring misfortune on the heroes. Some of them seem downright annoying.Are these cards necessary to a well balanced campaign?
They seem like they would annoy the players more than anything, particularly since it looks like a few quest paths require them to draw quite a few of these (I counted six spaces between the city and one example.)