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Thread: Descent: Journeys in the Dark (Second Edition):: General:: Side quests and XP (RtL)

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by IcarusNocturnus

So, my party (4 players) just spent an evening finishing our first side quest (dragon hunting). We play on hard because we're all fairly competent coop players (we usually only play coop games) that like a game to be challenging. We were really disheartened to learn you don't get xp from side quests, even when you win. Can anyone confirm for me this is always the case? If so, does anyone share this frustration and have any ideas for a fix that doesn't unbalance the game? An evening's worth of gaming without personal advancement left players feeling like skipping any more side quests, which would be a shame. Personal advancement is just so fun!

Important note: We were not disappointed because we want the game to be easier, at all. However, looking forward to getting "new toys" for our character, and a personal reward for the player for a successfully completed tough challenge, is a big part of playing a campaign game for us.

I'm left pondering what to do, as we don't want to make the game too easy, but the immediate conditioning of a "hey, you did well, do some character advancement" feels very important to us. I know the city action can buy xp, but the gold the quest gave was barely enough for two players to do that, even if we had the week remaining we'd need to do so at the end of the evening (which we don't).

Any ideas? My only idea so far would be giving us an xp for a sidequest win, but not a loss + forbidding the use of the city action to buy xp (don't mind keeping track by hand rather than app). That still feels like it would skew the game in our favor though, in total. Still, would feel far more thematic, and much more evenly divided between players.

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