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Thread: Descent: Journeys in the Dark (Second Edition):: General:: Looking for some playtesters for a new co-op campaign

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by jubez187

Hey guys, like a few other people have tried successfully accomplished, I'm making an attempt at a co-op campaign. However, this will require absolutely no 3rd party cards or anything of the sort. It'll be made strictly with the FFG quest builder. I've done an internal playtest myself so far, and had my 2 friends try it as well. I have had positive results so far, so I wanted to reach out. There's no story yet, but the basis for the first quest is that it is actually the end of the world/campaign and the heroes will have to try to destroy the "Time Rune" to go back in time and change whatever evil I decide is threatening Terrinoth today This explains why the heroes start with 3xp and lose it at the end of the encounter.

All AI is written under "special" rules and is more or less determined by rolling either the brown or blue die. I tried to get the format as close as possible to RtL, just like others have tried in their variants.

I will "warn" anyone now that pretty strong RtL knowledge is required for this. Knowing the rules for spending surges, toward/away, engage/spot/retreat etc are all assumed here, so if you are the player who doesn't control the app in your RtL group, you may struggle.

Some pros thus far:

- doesn't require any other cards to be printed or created. May help players who struggle to accept "non-cannon" variants.

- No open groups allows me to tailor monster activations to the scenario itself. Something that RtL struggled with. As you will see, the Alric activation explicitly has to do with the Time Rune itself.

- only using base set right now, so I guess it's more accessible.

- AI looks like a "omfg wtf" wall of text, but I found it fairly simple to use. Not many monster groups are around at once. Really didn't feel any different than stopping to look at the app.

Some negative things:

- Working with the FFG quest builder is limited in some regard. Especially coupled with the fact this is a different format than intended.

- In my playtests, they were close calls cause of the time constraint, and not so much cause the monsters were actually all too threatening. I guess that's a Descent-ism all around, but I felt it was exaggerated here. Taking away the activation effects of monsters kinda...uhh..neutered them a little bit. I tried to work in some general ones in the "special rules" section.

- Some monsters only have 1 AI, it kinda allows itself to get game'd a little bit because you can better predict what is happening during their activation.

With all that being said, I invite you all to try it out and give me some constructive feedback.

https://tools.fantasyflightgames.com/descent/htmlpreview/872... hopefully that link works, if not you can just search "The Passing of Time" on the quest builder.

Thanks in advance.

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