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Thread: Descent: Journeys in the Dark (Second Edition):: General:: Nerekhall's influence tokens (design thoughts)

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by thinkbomb

This is more geared towards general discussion... but I'm wondering why the influence tokens that appeared in Nerekhall never appeared anywhere else.

To recap, it's the 3 single-sided tokens that have 3 possible colors on it. And in several of the encounters, the OL would reveal the pre-selected token at the designated point to show a type of outcome.
- simplest example is one of the quests deals with a scuffle in military barracks that you're tasked with keeping the peace. The influence tokens lets the OL pick which side is the guilty party (or if neither side is) during encounter set-up, then reveals it at a certain point.



While I understand that each expansion had its own unique mechanics ... the influence tokens were a mechanic that allowed more agency of the OL over the goings on of the encounter. To me that's a brilliant thing, and I've always been a bit curious as to why they restricted it to that expansion.


As stated, this is just a general discussion type thread. But I'm curious as to your thoughts regarding why they restricted this mechanic to Nerekhall only.


My own hunch is they either over-valued the aspect of "we can't re-use this, it'll water down the novelty", or they got burned out coming up with different balanced outcomes. But what's your thoughts on the matter?

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