I'm thinking of getting this, and trying to assess how it will go down with folks. In various ways, the people I'm playing with could be more of an RPG crowd, but I suspect they'd want to play RPGs in very different ways (one person who likes WoW but also the concept of fairly deep roleplay, two who like D+D in a slightly silly and combaty way, one with no experience but very into the storytelling/imaginative side), plus frankly RPGs are a shedload of effort for the GM.
I'm aware that Descent is not an RPG, but a few questions relevant to them as RPG-type folks:
1) How 'customisable' are your heroes? There only seem to be half a dozen or so skill cards you can buy for each class, and I don't know if you'd always end up with all of them by the end, or if there's an obvious 'right way' to pick. It would be nice if 'levelling up' felt like real choice.
2) Is the game too balanced/complex to allow people to make up their own ideas for skills (e.g. if their archer is more of the sniper type, they could get a 'focus' skill that takes both my actions but rolls an extra blue and yellow for loads of range/crits)?
3) How much do you find that you play in character?
4) How much do you think in terms of your person rather than the team? (it wouldn't work if we had 'alpha player' syndrome, and I think people would like to identify stuff as 'their loot' even if they agreed to share it)
4) Linking to (3), could it be customised to have slight elements of secret info/objectives for the heroes (this one only actually cares about loot, this one wants to save the civilians, with XP bonuses or whatever for grabs)
Cheers,
OC
I'm aware that Descent is not an RPG, but a few questions relevant to them as RPG-type folks:
1) How 'customisable' are your heroes? There only seem to be half a dozen or so skill cards you can buy for each class, and I don't know if you'd always end up with all of them by the end, or if there's an obvious 'right way' to pick. It would be nice if 'levelling up' felt like real choice.
2) Is the game too balanced/complex to allow people to make up their own ideas for skills (e.g. if their archer is more of the sniper type, they could get a 'focus' skill that takes both my actions but rolls an extra blue and yellow for loads of range/crits)?
3) How much do you find that you play in character?
4) How much do you think in terms of your person rather than the team? (it wouldn't work if we had 'alpha player' syndrome, and I think people would like to identify stuff as 'their loot' even if they agreed to share it)
4) Linking to (3), could it be customised to have slight elements of secret info/objectives for the heroes (this one only actually cares about loot, this one wants to save the civilians, with XP bonuses or whatever for grabs)
Cheers,
OC