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Any chance FFG makes an expansion for DungeonQuest?
Correct me if I'm wrong, but in the original when you encountered a monster you had a choice between 'attack', 'run away', or 'wait and see'. 'Wait and see' gave you the possibility that the monster would run away. It also gave you the possibility that the monster would attack first and do some damage. I can't remember how that was resolved. But it doesn't really matter. The point is, that having the choice to 'run away' and 'wait and see' is funnier than just being able to choose between attack or escape. The combat cards were 'Mighty Blow,' 'Jump Aside' and i think 'Slash.' 'Mighty Blow' and 'Jump Aside' are both funnier and more intuitive than what they have now. That's easily resolved by making my own cards.
I remember the names of the monsters being more iconic. Anyway, the entire tone of the game was far sillier. It's small stuff, but it feels like FFG kind of missed the point of the game. They kind of made it all more serious.
Anyway, when I played the FFG version, I was really wanting to like it, but it just wasn't as fun, and I can't think of why, other then these trivial things. But there it is.
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- san il defanso
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I loved it.
After everything that happens, you can just hear the rimshot. It's like every new thing that happens is a punchline. And it absolutely does a good job of just being silly and fun. I'm a little surprised how much I enjoyed it, actually.
As for the combat, I think that the tales of its suckitude have been severely overstated. I can see how the wrong people would sit there hemming and hawing over what card to play, but it's not rocket science. Just play the biggest one. Counter-attack if you can, move on. We played it really quick, and it never took much more than maybe 5 minutes to resolve. I can see how it's a little to complex in execution for this type of game, but it just didn't bother me much. So take that how you will.
But yeah, I had a ball.
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San Il Defanso wrote: As for the combat, I think that the tales of its suckitude have been severely overstated...
...I can see how it's a little to complex in execution for this type of game, but it just didn't bother me much. So take that how you will.
No one has been saying that the combat system sucked. The arguments I've heard, and that I've made, is that it is a fine combat system, it is just out of place in DQ. And it sounds like you agree with those people at least to some extent. For me the combat wasn't bad...It was distracting and out of place.
Being your first dungeon dive...How long did the overall game take? From rules explanation to packing the game up?
Dragonstout - Uba sums up the missing part of the online "Original" combat. What I liked about that part of combat is that with every option, there was a chance that the monster would run away keeping the game focused on the exploration and trying to make it past all the traps.
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- san il defanso
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VonTush wrote:
San Il Defanso wrote: As for the combat, I think that the tales of its suckitude have been severely overstated...
...I can see how it's a little to complex in execution for this type of game, but it just didn't bother me much. So take that how you will.
No one has been saying that the combat system sucked. The arguments I've heard, and that I've made, is that it is a fine combat system, it is just out of place in DQ. And it sounds like you agree with those people at least to some extent. For me the combat wasn't bad...It was distracting and out of place.
Being your first dungeon dive...How long did the overall game take? From rules explanation to packing the game up?
Dragonstout - Uba sums up the missing part of the online "Original" combat. What I liked about that part of combat is that with every option, there was a chance that the monster would run away keeping the game focused on the exploration and trying to make it past all the traps.
From explanation to packing up, it took about an hour in total. This was a three-player game.
I guess I was prepared for combat that broke the flow of the game and bogged everything down. The only real problem I had was that it wasn't as simple to explain as the rest of the game. But as for the time it took to explain, it took just as much time to look up what various tiles did. Both went down to virtually nil by the end of the game.
It really wasn't this "sore thumb" type of thing at all. To this Dungeonquest neophyte, it never felt like it stood our horribly from the rest of the game. Obviously, I couldn't say if it's better or worse having never played the original. But it says something that I didn't feel the need to immediately jump to the original combat after playing.
I can see how some people would overthink it. But if someone is thinking that hard about the combat, they probably are playing the wrong game in the first place.
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I do agree with Uba that you don't have the "Wait and See" choice and the monster reaction is gone -- but that has nothing to do with the actual mechanics of combat.
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I now find myself really bummed that this hasn't gotten an expansion. In a perfect world, it would get a few more small-box ones, like Talisman. I would probably be on board for most of those.
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Well this has veered very far off course (thanks in large part to me I suppose) - Sorry about that!
To the topic at hand though - The short PC answer is that "Yes, I hope that FFG releases an expansion for the game because depending on the content included it could entice me to buy both the expansion and base game. Especially if it is of a "patch" type format like the OP describes."
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