Re: Descent: Second Edition
Bit of thread necromancy here since we tore through the first quest tonight.
Good news is I sat down, played Descent tonight, and actually enjoyed myself. I can have a good time playing bad games, but Descent is not one of them. I dislike the original game so much that playing it puts me in a thoroughly pissy mood every time. So, having genuine fun with the game was quite surprising, and quite nice.
For the most part, the core gameplay of the first edition is, for better or worse, still intact. The turn sequence, combat, and movement are, with a few tweaks, pretty much the same. The armor values have been replaced with defense dice (but still function the same way), LOS is traced slightly differently (but still basically the same in practical terms), and they got rid of the "ready" actions.
Other than that, you run around and roll dice. You count hearts, surges, range numbers, and shields. You shuffle little cardboard hearts around the table, you rinse, and you repeat. What they really did to change the game was edit huge swaths of crap that made the original game appear to be a lot more than the thing I just described. Gone are the threat tokens, conquest tokens, treasure chests, back-to-town warp squares, black dice, skill decks, cardboard coins, potion tokens, training markers, price lists, charts, and damn near any playing piece that isn't somehow used to keep track of combat situations.
Instead, you get one of two "class decks," depending on which type of character you're playing. This will have your basic starting equipment and one special skill, and as you gain XP, you can add the others to your character. These are basically same as what we got in the original; spend a fatigue to break the rules in some way kinda' stuff. The Overlord simply gets one card each turn, and can play as many as he wants, whenever he wants, within the restrictions of the card itself. Obviously, they had to neuter the power of these cards a bit, and many of them require the target to make a skill check (each character has four new attributes for this purpose now, and I'm sure they'll also come up during some scenario objectives). Still, pretty much the same as before. Even the skill rolls aren't much different from "roll a black die and get a surge, or the roof caves in on your head." During the game, you can pick up these "search" tokens that let you draw from a goodie bag; things like potions and bombs and whatnot. If you save them until the end of the quest, though, they can be sold in town for money.
Oh yes, going back to town... So, yeah, here's where all the very smart editorial choices they made with the game start to sort of fall apart, or maybe not. I don't know yet. See, the first quest is barely a game. It's on a tiny little board with a handful of monsters, and really, it's just an excuse to give the heroes some XP and gold. It took us maybe half an hour, and was pretty uneventful. We got to see how the new rules work, but that's about it. To really play the game, you've got to play the campaign, or at least multiple quests. The idea is that you play a quest, then you have a phase where you you spend your loot on more gear, upgrade your characters, let the Overlord use his XP to boost his decks and stuff, and then maybe have some random events (from a deck) as you travel to the next quest. Most of the scenarios are busted down into two encounters; that is, two mini-quests on two separate boards. So the game is as long as ever, there are just a lot more checkpoints where you can pack it in and continue later.
OK, now I haven't played any of the other adventures, but I looked them all over, and they don't appear to be that much bigger or denser than the first one. We banged out the first one in 30 minutes with a young kid playing who took turns slowly, a player who were distracted with family calling him, and a non-player who was disrupting the fuck out of the game. If we were all on and popping, not having to reference the rules, and really playing the damn thing, we might have had it done in 20, maybe even 15. So, we'll estimate higher for the other encounters, and say maybe 90 minutes for an average-sized quest.
So what? So, 90 minutes is just a weird time frame for a game that has to become a regular commitment. You're going to show up regularly to follow this campaign, only to play a couple of the bite-sized little encounters and go home? "But that just means you can knock out a quest, then play a different game to wrap things up", you say? Well, not really, because you've still got to get all the stuff out, set everybody up the way they're supposed to be, set up the board, play an encounter, set up another board, finish the game, then do your whole town thing, write down anything that needs to be remembered, and finally pick up the game.
So, I don't know. I really like that we're not fucking around with all this game-y bric-a-brac from the first edition; teleporting to the shopping center, magically appearing equipment that we all have to spend a turn trading with each other, conquest tokens, and the like. I very much appreciate that keywords have been kept to a minimum, and monster special abilities are mostly on the backs of the cards. I love that they added real objectives for the Overlord, went with opposed roll combat, and didn't allow surge abilities to stack, because that all cuts down on the tendency of players to obsessively math out every single turn. It's great that they managed to interweave Road to Legend's basic concepts with the ungainly bits of the standard game to make something that, at the very least, isn't sheer torture to play.
On the other hand, the combat rules still pretty much suck ass, and for largely the same reasons they sucked in the first place. Plus, there's still a bunch of non-monster slaying shit you're going to have to do, and it's going to require a serious investment of time any way you slice it. They definitely streamlined it, but it doesn't feel significantly improved. I could be totally wrong, though. Maybe the campaign will be fun as hell, and all this will have been pointless grousing. Hell, maybe it'll even be worth playing later quests with higher-level characters as one-off games. Or, it could just be a crappy game made more palatable.