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Revisiting: D&D Adventure System Games
- hotseatgames
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- ChristopherMD
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wadenels wrote: I like to get into the storyline in a dungeon crawl game and the D&DAS games didn't really do much for me in that department. I haven't read any of the D&D source material, and the game didn't spark me to do so. Mechanically they work great, but I prefer all the fiction and fluff in Mice & Mystics for a DM-less crawl.
I think that's an advantage LoD has over the others. Anyone, like myself, who read a bunch of Salvatore's Drizzt books knows all about the characters, villains, and scenarios.
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- san il defanso
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I think part of my enjoyment is that I just don't much like dungeon-crawls in the first place. I find them a little slow-paced and sloggy. (To be fair, that opinion is colored heavily by Descent.) These ones fix most of my problems. The trade off might be that they lose a little texture and detail, but I can live with that.
I don't play them as often as I'd like, but this past Thanksgiving I got to play like three games in two days with my sister and her husband. We had a terrific time. I think my sons will like them too, because they are easily my four-year-old's favorite games.
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I like DM crawls just a little bit better than the D&DAS and other DM-less games because the overlord can be unpredictable. I also tend to like one-vs-all games just a little bit more than straight cooperative games for the same reason. Games like Doom, Level 7 Omega Protocol, Letters from Whitechapel, Nuns on the Run, etc let you play against someone who is (hopefully) intelligent and unpredictable.
Back to D&DAS games; they and Mice & Mystics are among the best DM-less crawls available right now. If the D&DAS games are lacking anything it's a storyline campaign that has some fiction to back up the scenarios. Claustrophobia, Earth Reborn, L7 Omega Protocol, and Mice & Mystics all provide just enough storyline material to keep me engaged. Even Arkham Horror has enough fluff on the cards to provide some semblance of motivation for your character's actions. D&DAS lacks that. I bet the D&DAS games really shine if you have the type of player who DMs RPGs to provide some backstory for the scenarios and narrative for the game play. Mad Dog makes a good point of how knowing the backstory for Legend of Drizzt makes the game more engaging. I feel the same way about the LoTR coop. The LoTR game provides almost zero narrative other than the names and artwork, but since I know the source material I'm able to really get into it.
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- Michael Barnes
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Dungeon crawls tend to have some of the same problems as race games...too slow, too much counting, and too long.
I think Claustrophobia is pretty much the gold standard for the genre, to be honest. Dungeonquest is up there too, but it's far more capricious. These games give a full sense of a D&D game with plenty of fighting, loot and a threadbare story to give you a reason to be there. That's enough for me.
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If you're spending a lot of time counting and contemplating in a dungeon crawl or a race game then they lose their flair and you might as well be playing a puzzle game or abstract like Fealty.
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- hotseatgames
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I like the handful of dice that Tomb gives me. I never play that one either, but a combination of the two systems would appeal to me.
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- Michael Barnes
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I don't usually do stuff like this, but I went and bought color-coded D20s for each character. They are, in fact, stored in a Crown Royal bag in the box. It's tradition.
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- Matt Thrower
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Much as I love them, I can't help but feel that a bit of extra depth - some terrain, a few more monster or class powers - might have kept them on the table an awful lot longer. That said I haven't tried the Thunder Shaman campaign yet, and I think I probably should before I scale them down properly.
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