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ROAD TO LEGEND rulebook
- Michael Barnes
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Almost no one outside of FFG has played it of course (although chosen childe Frank LaTerra gets his 15 minutes in the liner notes) at this point, but I'm just about ready to call this the best game I've never played. It looks incredible, the way a pretty basic tactical skirmish game is suddenly turned into an epic quest by them is pretty brilliant. It's like what D&D must have been to CHAINMAIL. There's so many smart ideas and interesting concepts going on I don't know where to start with them- and they all fit perfectly into the logic and structure of the established DESCENT system.
I am really impressed that Mr. Wilson and co. have dared make a board game that is specifically designed to _not_ fit into your weeknight gaming schedule...and the provisions for tracking progress, right down to these funky little boxes to store pieces, seem like they're well done.
It strikes me that ROAD TO LEGEND could very well be the expansion that makes DESCENT a Timeless Classic, and possibly the piece that takes a really great game and turns it into something truly special. It stands to make DESCENT the ultimate, be-all-end-all final answer of the "RPG on a board" question.
It does add a lot of complexity and rules- some 30 odd pages, not counting references. And it does seem like it's going to require quite a bit more commitment to playing DESCENT regularly than a lot of gamers may be comfortable with. That's probably my only worry, that it doesn't really include any provision to get the most out of the game without taking on the whole thing. There's a way to make it shorter by starting at different levels, but it seems like you might as well just go balls out and do it all.
RTL looks like, if anything, that it's the _beginning_ of DESCENT reaching its potential...with "wilderness" campaigning, sieges, experience levels, towns, and so forth further expansions have even more areas to develop.
I can see groups (like Will Kenyon's, if you know who he is) becoming almost exclusively DESCENT-oriented for the next several months. Clear the schedule, it looks like it may be worth it.
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- Michael Barnes
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If you really can play 2 hour sessions then this will be truly amazing. You could play your campaign for a while and get in another game in the same night.
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In fact, my DM has hinted that he might start throwing in some descent every now and again just to prevent burnout.
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I can't wait to see the other Avatars and their Lts...though I have a suppose I'll be going with the Beastman Lord or anyone who can help buff up the regular troops...er monsters. If there was a Ferrox lord though i'd be all over that since they are by far my favorite monsters.
Of course i'd choose like a Kobold Overmind/Chieftan too..
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- metalface13
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I know what you're going to say, in Descent there's no 'role playing' at all. No character interaction, or NPC interaction. Descent has no noncombat skills or noncombat resolutions. You're not going to be able to to an intimaidate or diplomacy check against a beatman or master ferrox. But I'm not an theatre dork and if I want to kill some stuff and level up inbetween games, then Descent is it for me.
Yeah, character development is more complex in an RPG, but it's still pretty indepth in Descent with the combinations of skills, equipment and treasure. I guess the one thing regretfully missing is the feeling of disarming traps and trying to solve dungeon puzzles.
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- Michael Barnes
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- metalface13
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Prolonged Actions are a wonderful mechanic that let the heroes essentially do Skill Checks in order to do some things that aren't simply moving and fighting.
Descent + RTL wont replace pen and paper RPGs, for many of the reasons listed.
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I can't wait!
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- Michael Barnes
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- metalface13
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My local game stores are more comic/collectible oriented
Guess I could have asked to have them special order...meh...i suck.
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