Articles Reviews Legend of Drizzt Review
 

Legend of Drizzt Review Hot

drizzt

I’ve made no secret of how much I love Wizards of the Coasts new Dungeons & Dragons adventure system board games Castle Ravenloft and Wrath of Ashardalon. I really don’t think it’s much of a stretch to claim that they’ve managed to re-invigorate an otherwise very stale genre of board gaming, or that they offer the best possible experience for board gamers who, like me, want to re-create the thrill of a role-playing session with the tactical sophistication of a board game. Now those two excellent titles have been joined by a new sibling, Legend of Drizzt and WotC supplied me with a copy to review. Will third time prove lucky for this series?

As with my Wrath of Ashardalon review I’m not going to go over the core mechanics of this game here. If you want the low-down on that then check out my original Castle Ravenloft review. Rather I’m going to look at what’s new and different in Legend of Drizzt and how it stacks up against its predecessor titles. Basically the Adventure System games are stripped down, simple, quick-playing co-operative dungeon crawls packed with variety, narrative and excitement and just enough strategy to keep the brain engaged.

Before we continue however, I have a startling admission to make: I know nothing - nothing at all - about Drizzt Do’Urden, the hero whose exploits form the basis for this game. I’ve never read any of the books, and I don’t plan to. I didn’t even know it was supposed to be pronounced “Drisst” until I saw the promotional video for this game. I did do a trawl through the relevant wikipedia articles on the subject to get a proper background for this review, but that’s it. So what you’re going to get is a review from someone focusing on the mechanical qualities of the game, with little appreciation for its narrative or theme. This is, I think, an important point to bear in mind.

The reason is that it’s clear from the outset that the designers have tried very hard, far more so than in previous iterations, to tie the game play of Legend of Drizzt into the source material. This is perhaps a little surprising given the wealth of background material for the Ravenloft setting that could have been used for Castle Ravenloft, but there you go. You’ll see it right away, in the fact that this game contains more characters than its predecessors to make sure all the most popular ones from the books are represented.You’ll see it in the power cards for those heroes, many of which represent well known magical items from the books such as Drizzts’ scimitars Twinkle and Icingdeath. You’ll see it in the villains, many of whom are humanoid NPC style characters rather than the immense monsters found in previous games (although there are still big monsters here, but many have been moved to the monster deck as opposed to being tied to scenarios). You’ll see it in the adventures, many of which appear to mimic plot points from the novels themselves, even down to suggesting which heroes are most in character for each quest.

So, on the plus side this means that you get to re-enact the adventures of Drizzt and his companions in brilliant detail. But there’s a cost for this level of narrative, which is that the game is rather less compatible with its siblings than you might expect and works better as a stand-alone product. Although there are gold values on the items in the treasure deck to ensure they can be used in Wrath of Ashardalon’s campaign system, the game uses “cavern” tiles rather than “dungeon” tiles which are the same shape and size but visibly different in art style and with different text on the back. As befits legendary heroes of epic status, the characters on offer in this game are unbelievably tough. Drizzit himself gets two attacks per turn, plus a possible third from his panther figurine. He’s an absolute killing machine: in common with many other player reports I’ve found that he’s able to finish the introductory solo adventure with such insouciant ease that he’s never yet had to use a healing surge. This means the characters are less portable into the other adventure system games, since they’ll just completely annihilate the standard monster decks in those games, although whether, thematically, you’d want Drizzt wandering around in Strahd’s dungeons is a moot point. The monsters on offer in the monster deck here are rather tougher than those of previous games which compensates to some extent, but the heroes are still able to stomp on most of them without breaking a sweat, and this in turn makes the monster cards less cross-compatible. Given that the adventure system games are already fairly easy - a little too easy for co-operative games - these overpowered heroes aren’t really a good thing. Also, it limits the choices on offer for the heroes in terms of starting powers. Again, taking Drizzt as an example he has to take Twinkle and Icingdeath as his at-will powers to tie in with the magic items he owns in the book, and there are similar restrictions on other characters. So less flexibility, less chance for tactical combinations, less re-playability.

However the powers themselves compensate for this somewhat. The game introduces a new concept of “stances” which are effectively short term tactical sacrifices a character can make for later advantage. Drizzit can, if he has the relevant ability, ready a stance that allows him to take extra movement before or after a normal attack. Bruenor has an ability whereby he can forgo an attach in exchange for getting a first strike against something that attacks him later in the turn. Only three characters have these stances, but each has more than one way of using it meaning there’s more choice and planning involved during a turn. There’s also a new concept of “ally” cards which are friendly units that have an AI routine just like a monster, and take their turn during the villan phase along with the monsters. Drizzt’s magic panther Guenhwyvar is handled in this manner, as is Athrogate’s magical boar, Snorter. This is a really neat idea, building on the concept of “neutral” villagers with an AI from Wrath of Ashardalon and can lead to the occasional merry chase around the dungeon as the characters try and keep up with their rampaging pets. But its main impact is, again, increased tactical choice and consideration as you try to do your best to keep the relatively fragile card-based characters alive while thinking carefully about how best to position everyone in relation to one another for best effect.

Indeed a marginal increase in tactical choice seems to be the biggest improvement on offer here with regards previous games. In addition to the character powers already mentioned, there are now terrain based effects too: narrow corridors that restrict movement (and thus reduce armour class) during combat, lava vent tiles that tie into the encounter deck via particular cards that cause effects on those tiles only, and a general increase in the amount of named tiles and on-board scenery. The spots where monsters appear on new tiles are much more widely distributed, leading to critters sometimes spawning directly adjacent to exploring characters, and some monster AI now varies enormously depending on whether heroes are adjacent, 1 or 2 tiles distant which brings in yet more into consideration as you plan your turn. Curses now offer the player a choice of sacrificing hit points for removal as opposed to a random dice roll. There are a couple of cool new traps to mix things up such as the force trap that pushes heroes away from its tile, forcing a re-assessment of positioning and the horrible goblin machine “Juicer” that rampages through the dungeons crushing heroes but also monsters and so may be something you want to keep around for a few turns to clear the board if you can afford the hit point cost. The treasure deck has the best balance of actual items and fortunes yet encountered in an adventure system game including some neat terrain based effects involving choice for the players.

However the biggest addition to the game are the new competitive adventures. These take the form of team games rather than the more traditional games-master versus the players set-up that’s usually encountered in this genre. There are several takes on this from a team versus team exploration or treasure hunt, through a very cool (if rather unbalanced) hidden traitor scenario to my personal favourite, a prisoner’s dilemma style game where teams can co-operate for a joint win or screw each other over in search of personal glory. Being a huge fan of competitive games in general, I love these and they really do seem to bring something new to the system. The basic concept, especially team treasure hunts, would be relatively easy to port out to the other adventure system games too. With the exception of one gem that has the exits gradually sealed off before the hapless heroes with new "cavern edge" tiles, also used in some scenarios to complete pre-made maps, the other, co-operative, adventures are a bit of a mixed bag, with most of them having neither the creativity seen in Castle Ravenloft or the variety seen in Wrath of Ashardalon. This is probably because they’re mostly based off narratives in the books, but in return of course, if you’ve read the book, you get to re-live your favourite bits on the board. Given the big overall narrative flavour of this offering it’s perhaps surprising, not to mention disappointing, that there’s no equivalent to Wrath of Ashardalon’s campaign system. Let alone the fact that you’re missing out on this fantastic way to enjoy the adventure system games, imagine how great it’d be if you could fight your way through the whole narrative arc of the Drizzt books in game form?

Personally, in spite of the advances on offer, I feel that this is the weakest of the three adventure system titles, although that’s still a little like saying that Michelangelo’s Madonna and Child is weaker than the Sistine Chapel ceiling and his sculpture of David - all three are still superb games. But I suspect that’s more a reflection of my disinterest in Drizzt and the fiction surrounding him than it is of weaknesses in the game itself. Given that there have already been two games using this system, a third was always going to suffer a little from “been there, done that” syndrome and the designers, wisely, opted to do things a little differently and create a game that was more about narrative than it was about fitting in with its predecessors, and as a stand-alone title it does work extremely well. So if you want just one game in this series, or if you absolutely love Drizzt, this could be the one for you. Otherwise, I’m anticipating that there might just be some cool new cross-game adventures in the pipeline from Wizards of the Coast utilising the stuff in this box with Castle Ravenloft and Wrath of Ashardalon in the same brilliantly creative spirit that gave birth to the adventure system in the first place, but you might want to wait and see before putting down the cash.
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Comments (22)
  • Mr Skeletor

    The first paragraph made me barf in my mouth. I think it's best you stick to wargames mat.

  • avatarMichael Barnes

    Thanks for highjacking my review this week! ;-)

    I think this is probably the best yet in the series- as a whole, I like everything but the treasures best (Ashardalon's were better). The standard scenarios aren't quite as good but the team, horde, and survival "modes" make up for them. I do like the increased narrative and new details like the allies.

    This is also definitely the most aggro bunch of heroes so far- no cleric, no paladin, and limited healing. These folks are a pack of killers, apart from Regis (apparently he "abhors fighting", which means he joined the wrong party).

    Really glad to see that games like Gears of War are following the model of these games- lighter, faster dungeoncrawling stripped down and without a bunch of pointless complication or overhead.

  • avatarJur

    Looks like there will be different schools for this one: those who prefer the general system with all it's options and thus dislike Drizzt, while others like the setting and the scenario's.

    Then again, most game systems have to make a choice for one of these and it's a smart move to provide both options to buyers.

    I think I will want to try out Drizzt.

  • avatarKen B.

    Good review, Matt. I like this game a lot. Fan of the setting, fan of the light dungeoncrawl alternative, fan of the engine despite its limitations.

    Though even if I hated the game, not sure how an otherwise well-written first paragraph would make Skelly want to "barf in his mouth."

  • avatarJonJacob

    Your writing is clear enough to me that despite your resrvations this sounds like the best one yet for my tastes, unfortunately I always hated Drizzit, it's got to be one of the lamest fantasy stories ever told and if I meet one more gamer who plays a two sword weilding dark elf I might punch him in the face. It's even more irritating then players who want to play a red robed mage with questionable alingment, which was the fad right before this Drizzit crap broke big. Still, it sounds like the system is getting better. What I need to know is if the system is now better to such a degree that it gives Gears a run for it's money. The beefed up AI is a good thing in my mind but having played neither it certainly sounds like Gears is the better system still, and they've had three cracks at this one now. Does the base for the system dissallow too much imporvement?

    Also, how many base games of this one system would a gamer realistically want to own? Even if this one sounds good I'd prefer if there were expansion packs of characters so I wouldn't have to buy multiple base sets just to get more stuff for one of them.

    Skelly wants to "barf in his mouth" because he hates this system and Matt spends the first paragraph talking about how awesome it is. It's not an affront to Matt's writing.

  • avatarSuperflyTNT

    It's the best of both worlds. It has the "strength of narrative" of Ravenloft, and the better mechanics of Ashardalon. I agree with Michael, after some play, that MOST of the treasures are better in Ashardalon, but I'd have to mention that the one-time use treasures are actually usable this go-around.

    My title: "Black Power? For Shizzle My Drizz'le"

  • avatarMattDP
    Quote:
    Even if this one sounds good I'd prefer if there were expansion packs of characters so I wouldn't have to buy multiple base sets just to get more stuff for one of them.

    Sounds like WotC is ahead of you on this one:

    http://www.boardgamegeek.com/thread/718633/awesome-news

    Unfortunately I can't answer your other questions. I haven't played Gears of War and I have no desire to try it - there are way too many co-ops on the market and I love the setting, mechanics, difficulty level and most of all the customizability and huge scenario base of the adventure system games just as they are.

    As to how many you want to own, I'd say that depends entirely on how much you want to cross-pollinate between the games and make use of crossover scenarios. If the answer is "not at all" then one will do fine. I'd recommend that you pick whichever has the theme that appeals to you most, although personally I haven't found a more fun way to play this yet than the campaigns in WoA.

  • avatarJexik

    Yup.

    All that 'overhead' and 'clutter' that you guys are talking about are what Skeletor loves. Vanilla Descent (and probably RtL too) are what he looks for in a dungeon crawl. He wants you all to leave your AT badges at his desk.

    I probably won't be getting this, but I have a friend who most definitely will since he likes and owns the other two, so I'll get a chance to try it out.

  • avatarKen B.

    Hey man, I dig overhead and clutter, when I feel like overhead and clutter.

    But sometimes, I don't want overhead and clutter. Options are a good thing.

    I'll tell ya this--Legend of Drizzt is far, far more "classic AT" style gaming than Descent, that's for damn sure.

    (Obligatory disclaimer to avoid flaming wrath--I own and enjoy Descent.)

  • avatarmikecl

    I don't like the game system either. Unless it's changed since Ravenloft (never played Ashardalon), I find it scripted and boring.

    Move-Explore-Flip Tile-Monster Appears - Monster Attacks First-Repeat. When I bought it, I was nursing a Descent hangover and really appreciated the fact it delivered a low overhead DM-less experience in a an hour and change.

    Then I discovered it came at the expense of the sense of exploration and unpredictability that makes a dungeon crawl fun. To me, it's more a game of attrition than adventure.

    I understand, its shortcomings enable it to provides a quick dungeon crawl experience. But for me, the more I played it, the less fun it became. My only question after reading your review Matt is, have they changed the basic predictable Move-Explore-Monster Attacks system in any way?

    If they have, I might be tempted to look at it again as a standalone. I still love dungeon crawls.

  • avatarJeff White  - re:
    mikecl wrote:
    My only question after reading your review Matt is, have they changed the basic predictable Move-Explore-Monster Attacks system in any way?

    If they have, I might be tempted to look at it again as a standalone. I still love dungeon crawls.

    Oddly enough there's been a fix for that ever since CR. CR came with a set of monster tokens (0-4 if I recall). Whenever you place a new tile, draw one of those tokens and then draw the number of monster cards based on the draw. You'll no longer have the predictable '1 tile, 1 monster'.

    For more variety, pull a monster token, and if number of monsters is greater than 1, only draw one card but place a number of that type of monsters based on the token. This will create 'kobold sentry parties' or 'spider hordes' as it were.

    Anyway, tons of ways to mix up the monsters right out of the first box.

    These games really are tops, but I've held out til this game simply because I prefer the heroes. Not a fan of Drizzt and co specifically, but these are at least classic races/class that I recognize from my days of D&D. Not a fan of dragonborn, eledrin, tieflings and other crap in the first two games.

    Anyway, on the D&D boards there's talk that this is the last in the series. Hope not. If anything $25 mini expansions like FFG for new heroes would be awesome. (I'd _really_ like the kids from the 80's cartoon)

  • avatarMattDP
    Quote:
    My only question after reading your review Matt is, have they changed the basic predictable Move-Explore-Monster Attacks system in any way?

    Sort of, but not massively. As I touched on briefly in the review, several of the heroes now have powers that they can use during the villain phase. Allies also move during the villain phase. So while the basic structure of the game remains in place, heroes and allies can now interrupt the monsters to take an action.

    But I still see the toolkit like nature of the system as a major appeal. I invented a Descent-like variant for the game which has a GM versus a group of heroes but have never tested it. But the point is that with minimal effort, you can make whatever you want of it. Look how easily they made a team competition variant for this iteration?

  • avatarSpace Ghost

    The kids from the 80s cartoon would be great -- as would Venger as the villian.

  • avatarJeff White

    Right. Wouldn't even need a full box, just the minis and some cards, we can run the kids through the three existing box-sets.

    However, I'm not sure WotC has their heads on straight. I mean a Dragon's Collector Set is coming out to scale with the minis for the rpg, but they couldn't throw in five cards for the boardgame players?

    crazy

  • avatarHatchling

    Matt, you have written elsewhere that you do not like coop games. What makes this series of games different for you?

  • avatarSpace Ghost

    Jeff -- if you buy the Cartoon box set it comes with D&D stat pages for all the kids, Venger, and Tiamat.

  • avatarBearn

    These games are great to play with the 8-12 year old crowd. When i have played them with an older group they just fall flat and people get bored quick with the repeateded monsters spawning/traps springing and raping you before you get a chance to do anything.

  • avatarProtoss

    Are the new hearoes, Drizzt especially, also over-powered against the new end bosses/villains such as Errtu? Or only against the small people...

  • avatarMattDP
    Quote:
    Matt, you have written elsewhere that you do not like coop games. What makes this series of games different for you?

    Oh, I wrote a whole article explaining that.

    http://fortressat.com/index.php/analysis-toc/2446-the-cream-of-co-operation

    I like Arkham Horror lots too. In a nutshell I think co-ops need lots of variety, an AI routine with individual pieces, well-balanced randomness and an appeal that goes beyond just winning. Most of the Euro-style co-ops have none of these. AH and the Adventure System games have them all.

    Quote:
    Are the new hearoes, Drizzt especially, also over-powered against the new end bosses/villains such as Errtu? Or only against the small people...

    They're just over-powered, full stop. Errtu looks pretty feeble in comparison. The difficulty level is balanced in this game because in addition to the end-game boss monsters, there are some very tough creatures in the monster deck like trolls and driders.

  • avatarMichael Barnes

    The "mini bosses" (the drider and the feral troll) make a big difference...they create some mid-game tension that can end the game if you're not careful. The heroes are quite powerful, but without a healer things can go pear-shaped pretty quickly if the wrong cards come out.

  • avatarMattDP

    There's a copy of this review up on The Little Metal Dog, and if you pop over and join in the discussion you can have a chance at winning your very own Drizzt book, and reading something that I never have :)

    http://littlemetaldog.com/2011/11/08/a-winters-tale-legend-of-drizzt-review/

  • avatarSuperflyTNT

    FYI: I have a hardcover "Neverwinter" book that they sent me. Apparently the second in the series. I have another softcover book as well.

    Anyone wants it, PM me. Yours; you pay shipping.

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