Three people for gaming again last Friday. This time Jay was the missing man. One of these days...Mike recently acquired
Descent (plus some of the expansions), so we broke that out. As expected, it played a lot like
Doom, but with swords and wizards. Unfortunately, that means it also shares Doom's fundamental weakness - in attempting to hew so closely to the video game experience, it makes you wonder why you aren't just playing a video game.
There are two areas of game play that ended up bugging me that I think are linked. The first is that you are constantly in "encounter time,"
ie there is no time to stop and catch your breath after clearing a room. There is no reason to expect that there would be, other than the fact than that's how it works in pen-and-paper RPG dungeon crawls, but I did have that expectation. The second was the way in which characters can die and respawn. We won the scenario (the first one in the book, I believe) because one of Matt's characters kamikazeed the boss monster's lair, which he only did because we figured out we could probably afford to lose 3 whatever tokens.
Rather nakedly, both of these reminded me that the theme didn't matter - the skin was stripped away from the resource-management wireframe. The tension at the end of the game didn't came from seeing if the heroes could complete their quest before the giant overcame them. It came from determining if the 2 tokens in the 2-square wide map area could survive an attack from the 4-square based named threat so that on the next player turn the other 2 token could advance from the respawn point into attack position. Intellectually interesting, but not viscerally exciting.
I'm sure we'll probably play it again sometime. I'm sure it will go more smoothly as we become more familiar with the rules. But I'm also pretty sure that I'm glad I'm not the one who shelled out a bunch of money for it.
Labels: Other Games