Jefklak said:
Nice video but way too long.
I don't really like dungeon crawls because of the randomness it may cause. I own an older version of "Dungeons & Dragons: the boardgame" (when 3th ed was new) and dice rolling just kills it every single time, I don't have that much luck. DungeonQuest looks ridiculous, it's completely based on that principle! Can't believe many people love those kind of games.
Ravenloft looks cool though but the dungeon tiles are so bland...
Edit: talking about this one
http://www.boardgamegeek.com/boardgame/6366/dungeons-dragons-the-fantasy-adventure-board-game
I like randomness in certain games and situations, especially in a cooperative game I like a slightly punishing maybe even a snowball of death kind of randomness, it makes for really tense moments if you play with the right spirit and if the game is not just insta-deaths.
I'm a Dwarf Fortress (or Roguelikes, that are even more fitting, especially considered that my dungeon crawl days consisted of follower of Xom after follower of Xom) kind of guy, losing is lots of fun when the setup for it is right.
DungeonQuest while competitive seems indirect enough and punishing enough that the main fight is between you and the board rather than between you and the other players so I might be able to enjoy bad stuff even when it hits me hard and/or often.
The fighting is the only part I might have a conceptual issue with, but mostly because it seems to be too drawn out for the type of game, like it was said in the video (and in the dicetower review), even if you could theoretically simplify it with house rules, but I don't know if that would be that balanced. Well, the game doesn't seem balanced either way so whatever.
Now judging by the various reviews it could be actually a bit too consistently heavy in the punishment it dishes to the players and that could be a problem if it just ends up being a "Roll a 6 to not die" kind of thing every 3 turns, but it wouldn't be an issue with the randomness in itself but with the way the odds of success and the odds of failure are stacked against each other.
Now Descent could be problematic if I were to play the DM.
Being one against many and having bad dice rolls and bad cards in my hand could frustrate me a little just like I get pissed off during certain games of Magic when I draw 10 plains in a row even if I only have those 10 plains in the entire deck and a hand full of nothing useful. I would feel the competitive spirit a little bit more strongly but it wouldn't be anything terrible and it wouldn't turn me off the game.
Now setting the randomness issue aside.
Castle Ravenloft interested me because of the lack of DM but I don't know if I like the way the monsters behave that much.
It seems like it could get repetitive and with no real expansions in sight (just an alternate, if compatible, version) I don't really know if the mechanics could keep my interest, especially considering that a friend of mine has Descent that seems way deeper and has some really interesting expanded contents.
I understand that the point of CR is to offer a shorter, more streamlined experience but it might be incompatible with what I'm looking for.
Mmh, indecision.