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I mean to say, looking at my BoardGameGeek games-played stats for Descent says that our heroes' road to victory was a 9-game marathon running from the end of September, through October, and up to last week. These statistics aren't 100% reliable, but the fact remains that the buildup to Sunday's triumph was 2 solid months of defeats, broken only for Andy and I, the Overlords. So yes, if these adventures had been part of a narrative- whether in print or in roleplaying- the sense of anti-climax would've been more than passing, it'd've been cause for serious complaint by players or readers.
I said yesterday that there is "something in this which strikes to the heart of Descent". This idea was sparked when I read an interesting thread discussing an insightful review over at the BGG. Among the various thoughts and perceptions of the game what was immediately most striking to me was Zimeon's comment that it "feels as if the designers have taken all the joy of new shinies from World of Warcraft the online game level 1-60, and packed it into 4 hours of play." Echoed by kingbobb ("I think the game does, within each quest, attempt to capture the WoW 0-60 progression"), this made me realise that the overwhelming power of Dave's lone hero against the Big Boss might well have been a matter of chance, but it wasn't entirely accidental all the same. That this wasn't accidental, and is therefore a conscious design feature of the game, is proved by Robb's explanation, from his Descent Decrees for an Aspiring Overlord, that
"veterans... understand that the treasure dynamic is backwards from normal games of this type. In order for heroes to defeat monsters in Descent, they must get treasure. This goes against the thinking that heroes are slaying monsters to receive treasure."All of this is confirmed by our experience of play.
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The heroes' extreme power curve and the spread of its variations give Descent a peculiar razor-sharp balance.
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I wouldn't want to be too dogmatic about these conclusions, especially since other players- eg. quesodog at the FFG Descent forum- think that the expansion scenarios are radically different from the basic ones. All the same- and finally coming back to that sense of anti-climax- barring haplessly choosing all the wrong doors to open and corners to turn so that you stumble upon the Big Boss before you've properly powered up, I suspect that surviving long enough to meet the Big Boss in the first place will typically require hero parties to have got their hands on something powerful enough to make shorter work of that Big Boss than the Overlord (who 'is' that Big Boss, after all) would wish. Otherwise, I would expect the Overlord to win before the party is ready to face the Big Boss in any case. Built-in anti-climax almost by defnition it seems to me.
If true this perhaps isn't the best of adverts for Descent, but to be honest I don't really care. The game gives me exactly what I want, and I find myself looking forward to playing it as much as almost any other game in my collection. I'd call that a palpable hit! Definitely not the last word. ;)
Related@RD/KA!
- As I was saying only yesterday...