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As players try and clear up this mess, they uncover a bigger plot that endangers the entire barony. The opening adventures of the game sees four of the six heroes that you have access to at the start of the game on the road, only to be interrupted in the night by Uthuk (demons who you might recognise from Runewars). For those who have played previous games, you’re going to see how those characters you’ve previously used before filled out into what they are now. The whole campaign was structured around their journey through a descent into darkness – and most of the mechanics hinge on that aspect.”ĭespite this character focus, there’s not a whole load of lore that needs to be ingested before you sit down to play “we include a lore guide in the game to give players a chance to get some background info, but we wrote the story of the game assuming players might not have read that,” says Centell-Dunk. The majority of quests are cantered around one specific hero at a time. “A lot of the design is focused on who the characters are,” continues Hajek, “the skills and weapons of the heroes are specific to them. In Legends of the Dark, we wanted to let you take part in that story as they rose up, defining who they are and what makes them a hero.” “In Journeys in the Dark, you play characters who are already legends,” adds Hajek, “they’ve done awesome things, know forbidden knowledge, and have lost limbs before you start. Each hero in legends has a more personal stake in the doom at hand, and we get to explore what that means.” “Our Journeys heroes are often travelling adventurers who get embroiled in a world-ending plot that they don’t necessarily have personal stakes in,” says Centell-Dunk, “in Legends, I think we’re referring to two kinds of legends: both the story of our heroes becoming legends, and the return of legendary foes from Terrinoth’s history.
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The changes that the team have made to Legends of the Dark brings it right up to modern, story-centric roleplaying. Players aren’t turning to Descent at this point from a world where dungeon crawling is the norm for fantasy adventures. “It’s an epic dungeon crawler board game with a deep, hero-focused story,” says Centell-Dunk, “it’s a board game that leverages having a companion app to do some really exciting things: the app handles storytelling, enemies, and revealing the board, as well as crafting recipes and tracking heroic feats This outing contains the best bits of that formula, with some surprise additions and improvements. The Second Edition is considered something of a masterpiece of turning a crunchy game into something more accessible, and later outings have included the use of app enabled content to guide the story – similar to the excellent Journeys in Middle-earth. Minis, maps, and a lot of dungeon crawling fun sit at the centre of the series.
Descent legends of the dark expansion series#
Hajek is a Descent veteran, having spent the most part of his eight years at Fantasy Flight working on the series – he’s probably best known however for his roles in the Fallout: The Board Game and Journeys in Middle-earth.įor the uninitiated, Descent is maybe one of the first ‘RPG in a box’ experiences to do the name any justice. We’re talking to them today to try and answer that question.Ĭentell-Dunk is best known for her work on Mansions of Madness Second Edition where she designed all the expansions and DLC scenarios. “The big question felt like, ‘How can we make the coolest dungeon crawler ever? What can we try to do that we haven’t seen a lot of board games in the genre try before?’,” says Kara Centell-Dunk, one of the designers of the upcoming Descent: Legends of the Dark alongside Nathan Hajek.
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