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<blockquote data-quote="Jacob Lewis" data-source="post: 7610031" data-attributes="member: 6667921"><p>Well that just seems like a missed opportunity due to misplaced expectations, which is surprising since you suggest having some familiarity with "Descent". The two games play nearly the same, but I felt the Star Wars version had improved on a number of things, and not just thematically. The campaign structure is far more flexible allowing for more variety and greater repeatability. And while every expansion provides a new campaign or mini-campaign, each miniature expansion also offers a new mission that could be used in any of them. Personally, I don't want anyone to dismiss this game based only on your comments about a limited perspective/experience (no offense), so I'm just going to offer another perspective for balance. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>One thing to keep in mind is that the Imperial player is not a GM. He/she is, in fact, another player who is actively opposing the others who are playing together as a team. And since they're not challenging a programmed or static environment, the experience can vary depending on the skill of the players involved on both sides. The Imperial player gains XP and power ups to improve abilities and options as the campaign progresses, just like the Rebel players do and regardless of the outcome of their last mission. The Imperial player enjoys more resources and abilities, obviously, but they are usually more expendable and thematically unique from the Rebel-perspective. </p><p></p><p>The Imperial player may also have the advantage of being more familiar with the rules, but that is not the fault of the game design. Players who want to be more skilled at the game should want to familiarize with the rules on their own, and strive for some level of mastery. Plus, they need to be able to work as a team. So a bunch of lone-wolf types trying to gain accomplish everything on their own is less likely to achieve good results. If the Imperial player loses, he only has himself to blame. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>More importantly, the campaign doesn't end whenever one side wins or loses. It progresses with the winner selecting the next mission. There may be some other rewards, but all the players earn something regardless if they win or lose. If the Rebel players expect to win just because they are the "heroes", that is something that must be earned. They must learn to play better and that's not likely going to happen the first time they sit down to play. Maybe that is a flaw in the design that might not seem so appealing to everyone. In fact, we now see more app-driven games replacing similar adversarial roles in favor of more cooperative play styles.</p><p></p><p>Anyway, its a shame you didn't give it a really good chance, especially since the app came out and created a fully co-op game mode without the need for an Imperial player. Your group may still not have liked it, but I do feel the experience would have gotten better if you had been able to see how the campaign evolves and the players improved. Of course, it is no longer being reprinted now. I am glad I have most of the expansions and figures I want, but my intention is to finish the collection before its too late. And maybe someday I'll get to play through some of the other campaigns and expansions I haven't gotten around to yet. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Jacob Lewis, post: 7610031, member: 6667921"] Well that just seems like a missed opportunity due to misplaced expectations, which is surprising since you suggest having some familiarity with "Descent". The two games play nearly the same, but I felt the Star Wars version had improved on a number of things, and not just thematically. The campaign structure is far more flexible allowing for more variety and greater repeatability. And while every expansion provides a new campaign or mini-campaign, each miniature expansion also offers a new mission that could be used in any of them. Personally, I don't want anyone to dismiss this game based only on your comments about a limited perspective/experience (no offense), so I'm just going to offer another perspective for balance. :) One thing to keep in mind is that the Imperial player is not a GM. He/she is, in fact, another player who is actively opposing the others who are playing together as a team. And since they're not challenging a programmed or static environment, the experience can vary depending on the skill of the players involved on both sides. The Imperial player gains XP and power ups to improve abilities and options as the campaign progresses, just like the Rebel players do and regardless of the outcome of their last mission. The Imperial player enjoys more resources and abilities, obviously, but they are usually more expendable and thematically unique from the Rebel-perspective. The Imperial player may also have the advantage of being more familiar with the rules, but that is not the fault of the game design. Players who want to be more skilled at the game should want to familiarize with the rules on their own, and strive for some level of mastery. Plus, they need to be able to work as a team. So a bunch of lone-wolf types trying to gain accomplish everything on their own is less likely to achieve good results. If the Imperial player loses, he only has himself to blame. ;) More importantly, the campaign doesn't end whenever one side wins or loses. It progresses with the winner selecting the next mission. There may be some other rewards, but all the players earn something regardless if they win or lose. If the Rebel players expect to win just because they are the "heroes", that is something that must be earned. They must learn to play better and that's not likely going to happen the first time they sit down to play. Maybe that is a flaw in the design that might not seem so appealing to everyone. In fact, we now see more app-driven games replacing similar adversarial roles in favor of more cooperative play styles. Anyway, its a shame you didn't give it a really good chance, especially since the app came out and created a fully co-op game mode without the need for an Imperial player. Your group may still not have liked it, but I do feel the experience would have gotten better if you had been able to see how the campaign evolves and the players improved. Of course, it is no longer being reprinted now. I am glad I have most of the expansions and figures I want, but my intention is to finish the collection before its too late. And maybe someday I'll get to play through some of the other campaigns and expansions I haven't gotten around to yet. ;) [/QUOTE]
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