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#7848
JayvenpupJayvenpup
Participant

I turned to my wife and son first to answer that question, responses below! Both have played through the Introduction mission and their first Side Mission as Rebels in the campaign.

Son
It adds that sense of urgency and even losing progresses the storyline. The way the classes are designed are varied.

Wife
There are both male and female characters of varying roles. Depending on what abilities you purchase with your XP, it makes replayability a big thing as one person can play one class different to someone else. The fact that you can choose who goes when in the round rather than having a set/random initiative, so you can react to whatever the Imperial Player does. The game itself is of mid-length, so it is reasonable to play on a school night. The best thing about it is everyone of us enjoys it and it encourages teamwork and problem solving skills in our son (15 y/o, ADHD/Aspergers).

And then comes myself. Pre-emptive apology, beware of the text!

I’ve now run two missions as the Imperial Player and while we are still learning (only played a few games so far, these two missions above and one other test run), we are having fun learning it. We also own D&D Wrath of Ashardalon and Gears of War, as examples, and there are parts of those that irk us. Whether it be longer times to get used to things (Gears of War) or overthinking in D&D Ashardalon due to our roleplaying backgrounds, Imperial Assault has had moments like that (Locked door? Can I do a skill check to open it?) but in a more positive way. The door idea, for instance, I am thinking of things like that when I get around to making my own missions (read that as “IF” as I procrastinate) and therefore campaign.

I agree with what they both said above but have a few little bits to add (in no particular order):

  • Duration of each mission so far is no longer than two hours.
  • I could not stop smiling when listening to them two actually sit there and discuss who goes first (whats on second >.>) and what should they do when thinking on what I COULD activate on my turn or potentially what could trigger when they open a door. For seeing them both that way was amazing since the son is a hard person to nail down for some of our games (i.e. Eldritch Horror he can but not always).
  • I am still finding myself holding back punches but that last mission made me realise I need to learn to not. I think ultimately I worry I’ll scare them but honestly, there seems like a lot of tug of war. I could be nasty and infact they can dish it right back when in a tight corner!
  • The maps I thought were small at first but after the first, the others seem large enough for not feeling cloistered and having room to plan (not counting the AT-ST in that, it was still awkward and I wished so bad to shoot someone with it).
  • It isn’t just the Rebels who get classes, which is a plus, as as the Overlord/Imperial Player, you get a choice of three class decks to vary your playstyle. Generalising it, one enhances Stormtroopers, another is improving Technology and the last is more Spy/ISB related.
  • As the Imperial Player, you can inject new missions in that the players have to think “Crap, do we do that or let him get the bonus and we choose a different mission?” or perhaps even force them into a mission before they get to spend their hard earned credits/XP (good example would be say they fail a mission, they could then be captured and that is their next mission).
  • (I did warn you before I did this…) Last but not least and this is more assumption since I lack them: The miniatures. We have A Touch of Evil and Mansions of Madness are yet to be painted but nothing will stop me painting the Imperial Assault ones as from the pictures, they look damn fine!.

I don’t mind answering specific questions since the Core Set is out, as I said earlier, but obviously I can’t answer any What If’s. I am though looking forward to when it is released to the rest of the world and not just Essen and we see what ideas people come up with for missions/house rules.

I know we’ve got a house rule already on one aspect, again, gotta love having a house of roleplayers!