15/03/2020

Expeditions

One thing I like about Neverwinter is that it rarely tries to reinvent the wheel in terms of gameplay, usually "just" reiterating from one module to the next to make certain pieces of content more fun or at least fun in a different way.

In Undermountain they did this in the form of expeditions, which appear to be that module's solo to small group endgame content. At its core they are lairs (soloable mini dungeons), with the fiction being that you venture forth into the depths of Undermoutain to explore and discover treasure.

Each lair consists of three sections randomly drawn from a limited selection of caves and populated with random sets of mobs to create variety.

A mechanic ported over from Ravenloft's hunts is that you can add a handicap to increase your rewards, though the effects aren't as interesting as they were in Barovia: mobs merely get stronger and some traps appear that can debuff you.

The (to me) most interesting twist is that you are encouraged to find three relics in each section to boost your rewards, which tend to be hidden away in corners and nooks. I would expect this to somewhat discourage speed-running, as rushing through makes it easier to miss them. Rather on the contrary, this particular content feels quite well-tailored towards people like me who prefer to amble along at a more stately pace while taking in the sights. (Typically though, I then found out that the other expedition "types" that Cryptic added later contain no such relics, presumably because the mechanic wasn't popular.)

Unfortunately the lack of variety in terms of the dungeon building blocks and mob mechanics causes the whole thing to get old pretty quickly.

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