I'll admit that I never got to play this game, or the vast majority of board games and fun gimmicky things when I was a kid. My family was not middle class enough to splurge in such ridiculous ways, so the only board game I was basically ever of was in the "normie" tier of board games, like monopoly and battleship. We also didn't have TV, so I just...never heard of any of these games until years later, on youtube.
But something called to me, with this game. I will save you the spiel, we assume you know what the game is here at Batreps. But something really did call to me.
The mixture of RPG and Board game is a long sought after prize, and there's been very few games I've played that have done it well. Heroquest was effectively a simplistic DnD-type game to try and cash in on the RPG craze. Its cousin, Warhammer Quest was (likely) an attempt for Games Workshop to control that space, with their large catalogue of minis and a pre-made world and army of designers and artists to corner the market. I've played many of these. Many many many. Gloomhaven, Descent and it's Star Wars themed half-brother, Imperial Assault, Massive Darkness and such. I don't think any of them really function well or do the thing that they're trying to do very well. These are very pretty games with lots of miniatures, but they're either so simple they trend towards boring (Heroquest) or they're so complicated they trend towards turning the table into a massive scrap pile of tokens, minis, board pieces and cards - arrrgh! Not to mention the setup times.
Dark Tower at first glance had me concerned it would be more a silly novelty - a neat prop for my 10mm games of Warmaster and not a hell of a lot else, with a semi-decent game that probably didn't really end up being worth the money. Oh god, and its an app game, and I'm still part of that core of gamers who cringes at legacy games requiring to destroy cards or add stickers. An App game, which will one day in the future, be literally impossible to use, is something that I would usually never consider.
I can tell you that this game kicks ass. Return to Dark Tower is what I'd like to call "on the right track" for doing an RPG/Board Game hybrid.
The first reason I think so is because the game has Great and Meaningful Character Progression, you start off as a fairly good character, and every single virtue(think of these as 'feats') you gain from the game afterwards just makes you stronger, have more utility, and the game is generally designed at least a little bit around you progressing, as the game gets fairly tense in the last two months. You pay for unlocking more using a currency called spirit, which is gained anytime you cleanse a place of skulls, defeat foes, or successfully navigate dungeons, so it feels like you are getting stronger through adventuring. You also pick up gear and treasure to gain Advantages, which you use in combat (by enemy type), so you have actual goals for how you want to build and customize your character, and this also means you can get extremely powerful with only a full inventory and no extra unlocked virtues.
The second reason is because the game Removes All The Tedious Bullshit. If you're going to play an RPG, there's usually a fair amount of book-keeping you need to do, and you also need to do preparatory work. The hope of the RPG/Board Game hybrid is that you a) the amount of book-keeping is reduced through the use of tokens and cards, and b) the preptime and setup are also very small. Many of the hybrids that exist don't really do this very well at all, and I don't see how Journeys in Middle Earth, Heroquest or Gloomhaven are really worth giving up the one thing RPGs have over all of their board game cousins: limitless possibility, constrained only by the rules and the player's imagination. They're either too simple to be worth it or, in some cases, actually have more work for everyone to do.
Dark Tower solves this problem really well. The App actually takes so much stuff off the table and puts it into the aether. Without the App, Return to Dark Tower would require:
1. An events deck, with separate cards for each different boss, companion, and monster. This would need to be put together for each and every game, alongside a deck of cards for tower events. I guess a die would be required to see whether or not you actually have events, because you can lose events.
2. Monster decks for each and every enemy and boss in the game. There would be zero room for any art, either, because you'd need the specific advantages there. Which would also mean that combat is way easier, because you would be able to see whether or not an advantage was worth spending, which would slow decision time more, or you would need to have some kind of sleeve that hides it, which would be more components. There's also an adversary that edits monster decks, so you better add for that as well. So likely the advantage system would need to be changed completely.
3. Some kind of indicator of what turn it is and what month it is.
4. The tower would be the worst fucking thing in a game
ever, because without an App to do everything it would probably require a
lot more effort. You'd likely draw from the events deck how many cards, and then if you draw a tower, you'd likely have to manually rotate things, it would add a bunch of cost and not really do much than just be...I don't know, kind of a crappy dice tower wannabe.
The conclusion I think is that without the App making your life easier, this would probably join the other Kickstarter games that were overly ambitious, too expensive, and not worth your time. With the App removing scads of cards, tokens and other nonsense, you have a really good little game, and the tower has been an instant hit, even among people I know who kind of roll their eyes at big silly components like that. It's a deeply charming piece of game, making fun sounds and dropping skulls to cause issues for you.
So it really does add everything you'd want. It's simple, the playtimes are short, you will go on a whole-ass campaign of dungeon crawling, monster slaying and world saving and it's simple enough you can teach this experience to small children. It's not quite "cracked the code", but it's really, really close to hitting that perfect ideal of the RPG/Board Game hybrid, and designers looking to stand apart in this crowded cottage industry should look to Dark Tower before releasing another clunky dungeon crawling boredom fest.
- Klang out