WHQ doors are 2 wide, noted. I've never actually seen WHQ in real life. I've seen other games in the WHQ line more recently, and I want to say I saw a one-to-two transition between tiles in some playthrough or other of Cursed City. I thought that was a design intention. If memory serves correctly, it might be for Cursed City. Seems I was mistaken about the original WHQ though.
I'd like to make some double-wide HQ doors. I've notion of how to make some single-wide ones that would be really cool and pretty easy to make using one of two methods, but I don't know how to make double-wide ones yet. I haven't decided which method I am going to prefer for making the single-wide doors either.
Both involve wide tongue depressor "popsicle sticks" which are about the right size for HQ doors I think. Both ideas involve taking one of these and cutting it to a hair under the length you want for a door height. Basically to give you room to use it as a marking jig to cut the actual doors. Then you need a frame. To finish the doors, scratch lines in them with your xacto, deep ones to make planks and shallow ones to make wood grain if you want it. Strips of card stock for banding on the door and a tiny jump ring from the bead/jewelry section of your craft store as a door pull. Just glue 'em on.
First idea for a frame is to make a template of a frame, then cut that out of nearly half-inch foamcore. Could use half-inch XPS for this, but Dollar Tree Rediboard is meant to have the paper peeled off it and apparently if you glue-stick two pieces of it together before cutting the door frame out of it, the join line for the two sheets disappears, and it's a lot easier to get some rediboard home than it is a 4'x8' sheet of Foamular XPS foam. You then draw your keystone and the rest of the bricks on that and cut the door out. making a U shape. The inside cut might be easier with a Foamwerks circle drill. I'm not sure this is easier than the individual brick method.
Second idea is actually to cut strips of it and make foam bricks. Put 'em in a few small pebbles and some sand and shake and the result will look way better than you can get with the first idea. But this method trades having to draw bricks with a craft knife and then a wide tipped ballpoint for having to MAKE foam bricks and then glue them together. Wax paper over a drawn template (or an actual door made from your template), start with the keystone and just glue these things around the door. Cut them flush with the door's base.
Both door frames get glued to a piece of the center of the sticks you didn't use for the doors themselves. These need a hard coat (particularly for open doors) to not be weaker than the chipboard doors that came with HQ. Mod Podge works extremely well for this. Then just handle the bases however you like and paint the stones and door likewise.
I could make essentially French doors this way for double-wide, but … I think they'd look silly. My clever solution for actually using something made of wood to make a wooden door works for 1 wide classic HQ doors (I've cut and scratched up a couple potential doors, they do look pretty good) but I'm going to need to find other material or actually develop skills to make a double-wide I think unless someone else has inspiration after I do up a bunch and post pictures. My (lack of) workspace has been in a state of chaos for weeks, so I haven't had much time to do more than noodle around with methods.
Davane wrote:I do like the dice, but my one concern is that for passages, you inadvertently seem to get rid of the bell curve rolling 2d12 gives you. Have you taken this into account with your design, because it would be great if you did.
For what it's worth, it wasn't my design. All I get credit for here is "hey, I saw some video once and I bet I can find it in my YouTube history…" But no, it doesn't have any sort of bell curve to it. At the point you are rolling for corridors, you've already established that you're going to have one. Will it be short or long? Video's creator has weighted his to be short if I interpreted his note in his photocopy of the rulebook correctly: 1-7 for short and 8-12 for long. That's going to trend to keep the dungeon much more compact, which might cause problems because he's also decided to incorporate rooms that are neither 5x5 nor 5x10 from other GW products or otherwise.
ETA: I thought I read in the table in the book that 1-3 should result in one long, something similar should be three long, and the rest two, creating a bell distribution as you just suggested. Look at the printable cardboard dice there…
1: XX
2: XXXXXX
3: XXXX
That's not quite a bell. Seems like one of those threes should be a one. Did I read the less than clear picture of the table in the youtube video incorrectly, or is the above graphic not representing what's in the book quite correctly?
Davane wrote:Also WHQ can be played as a roleplaying game, but because the roleplaying aspect of it is so small, many players simply forget this, even though that's why they called the big whopping tome the roleplay book. By small, I mean you get maybe 30 pages of a 192 page tome covering the rules which are basically, "the GM makes up the rules," and "GM, here's some advice for some rules." The expansions included very little extra material for GMs, consisting mainly of another published multi-deep adventure, but the advice on steering uncooperative players to your adventure from Catacombs of Terror is hilarious to read.
It's kind of sad how, despite being somewhat of a success as a dungeon crawling board game, because WHQ wasn't as big a success as it's premium lines, and it didn't fulfill it's true purpose of encouraging more players to buy GW miniatures, it wasn't allowed to become all that it could be. But, even then, it always sounded like it was a glorified romp for the devs when they couldn't get their armies out more than anything, but the rules for using your Warhammer Quest Warriors in WFB was a masterclass in coming up with thematic WFB heroes of your own.
I kinda always knew AHQ was essentially a failure from GW's perspective (and perhaps from many players' as well), and I do know that some elements of AHQ have found their way into other GW titles. To what extent is AHQ a prototype for WHQ I wonder? Having spent just enough time with AHQ to see that it wasn't really HQ anymore and shove it back in its box and not touch it for a decade, and having seen nothing of WHQ, it's only my gut and and the fact that GW had their hands in all three games on some level that tells me your notion of combining elements from each might yield something really cool.
From Mr. The Dungeon Dive's video (if that individual is here on the Inn, hi! Your video did give me a great appreciation for AHQ, and I sort of regret looking it over, being disappointed, and shoving the box in a closet for a decade after seeing it), AHQ still feels a little unrefined to me, but the game does seem to have a lot going for it when combined with HQ as was probably sort of intended it would be.
Battlin' Barrow Gaming had a video where he looked at AHQ perhaps a little less fondly, but I definitely recommend that video to anyone who doesn't have experience with AHQ and what came in the box. He did say that AHQ was from a time when GW games had thick tomes of rules that were kind of a bit crap, actually. I can't evaluate that claim, but my sense is AHQ's rules are a bit hit and miss and otherwise overly long for anything other than the dungeon generation which seems to be fairly short and to the point actually.
I do very much like the threat system in AHQ and we play HQ with something sort of similar (and The Dungeon Dive's suggestion for how to work that into solo play sounds interesting if I understand it right as well.) When you have a GM, it gives that person something to do when there aren't monsters on the board to attack the players. It also puts a bit of strategy into the game for the GM. I also like how the players can run to the village in the middle of the quest. It leaves heroes a little vulnerable while someone's run off, but it could mean they return with exactly what is needed…
Davane wrote:Whilst I'm gushing, if you can find an online copy of the Mordheim rules, that's always worth a look. Although it's a skirmish game, the between battle events and territory had a lot of fodder for the imagination, and given the similarity in scale between WHQ, WFB, and Mordheim, combining Mordheim could be just what you need to turn WHQ into a full roleplaying game that would rival even AHQ...
Honestly, I wouldn't mind seeing a HQ role playing game. A lot of stuff works the way it does in the game because nobody ever thought there'd be a reason players would ever want to do X. I often note that I like the homebrew rule some have discussed of having someone jump up on the table to get a combat advantage. Cost? He's now a table-sized target. (I think you also need to roll to see if the table doesn't just collapse and drop the hero on their heroic ass and possibly causing injury, but that doesn't appear to be part of anyone's homebrew that I know of.) I just like the storytelling implications of stuff like that. Or grabbing a burning chunk of wood sticking out of the fire in the fireplace and … yeah it's only doing 1CD attacks. Except against that mummy, it'll do 2CD against him.
Another game I'm told is worth investigating is Talisman. I know very little about it.
<InSpectreRetro> All hail Zargon!!! Morcar only has 1BP.