by cynthialee » May 27th, 2012, 12:08 pm
Lately I have been ussing the HQ individul quest maps as short dungeon crawls. They work great actually. Just do a little of prep time figguring out some conversions and it is game on. Many RPG's have most of the HQ monsters in them and it is rather easy to just use the RPG version of the monster. Treasures and hazards need to be worked out before the game is played of course. My players are sure to never put a dead ork on a funeral pyre without propperly looting his bloody pockets...Artifacts take some homework and effort.
Even though there is a certain amount of prep work needed to do the premiss of the quest, placement of monsters and traps is already done for you so the majority of the work is acomplished.
For instance my gamer crew is currently playing the dungeon Mellars Maze from the main HQ quest book. They got almost to the end of the dungeon when they decided to secure a room, eat meals, rest, drink healing potions, re-enchant their wepons and prepare any prepatory spells. They have no clue (yet) as to how smart this move was. That last room with the Tailisman of Lore in it is going to be a major PITA. They are thinking that they are only about half way in, if they knew that the next room was thier quarry I am sure they would have moved on the room and damn the torpedos. Which likely would have cost them at least 2 of their player characters. So the next game session will be mostly an RP session after they secure their quest item.
I have ussed the HQ maps as a quik easy dungeon for AD&D, Storyteller (which required allot of work to be honest) GURPS, and Saga: the Game.
Anyone else use the HQ dungeons for other games?
So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss.
If you only know yourself, but not your opponent, you may win or may lose.
If you know neither yourself nor your enemy, you will always endanger yourself.
~Sun Tsu The art of War~