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Introducing myself

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Re: Introducing myself

Post by Daedalus » November 23rd, 2014, 6:25 am

Curds is a nice implementation. You may see some iteration of it later by another member, which is the best compliment you can get. I'm looking foward to your other ideas. I'm also leaning toward enabling the M/Z player. In my case it's a Fortune deck. I'm not counting, but there are at least two others M/Z decks made by others that you may want to check out here. Perhaps you've already seen them?

Re: Introducing myself

Post by Teldurn » November 7th, 2014, 5:59 pm

Welcome to the Inn! :)

And your work looks plenty promising. |_P

Re: Introducing myself

Post by mitchiemasha » November 5th, 2014, 7:35 pm

The dungeon generator is a good idea to use cards. Using a table would bring about problems where furniture had already been placed. My solo play and No EWP ideas were to use something similar. You'd simply use the cards that represented what you had. if you want to play a more Greenskin dungeon over Undead, just swap out the cards

We would be very appreciative if you were to change the cards to use actual HQ images or similar. They are quite easy to find and would vastly improve your idea.

Re: Introducing myself

Post by mitchiemasha » November 5th, 2014, 7:26 pm

Hello and thank you for the downloads.

BUT how dare you suggest non of the home brew rules here address the issues.... lol!!!

Mini brawl at the inn then we sit and enjoy some Meads and discuss your ideas.

Re: Introducing myself

Post by cornixt » November 5th, 2014, 11:08 am

Thanks for the warm welcome.

Gold Bearer wrote:
cornixt wrote:As if that isn't enough, I am mulling over rules for an antagonist games master who actively tries to get the dungeoneers to fail...
Isn't that what you're supposed to do anyway? :)

I'm meaning in a more active way rather than reactive.

Re: Introducing myself

Post by slev » November 5th, 2014, 8:43 am

I recognise you from BGG.
Welcome!

Re: Introducing myself

Post by StratosVX » November 4th, 2014, 7:44 pm

Welcome!

Re: Introducing myself

Post by Gold Bearer » November 4th, 2014, 6:11 pm

Evening. I'm looking forward to reading your custom rules.

cornixt wrote:I've been stealing the resources of this site for about a year now, so it's about time I gave back. I started playing HeroQuest in the late 80s when my brother got it for xmas, and it became my introduction to the world of fantasy gaming. I moved on to Warhammer and didn't really think much of it for a while.
Snap. |_P

cornixt wrote:As if that isn't enough, I am mulling over rules for an antagonist games master who actively tries to get the dungeoneers to fail...
Isn't that what you're supposed to do anyway? :)

Introducing myself

Post by cornixt » November 4th, 2014, 5:53 pm

I've been stealing the resources of this site for about a year now, so it's about time I gave back. I started playing HeroQuest in the late 80s when my brother got it for xmas, and it became my introduction to the world of fantasy gaming. I moved on to Warhammer and didn't really think much of it for a while. Since my brother had two copies of each Orc and Witchlord exxpansion, I convinced him to give me a few of the models so I could make a BloodBowl team. Another decade on from that, late last year, and my kids are really interested in games. What better way to introduce them than HQ? I printed out tiles and fitted them into the standard HQ board shape, made lots of furniture out of card, raided my model collection for appropriate pieces while waiting for the Bones II Kickstarter to deliver (only a few months to go now!). It was a huge success, with the kids eagerly making their own quests (albeit fitting as many goblins as they can into every room).

As usual, I am not content with a game unless I have handmade something for it. Constructing the whole set from cardboard was not enough. Then I came up with the idea of a quest generator. Rather than using a series of tables, I figured that a deck of cards would be nicer - showing the layout in a way my five-year-old could understand. So I made it. Those who follow the HQ forums at boardgamegeek.com have probably seen it, but for those who haven't it is called CURD and it is here:
http://boardgamegeek.com/filepage/10160 ... uest-cards

Still this wasn't enough. The HeroQuest rules were just too full of gaps and restrictions, and none of the homebrew rules on here really addressed the problems in the way I wanted. So for the last few months I have been in the process of writing what I call Two Page Dungeon Crawl. It is based on the HQ rules but with my fixes, which handily fit onto just two pages without shrinking the text down into tiny writing. I've already fleshed out the fantasy supplement that contains all the specifics for fantasy quests (also no more than two pages, but could instead be replaced by a deck of cards) and I have modern day and future supplements partially done. Another two pages of "advanced" rules in the works too (everything has to be two pages only; no more, no less!). It's 95% compatible with HQ quests but open enough to work with whatever bits you have. CURD is being adapted for this game.

As if that isn't enough, I am mulling over rules for an antagonist games master who actively tries to get the dungeoneers to fail, and/or making it GM-less and having players take turns to control things in a set way. All that in time.

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