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Anti-Heroquest....or Evilquest if you will..........

Discuss general topics relating to HeroQuest that don't fit well in the categories below.

Re: Anti-Heroquest....or Evilquest if you will..........

Postby bruenor » June 4th, 2013, 1:29 pm

chaoticprime wrote:So its exactly the same, but evil-er? What, like, instead of gold we can have baby skulls?


You can have whatever you like mate, skulls, rats, fingers....it's your game.

Slowly going off the idea now all the bumpf has been introduced and made it not fun anymore.

Simple and quick, thats how the game should be, fun for new and old players alike.

The main reason for bringing this thread up, was one of my players asked, why he couldn't play as an evil doer for a change....


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Re: Anti-Heroquest....or Evilquest if you will..........

Postby torilen » June 4th, 2013, 5:05 pm

the balancing system linked to over at old scratch's site - almost exactly what I had done may of last year...
and tweaked over the next few months.

For anyone interested, on the link provided below, scroll down to the bottom of page two to the
pdf attached. That pdf offers my whole analysis on balancing, as well as a bunch of new characters.
viewtopic.php?f=143&t=1159&start=10

Scary how many times two different people can come up with something almost exactly the same.


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Re: Anti-Heroquest....or Evilquest if you will..........

Postby Daedalus » June 4th, 2013, 5:57 pm

bruenor wrote:I think you guys are over complicating it all.
Just imagine a negative version of the game where the evil characters are the "heroes" and what we would class as good guys as the "monsters".
Fairly simple just find an evil related mini that closely resembles the original hero and substitute it.
No need for all the stat swapping and faffing about and do the same with the "monsters".
No need for all the buggering about "colour code" match parties and so on.

Keep it simple as the game is designed to be.
Have a Minotaur as your barbarian if you like, it's your game.

Geez talk about making things hard for yourself.

Swapping the figure works well enough. I'm not a fan of a Chaos Sorcerer casting most Elemental spells, however. For magic, I think Chaos spells from the NA game and Evil Wizard spells from WoM are in order. Some spells would have to be avoided, or things could get wonky. Then again, maybe casting a Firestorm spell would be part of the wild ride. No restrictions would keep things simpler.

Aside from the Hero figures as named monsters, what do you suggest be the models for the other good guy "monsters"? Are you thinking of calling a Goblin figure a serf, or are you thinking Mercenary/Men-at-arms figures? Or is the idea more of using figs from other games, such as D&D miniatures? Any/all of the above?
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Re: Anti-Heroquest....or Evilquest if you will..........

Postby torilen » June 4th, 2013, 6:35 pm

bruenor
perhaps you can just let that player play some of the monsters, or an evil NPC sometimes. Give him a chance
to get it out of his system, and give you a little break on having to play all of the evil things.


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Re: Anti-Heroquest....or Evilquest if you will..........

Postby chaoticprime » June 4th, 2013, 9:15 pm

If the purpose of this is to suggest new trappings that insinuate evil, that's easy.

Elemental spells, by their very nature, are neutral forces. There is no reason why only good characters should be able to use them. None of the quests are particularly 'good-guy' outside of the narrative accompanying each. Change those. Make Prince Magnus' gold a bank heist. Make Ragnar evil. You would not even have to change the game's monsters to anything else, as they could be mercenary races. Although, changing Chaos Warriors to literal mercenary figures would be sensible. Make the point of Barak Tor to awakening the Witch Lord.


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Re: Anti-Heroquest....or Evilquest if you will..........

Postby chaoticprime » June 4th, 2013, 9:27 pm

Quest 1 - The Assassination
Quest 2 - The Rescue of Ulag
Quest 3 - Keep of the Knight Ragnar
Quest 4 - Prince Magnus' Vault
Quest 5 - Melar's Maze
Quest 6 - Legacy of the Knight Ragnar
Quest 7 - The Lost Warlock
Quest 8 - The Fire Elf
Quest 9 - Hero Ambush
Quest 10 - Castle of Mystery
Quest 11 - Bastion of Heroes
Quest 12 - Barak Tor - Prison of the Witch Lord
Quest 13 - Destroy the Spirit Blade
Quest 14 - Defend Barak Tor

I made up this example for figure substitution in Quest 1. It should be improved upon easily.
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Re: Anti-Heroquest....or Evilquest if you will..........

Postby bruenor » June 5th, 2013, 12:07 pm

Daedalus wrote:
bruenor wrote:I think you guys are over complicating it all.
Just imagine a negative version of the game where the evil characters are the "heroes" and what we would class as good guys as the "monsters".
Fairly simple just find an evil related mini that closely resembles the original hero and substitute it.
No need for all the stat swapping and faffing about and do the same with the "monsters".
No need for all the buggering about "colour code" match parties and so on.

Keep it simple as the game is designed to be.
Have a Minotaur as your barbarian if you like, it's your game.

Geez talk about making things hard for yourself.

Swapping the figure works well enough. I'm not a fan of a Chaos Sorcerer casting most Elemental spells, however. For magic, I think Chaos spells from the NA game and Evil Wizard spells from WoM are in order. Some spells would have to be avoided, or things could get wonky. Then again, maybe casting a Firestorm spell would be part of the wild ride. No restrictions would keep things simpler.

Aside from the Hero figures as named monsters, what do you suggest be the models for the other good guy "monsters"? Are you thinking of calling a Goblin figure a serf, or are you thinking Mercenary/Men-at-arms figures? Or is the idea more of using figs from other games, such as D&D miniatures? Any/all of the above?


Any and all figures you see fit, for instance GW do box sets of Empire regiments that would make excellent guards and so on. Mch the same with Dwarves and Elves, so it's possible to man a whole quest with certain races, for specific quests.

CP mate I like the way you're thinking there...


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Re: Anti-Heroquest....or Evilquest if you will..........

Postby chaoticprime » June 5th, 2013, 1:55 pm

I have a bunch of scrap Empire militia guys.


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Re: Anti-Heroquest....or Evilquest if you will..........

Postby bruenor » June 5th, 2013, 1:58 pm

Yep they will work, as guards (either as Orcs or Goblins)


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Re: Anti-Heroquest....or Evilquest if you will..........

Postby Goblin-King » June 5th, 2013, 2:20 pm

Just kinda jumpin' into the thread here...

If the players wan't to play as evil heroes/monsters, wouldn't you basically just replace and rename the models?
Seems pretty straight forward to me. Instead of orcs and goblins you have scouts and halberds. Instead of chaos warriors you have barbarians. etc etc.

Then redo the quests slightly. Instead of getting a magical artifact back you have to steal it, instead of rescuing Sir Ragnar you have to kidnap him.
Easy :)


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