Quest objectives that can be failed
I thought a lot about the missions of HQ.
For me, most of them have a core problem:
You can kill the entire group (or experienced players will flee when they reach 1 or 2 BP)
Or if not, then they will achieve the mission objective, sooner or later.
There is nothing in between, today.
I think, the dungeons of Hero Quest could be a lot more interesting if there is something else. The Rescue of Sir Ragnar shows the principle: It is possible to lose Sir Ragnar and the mission, without dying. It adds a lot to the gameplay, and makes the game more difficult. Sadly the original game designer missed the opportunity to write a side quest for the negative outcome.
Here we have the first mission that can be failed: Rescue a captive.
Another idea would be a time limit: Find or kill or achieve or leave or do X, before Turn Y has passed. Prerequisite here would be that the average hero can achieve this with average dice rolls; plus maybe there should be more than one way to cross the game board so the ingame decisions are not so easy. A hint which way to take could come from a predecessor quest.
The stopwatch could also start when a certain condition is met: You open the door to the central room; counting from now in 2 turns the evil necromancer master will disappear with a teleport spell – and the heroes missed their goal to kill him. If you tell the players sometimes that there is a time limit, and sometimes not, they will start to always feel the pressure. Even if there is a quest without it. Of course it has to be a storyline time limit - just to put a counter on the table would destroy a lot of "feeling".
A third type of objective maybe could be prevented by a monster doing things with it – move next to it and then roll a black shield or such things. This last thing is very difficult to implement in a quest. Imagine giving the Heroes the task to activate a machine with a lever deep down in the dwarven city, and the monsters could switch it back off. Difficult about it is how to give the heroes a chance of success without coming back to the initial state (die or win) if the DM knows beforehand about this? I think the mission to kill the Witch Lord is one good example: If he manages to control the Hero with the Spirit Blade (and if you accept a little bit freedom in Gameplay - The rules do not exactly allow this), then he could remove the Spirit Blade from Game (for example by giving it to a fast running Goblin or by taking it himself) and therefore the Heroes would lose without dying. And it is a thing that the Monster could achieve.
I would like to gather more ideas in this thread: What kind of mission can be failed, without killing the heroes; but with added possibilities to tell a story or to start a new quest side branch?
For me, most of them have a core problem:
You can kill the entire group (or experienced players will flee when they reach 1 or 2 BP)
Or if not, then they will achieve the mission objective, sooner or later.
There is nothing in between, today.
I think, the dungeons of Hero Quest could be a lot more interesting if there is something else. The Rescue of Sir Ragnar shows the principle: It is possible to lose Sir Ragnar and the mission, without dying. It adds a lot to the gameplay, and makes the game more difficult. Sadly the original game designer missed the opportunity to write a side quest for the negative outcome.
Here we have the first mission that can be failed: Rescue a captive.
Another idea would be a time limit: Find or kill or achieve or leave or do X, before Turn Y has passed. Prerequisite here would be that the average hero can achieve this with average dice rolls; plus maybe there should be more than one way to cross the game board so the ingame decisions are not so easy. A hint which way to take could come from a predecessor quest.
The stopwatch could also start when a certain condition is met: You open the door to the central room; counting from now in 2 turns the evil necromancer master will disappear with a teleport spell – and the heroes missed their goal to kill him. If you tell the players sometimes that there is a time limit, and sometimes not, they will start to always feel the pressure. Even if there is a quest without it. Of course it has to be a storyline time limit - just to put a counter on the table would destroy a lot of "feeling".
A third type of objective maybe could be prevented by a monster doing things with it – move next to it and then roll a black shield or such things. This last thing is very difficult to implement in a quest. Imagine giving the Heroes the task to activate a machine with a lever deep down in the dwarven city, and the monsters could switch it back off. Difficult about it is how to give the heroes a chance of success without coming back to the initial state (die or win) if the DM knows beforehand about this? I think the mission to kill the Witch Lord is one good example: If he manages to control the Hero with the Spirit Blade (and if you accept a little bit freedom in Gameplay - The rules do not exactly allow this), then he could remove the Spirit Blade from Game (for example by giving it to a fast running Goblin or by taking it himself) and therefore the Heroes would lose without dying. And it is a thing that the Monster could achieve.
I would like to gather more ideas in this thread: What kind of mission can be failed, without killing the heroes; but with added possibilities to tell a story or to start a new quest side branch?
! My players are great!