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Achievements, need your insights

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

Achievements, need your insights

Postby Diggin » June 26th, 2015, 10:44 am

So i was going through lemmeron's tavern ideas and came up with something similar..

here's the idea:
as my group is in dire need of extra gold coins to buy shiny items, i want to add this extra bit of funstuff, pretty much the same as in computer games where you get achievements for performing unusual stunts such as:
"play for 100 hours"
"Kill 3 players without getting hit"
"complete the tutorial"


I'm making a stack of cards like the one below and need your ideas to make a proper deck

Image

Hero achievement has to be performed by 1 player
Group achievement has to be performed by the group as a whole

At start of quest we draw a few of these acievements from the deck (dunno how many yet) and place them open. if someone accomplishes an objective he gets the card and can collect the reward after the Quest.
Maybe you score some coins, it's just a bonus.


a few ideas:

Hero: walk 13 spaces in 1 turn., reward 80 gold
Hero: survive attacks from the same monster 3 times, reward 30 gold
Hero: dismantle 4 traps during a Quest, reward 25 gold
Hero: get wounded by a Goblin/Kobold, reward 25 gold
Hero: kill a monster while standing inside a pit trap, reward 50 gold

group: encounter 2 wandering monsters in a single round, reward 50 gold coins each player
group: open 4 doors in a single round, reward 15 gold coins each player
group: leave a dungeon, with a closed door on the board, reward 50 gold coins each
group: finish a Quest without casting a spell that heals, reward 60 gold each
group: kill 4 monsters in 1 round, reward 30 gold each


i need alot of ideas to make a proper deck that is fun.. do you have any?
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Re: Achievements, need your insights

Postby whitebeard » June 26th, 2015, 11:15 am

Green-skin slayer. Kill at least one each, of goblin, orc, and fimir.

Master of secrets, find all secret doors in a dungeon.

Power magnet. Consume heroic brew and potion of strength on the same turn.

Wheel of fire. Kill three separate monsters with the three fire spells in three turns.

The whole thing seems to contrived. But you can put a plausible event behind any of these feats.
If they need cash, perhaps you should just pay bounties on monsters?

Alternatively you could drop additional items in the dungeon, with auxiliary objectives.
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Re: Achievements, need your insights

Postby cynthialee » June 26th, 2015, 1:19 pm

I would just insert extra gold in loots.
Getting 50 gold for walking over 13 unique squares...where did the gold come from? How did it just manifest?!

Print out the equipment cards with treasure card backs, then on occasion insert the items they may need into the deck.
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~


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Re: Achievements, need your insights

Postby QorDaq » June 26th, 2015, 1:49 pm

One of the cool things about this game being as old as it is would be seeing the change in gamer culture over the years... Achievements are super common these days, but back in the late 80's and early 90's I feel like Easter Eggs were the progenitors to the Accolade or Achievement we see in modern games.

We have also seen a recent increase in nostalgia for older board games (and improved technology in video games), result in some interesting offerings. i.e. Talisman, Warhammer Quest, and others coming out, especially on mobile platforms. Additionally we have seen some hybrid tools developed to facilitate card, dice, and other system-based management in gaming, such as mobile apps.

To bridge the shrinking board game/ video game divide, I think ideas like this one are innovative. Further, I think it's kind of neat to see something being brought from the digital side of the equation to the table top.

However, you were not looking for a critique or opinion on the idea, you want specifics for the cards themselves so here are a few rough ideas off the top of my head... You'll have to tailor them as these are just concepts.

Individual:
    • Heal X amount of damage in a (Turn/ Session).
    • Solve a puzzle using elements found only during the current adventure. (Could also be a group thing).
    • Solve a puzzle using elements found only during previous adventures. (Could also be a group thing).
    • Find a non quest item Easter Egg.
    • Translate a cryptic message.
    • Become unconscious (Be defeated) in every encounter in a Quest.
    • Hero sacrifices themselves to save another Character (PC or NPC).
    • Hero passes up a treasure that would benefit them greatly but help someone else more. (Could also be designed for a group).
    • Find a Map/Clue to another unrelated adventure.

Group:
    • Defeat/ Resolve a Boss encounter through negotiation instead of combat.
    • Each Hero is defeated at least once during a given Quest--while still completing the Quest successfully of course.
    • Make a critical choice that will affect the future of two different (potentially friendly) groups--possibly where one group will flourish and the other will suffer.
    • Negotiate a peace with an unlikely faction that benefits an otherwise opposed faction. i.e. Save the Goblin village from destruction while preserving the nearby town's livestock from future Goblin raids.

I don't know, looking back at some of that, it implies a level RP or continuity between quests that may or may not exist in your groups gaming world... But that's the approach I always took with HQ so it's natural for me to go there I suppose.

I'll be interested in seeing where this goes.
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Re: Achievements, need your insights

Postby cynthialee » June 26th, 2015, 2:55 pm

I really like the bounty idea.
If they need extra cash then put out a bounty for a specific monster type. Each time one is slain they collect an ear and bring it back to the city for the bounty.
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~


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Re: Achievements, need your insights

Postby Diggin » June 26th, 2015, 6:05 pm

Some of those idea are awesome already, this is good stuff.
But... yes maybe it is a bit too contrived, im having doubts about this idea already because i dont want the game to lose the feeling of being a story.
we already have a bounty reward deck; it's just 9 cards, a player may draw one after slaying some big boss or after a spectacular fight. Here are two of them. (I don't see a way to make these pictures smaller)

ImageImage
Image
I dont own any of the art, i just photoshopped it into HQ cards

I especially like the idea of sometimes adding an artifact to the treasure deck, that could really spice things up.

back to the drawing board!
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Re: Achievements, need your insights

Postby whitebeard » June 26th, 2015, 10:15 pm

Since you are looking for additional elements in quests... Why not just add those directly (still randomly drawn but by the EWP?

Villager request side mission. "Please find my son..." In the dungeon you are entering any ways.

"If you find the XYZ please return it to me."

"Be sure to clear the entire dungeon, because the towns folk will hold it."

"Find a secret door, requiring this key..." Treasure and extra monster.

Necromancer / spell caster will pay for enchanted bones / rare dungeon fungi...

Find my sword...

Spare the life of the goblin called... He has information... Bring him to me.

You may be magically teleported to the objective, but the alarm is sounded and the whole map is revealed!!!

Any of this sound usable?
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