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Any Tips?

PostPosted: April 23rd, 2010, 6:01 pm
by Matthais
Hey guys! I've been posting a few times today! Thanks for putting up with it! I'm looking to put together a quest book. Although I have no hands on training with HQ quest I do have an extensive background as a D&D DM. (Too many years to count, with the exception of me being 29, which is neither here nor there. I'm just too lazy to count.) I wondering if the two differ greatly or are pretty much the same with HQ being much more simple. Also I often wonder if there is a need to describe the rooms, such as: "As the door opens you hear the familiar sounds of stone grinding stone, and see the fireplace slide back to it's original position."

Or having NPCs that run with the characters or have the character play a specific cast of characters to help preserve a storyline.

Any advice would be great and if anyone is interested in doing a set of quests, tiles and spells with me I think it would be a great project!

Re: Any Tips?

PostPosted: April 23rd, 2010, 7:38 pm
by drathe
The rules of HeroQuest don't delve into the realm of Role Playing, however, it is often encouraged in the games I run. It just adds more dimension and fun. As would a GM describing the environs to players to help set the tone and mood. The only drawback is pace. Taking an extra minute or two here and there to describe what the players see and hear slows things down a bit, but if that's what your group is into, go for it.

It all boils down to one simple rule: Your game, your rules. Do what you like.

Re: Any Tips?

PostPosted: April 24th, 2010, 5:09 am
by Ethica
I think a bit of story telling is very important. It transforms the game from dice rolling and card turning into a miniature theatre. With a solid plot and recurrent NPCs, a series of quests becomes a mini epic.

Re: Any Tips?

PostPosted: April 25th, 2010, 3:49 pm
by Phoenix
I would only add characters (mercenaries, soldiers, etc.) in particularly tough quests, otherwise, i think that heroes should be able to handle it them selves (the more pieces on the board, the longer it takes to play the game. Being desriptive can add flavour to the game, but (personally) is not required unless it gives a clue to direction and/or assistance in solving a riddle/puzzle.

It really depends on what you're going for (Quest and/or Quest Pack wise). feel free to peruse my quests (found by following the link in my banner) or checking out some of drathe's quests, to see what we've done (mostly to progress the storyline arc of the HeroQuest World).

Re: Any Tips?

PostPosted: April 25th, 2010, 5:26 pm
by el_flesh
Our DM of HQ makes some voices of enemies...rolls to check who they see (or don't see) ...small goblins often run because they're scared unless there is a larger leader among them...he has also taken the time to expand on the rules greatly. I find that I would be bored to death with a D&D game done entirely in my head, which I tried once. I would much rather have this visual setup that aids in the fun greatly. But I do agree that the original HQ rules seem a little too simplistic for our group, which includes one 10 yr old - the rest being above 25.

He is accomplished enough to make rules/judgements on the fly. He even collaborated to make a new character (SAMURAI) when a new player joined. It took them all of 5 minutes.

Re: Any Tips?

PostPosted: April 28th, 2010, 10:34 pm
by Matthais
I've been meaning to check out ya'lls material, but with the way my group is going I might wind up re-selling the entire collection I pieced together. If that happens I'll probably have to cast some chicken bones and make deals with false gods to get all my money back haha.

Re: Any Tips?

PostPosted: August 8th, 2010, 1:12 am
by ndsandman
I always like making copies of the originals and playing with the copies, due to unseen mishaps such a spilling of a drink, bending of a card etc.. I just never got them to look as good as the originals. (Photo paper not used... ) but I also used individual card protectors sold at any hobby shop or card collector places to protect the originals.

I think new release of games should be sold two ways, one they make print everything for you and throw in minatures and box it up for you all ready to go.
2nd way is box contains minatures and a cd or dvd with all graphics for you to print out on your own. (maybe the main board as in Hero Quest included, and not printed out ... not sure)

Re: Any Tips?

PostPosted: August 8th, 2010, 2:08 am
by drathe
ndsandman wrote:(maybe the main board as in Hero Quest included, and not printed out ... not sure)


Or a board that folds multiple times to save space and packaging.

Re: Any Tips?

PostPosted: August 8th, 2010, 6:18 am
by Ethica
I was toying with the idea of making a perspex sandwich board that you can put multiple types of printed paper gameboards inside. That would save loads of space.

Re: Any Tips?

PostPosted: August 8th, 2010, 7:12 am
by el_flesh
There's also the fact that nothing is made to really last...it's flippin cardboard! I doubt it will be very useable by 2050, and by then, the older of us are bound to be all deader than disco.
Of course, even better printing of original scans that exist now are bound to be possible on better materials than cardboard by then!
My materials are there to be used and have fun with!
Which includes spilling drinx and getting snax on them.