Davane wrote:I can't claim credit for the "found prisoner" - it's a standard GM convention for getting new heroes into any sort of game quickly, with a minimum of fuss.
There is one inherent problem in this that does not exist int he "teleport in the newbie" that MEntor does...
Where are all these prisoners that are in every quest level, and why are they not on the map as prison cells?
Secondly, if the prisoners are able to escape and roam around freely with all the monsters around, they are probably more capable to do so without any weapons or armor, than the Heroes that have arrived form a previous quest, making the players Heroes pointless.
Anyone can make up whatever silly reason there is to bring in a new hero, but at the end of the dfay you have to realize HQ is a board game , and you must approach it form a gamist mentality, not a "storytelling" one.
It takes 4 heroes pert quest as that is the "power" level of each one save for when certain heroes are trapped or captured, so you want to get all players back into the game as quickly as possible. You dont make 1 player sit and watch everyone paly Monopoly next week because they were the first player out last week, you let them begin playing again right away this week. That is the same for HQ.
The ONLY similarity to any RPG is that it is a continuous game, a campaign. You take one pawn and try to carry it over from last game to the next one to see how far you can go.
If the problem is not being able to resupply after a quest, then don't play a quest series that doesnt offer that "Between Quests" segment of play. Then you don't hae to justify where the new pawn comes form to allow someone to continue playing.
People need to look at HQ at the most basic level of board game design, not other things to be able to understand what rules to add to get new pawns into it. Also look at board games since HQ is one, to figure out the best way to facilitate play the next time you play. Where, in the end, it doesn't matter where the next pawn comes from to replace the dead one. HQ isnt about "story", its a dungeon crawler survival game. The "story" only loosely provides context for why there is this same group composition always doing Mentor's bidding....
Anything else is a houserule.