0. HQ25 - Design Document
HeroQuest25 design document
**********
I'm posting this to avoid unclarity about this community effort.
INTRODUCTION AND INTENT
**********
HQ25 is an expansion pack celebrating the 25th anniversary of HeroQuest by trying to be what COULD have been an official expansion
As such it is using the game system as a base and is basically independent of any other expansion in existence.
In effect meaning: You can play HQ25 using only the material supplied with the game system and HQ25.
The exception being the miniatures which must be acquired via third party.
In addition HQ25 is striving to be a fresh experience for both new and veteran players.
As such we should try and and keep all materials original and not just implement old materials.
Finally HQ25 should keep the simplicity of the original game system.
Other game systems exist for those who desire more fleshed out and detailed rules.
We are not trying to improve upon nor turn HQ into a different game.
We are simply making a quest pack that "could have been".
GAMES WORKSHOP AND INTELLCTUAL PROPERTIES
**********
While HeroQuest is a dead franchise only kept alive by fans, Games Workshop is very much an active company.
As such HQ25 will not include any references to anything Games Workshop/Warhammer related besides what already exists in the official HeroQuest material.
This includes but is not limited to: names, places and races.
The exception is generic terms like "Beastmen" and "Chaos Dwarf", while being found in the Warhammer world, aren't exclusive to it.
MONSTERS
**********
HQ25 is using the monsters from the original game system, but not any of the expansions. (The exception being unique models such as the Wizards of Morcar or Sinestra. They are not a race, but unique characters whose models might be used.)
In addition to the monsters from the game system HQ introduces a new range of monsters:
----------
Chaos Dwarfs
Beastmen
Minotaurs
Chaos Cultists
Kobolds
Basilisks
These monsters will have stats and abilities like any other monster.
There will NOT be any stats for boss/caster/special monsters. These will be put in the quest notes as needed.
Eg. A kobold sorcerer with higher stats and 3 spells - Orcs armed with crossbows - A beastman boss etc.
The original quests had several special monsters like the "Stone Chaos Warriors" from "The Lost Wizard".
Proxying the range of monsters like this is acceptable, but should be reserved for a single quest.
"Stone chaos warriors" should not be a recurring monster as that would turn it into a new addition to the range.
While the original game system DID use a chaos warlock as Sir Ragnar, proxy monsters in HQ25 should resemble what they are.
Eg. Don't use a Kobold as a Skaven.
It is strongly encouraged to focus on using the new monsters!
In general: Be mindful. It should always be clear what the normal/basic monsters are.
***If every monster is special, no monster is special!***
EQUIPMENT
**********
HQ25 uses all equipment from the game system. This includes the wizard exclusive items from the EU version.
In addition there will be an expanded armory with a couple of new pieces of equipment.
This will be a few select items "that was always missing" in the original armory. In the area of 2-4 new items (in addition to the wizard items).
A page in the beginning of the quest book will be dedicated to the expanded armory in the style of the potion shop from other expansions.
This page will just display the new items, not the entire armory which the players should already be familiar with.
***HQ25 will re-introduce the potion shop with a range of new potions tailored to this pack*** These may also be discussed and edited.
SPELLS
**********
HQ25 uses the four elemental decks and chaos deck from the game system.
In addition HQ25 introduces a new deck for the Evil Wizard.
This deck is the "Swamp Spell" and is intended to be used mainly by Kobold and Fimirs.
"Swamp Spell" should not exceed the original 12 Chaos Spells in scale.
The deck should only match the amount to the degree that they can all feel distinct in their effects.
"Swamp Spell" may be used by other monsters as well, but should mainly by used by Kobolds and Fimirs.
Chaos Dwarfs should focus on using "Chaos Spell" to keep the flavor of the two factions unique.
QUESTS
**********
To accommodate the 25th anniversary there will be 25 quests.
The quests will be separated into several chapters. Currently 5 chapters, but subject to change.
Each chapter is a mostly self-contained arc, though each chapter should bridge into the next.
The end result should be a coherent story.
A unique twist to this quest pack will be that the heroes can only use the armory between chapters.
It's the "light version" of the rule from "Attack of the Ogre Horde".
To facilitate this each quest will be marked with both chapter, quest number and quest name.
Eg: Quest 9 - Chapter 2 - The Dark Castle
Each quest should be fun and feel distinct.
It is encouraged to put little twists and unique features in every quest.
However, keep it simple. If it can't be explained in a few lines it's probably too complex.
Remember we have 25 quests to fill! Be mindful in regard to quest notes and quest sizes!
Don't fill the entire board and put in 15 quest notes in every quest!
If there's not enough room on a normal quest page for quest notes without re-sizing or compromising readability there are too many!
If a quest is starting to fill up, save some ideas for the next quest (or kill your darlings).
Be mindful of using stuff like special traps or doors from expansions! HQ25 should be playable with only the games system.
Even though they may not require any physical materials, their usage will still have to be explained in either the quest notes or the start of the book.
Finally HQ25 will be intended to play with 4 fresh heroes as an alternative to the original Quest Book.
The first quest they will have their starter equipment and 0 gold.
This should be reflected in the difficulty level.
With 25 quests HQ25 is equal to the game system + KK/RotWL.
This is more or less the difficulty level we are aiming for.
HQ25 should be challenging, but is not intended as a "Nightmare mode" for veteran players.
STORY
**********
The intro/epilogue and "Mentors messages" should be written in during the production phase.
At the very least loosely for the editors to be able to piece everything together in the end.
Note that story elements may be subject to change during production.
But a well written piece will likely need very little edit.
LAYOUT AND ART
**********
The aim is to make HQ25 resemble the existing expansions in regard to overall "look".
HQ25 will be using graphic and the general layout from the game system.
This includes but is not limited to: maps, fonts, cardbacks, icons.
All new materials like covers, cards and misc illustrations will be original art made specifically for HQ25.
Partly to protect the rights of other artists, but also to make HQ25 stand out.
MISC
**********
All quest packs introduces new elements and so will HQ25.
These are the elements that will be explained in the beginning of the book.
Eg. new traps, special doors or other game mechanics.
We should have a couple of well thought out new mechanics.
To warrant these they should be used throughout the entire pack, not just in a single quest.
(Single quest mechanics should simply be in the quest notes)
Again: HQ25 strives for the simplicity of the original game system! This section should be short and limited.
Basically HQ25 should be "plug and play". The player shouldn't need to read through several pages before actually playing.
EDITORIAL
**********
In the end phase, a few editors will be responsible for putting everything together.
The editors will be in supreme command and be free to change, move or delete anything!
**********
I'm posting this to avoid unclarity about this community effort.
INTRODUCTION AND INTENT
**********
HQ25 is an expansion pack celebrating the 25th anniversary of HeroQuest by trying to be what COULD have been an official expansion
As such it is using the game system as a base and is basically independent of any other expansion in existence.
In effect meaning: You can play HQ25 using only the material supplied with the game system and HQ25.
The exception being the miniatures which must be acquired via third party.
In addition HQ25 is striving to be a fresh experience for both new and veteran players.
As such we should try and and keep all materials original and not just implement old materials.
Finally HQ25 should keep the simplicity of the original game system.
Other game systems exist for those who desire more fleshed out and detailed rules.
We are not trying to improve upon nor turn HQ into a different game.
We are simply making a quest pack that "could have been".
GAMES WORKSHOP AND INTELLCTUAL PROPERTIES
**********
While HeroQuest is a dead franchise only kept alive by fans, Games Workshop is very much an active company.
As such HQ25 will not include any references to anything Games Workshop/Warhammer related besides what already exists in the official HeroQuest material.
This includes but is not limited to: names, places and races.
The exception is generic terms like "Beastmen" and "Chaos Dwarf", while being found in the Warhammer world, aren't exclusive to it.
MONSTERS
**********
HQ25 is using the monsters from the original game system, but not any of the expansions. (The exception being unique models such as the Wizards of Morcar or Sinestra. They are not a race, but unique characters whose models might be used.)
In addition to the monsters from the game system HQ introduces a new range of monsters:
----------
Chaos Dwarfs
Beastmen
Minotaurs
Chaos Cultists
Kobolds
Basilisks
These monsters will have stats and abilities like any other monster.
There will NOT be any stats for boss/caster/special monsters. These will be put in the quest notes as needed.
Eg. A kobold sorcerer with higher stats and 3 spells - Orcs armed with crossbows - A beastman boss etc.
The original quests had several special monsters like the "Stone Chaos Warriors" from "The Lost Wizard".
Proxying the range of monsters like this is acceptable, but should be reserved for a single quest.
"Stone chaos warriors" should not be a recurring monster as that would turn it into a new addition to the range.
While the original game system DID use a chaos warlock as Sir Ragnar, proxy monsters in HQ25 should resemble what they are.
Eg. Don't use a Kobold as a Skaven.
It is strongly encouraged to focus on using the new monsters!
In general: Be mindful. It should always be clear what the normal/basic monsters are.
***If every monster is special, no monster is special!***
EQUIPMENT
**********
HQ25 uses all equipment from the game system. This includes the wizard exclusive items from the EU version.
In addition there will be an expanded armory with a couple of new pieces of equipment.
This will be a few select items "that was always missing" in the original armory. In the area of 2-4 new items (in addition to the wizard items).
A page in the beginning of the quest book will be dedicated to the expanded armory in the style of the potion shop from other expansions.
This page will just display the new items, not the entire armory which the players should already be familiar with.
***HQ25 will re-introduce the potion shop with a range of new potions tailored to this pack*** These may also be discussed and edited.
SPELLS
**********
HQ25 uses the four elemental decks and chaos deck from the game system.
In addition HQ25 introduces a new deck for the Evil Wizard.
This deck is the "Swamp Spell" and is intended to be used mainly by Kobold and Fimirs.
"Swamp Spell" should not exceed the original 12 Chaos Spells in scale.
The deck should only match the amount to the degree that they can all feel distinct in their effects.
"Swamp Spell" may be used by other monsters as well, but should mainly by used by Kobolds and Fimirs.
Chaos Dwarfs should focus on using "Chaos Spell" to keep the flavor of the two factions unique.
QUESTS
**********
To accommodate the 25th anniversary there will be 25 quests.
The quests will be separated into several chapters. Currently 5 chapters, but subject to change.
Each chapter is a mostly self-contained arc, though each chapter should bridge into the next.
The end result should be a coherent story.
A unique twist to this quest pack will be that the heroes can only use the armory between chapters.
It's the "light version" of the rule from "Attack of the Ogre Horde".
To facilitate this each quest will be marked with both chapter, quest number and quest name.
Eg: Quest 9 - Chapter 2 - The Dark Castle
Each quest should be fun and feel distinct.
It is encouraged to put little twists and unique features in every quest.
However, keep it simple. If it can't be explained in a few lines it's probably too complex.
Remember we have 25 quests to fill! Be mindful in regard to quest notes and quest sizes!
Don't fill the entire board and put in 15 quest notes in every quest!
If there's not enough room on a normal quest page for quest notes without re-sizing or compromising readability there are too many!
If a quest is starting to fill up, save some ideas for the next quest (or kill your darlings).
Be mindful of using stuff like special traps or doors from expansions! HQ25 should be playable with only the games system.
Even though they may not require any physical materials, their usage will still have to be explained in either the quest notes or the start of the book.
Finally HQ25 will be intended to play with 4 fresh heroes as an alternative to the original Quest Book.
The first quest they will have their starter equipment and 0 gold.
This should be reflected in the difficulty level.
With 25 quests HQ25 is equal to the game system + KK/RotWL.
This is more or less the difficulty level we are aiming for.
HQ25 should be challenging, but is not intended as a "Nightmare mode" for veteran players.
STORY
**********
The intro/epilogue and "Mentors messages" should be written in during the production phase.
At the very least loosely for the editors to be able to piece everything together in the end.
Note that story elements may be subject to change during production.
But a well written piece will likely need very little edit.
LAYOUT AND ART
**********
The aim is to make HQ25 resemble the existing expansions in regard to overall "look".
HQ25 will be using graphic and the general layout from the game system.
This includes but is not limited to: maps, fonts, cardbacks, icons.
All new materials like covers, cards and misc illustrations will be original art made specifically for HQ25.
Partly to protect the rights of other artists, but also to make HQ25 stand out.
MISC
**********
All quest packs introduces new elements and so will HQ25.
These are the elements that will be explained in the beginning of the book.
Eg. new traps, special doors or other game mechanics.
We should have a couple of well thought out new mechanics.
To warrant these they should be used throughout the entire pack, not just in a single quest.
(Single quest mechanics should simply be in the quest notes)
Again: HQ25 strives for the simplicity of the original game system! This section should be short and limited.
Basically HQ25 should be "plug and play". The player shouldn't need to read through several pages before actually playing.
EDITORIAL
**********
In the end phase, a few editors will be responsible for putting everything together.
The editors will be in supreme command and be free to change, move or delete anything!