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Introducing myself and my project for Classic HQ

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Introducing myself and my project for Classic HQ

Postby jayofosiris » March 20th, 2025, 10:43 am

Hello, everyone! I'm Jay from the south of the UK. I had a copy of HeroQuest gifted to me in the 90s by my parents. A year or so later, I was also able to pick up a copy of Advanced HeroQuest second hand using my pocket money :D (over time I also picked up various bits of old warhammer and 40k pieces in charity shops and car boot sales my parents took me to!).
Unfortunately, being a kid with only a sister at home (who had no interest in playing the games!), I just used to set the figures up on the tiles and imagine little battles between them. Of course, when I got to my teen years I sold the copies on for a pittance as I also had a decent ps1/ps2 video game collection at this point.
Fast forward to the time where we had to remain indoors for a while and I got myself a copy of Advanced HeroQuest for a decent price because I wanted to try playing the game as it was intended (AND my friend had started to build an AoS collection and I couldn't help but recall my childhood Warhammer/HeroQuest). I had a good idea of how I thought it might play out, though. My only experience with tabletop games were Monopoly, Frustration and Cluedo, so I was really up for something more adventurous, but when I looked at the AHQ manual I can't lie; I found it a bit daunting.
Instantly, I decided to just write what I wanted to play and then read the rules after, but it turned out that most of what I had in mind was already in the ruleset, but with a lot of added padding! So, then the thought came to me to re-write the rules, mashing in whatever I had written that was different and thought would be fun, making it more fun for my little one when he got a bit older.
A couple of years on from that (I still have all my rules written in notepads, including an introduction quest to teach players whilst playing!) and I bought the "Advanced Quest" version of HQ and thought "Hey, why not do something similar here and overhaul the game a bit?". I also had read a little more of Warhammer lore between buying AHQ and HQ and realised there were quite a lot of discrepencies due to Warhammer being primarily targeted for a Wargame than an RPG.
I also saw the story of HeroQuest was certainly fun, but a little on the bare bones side and this is when I had the idea to not only write up a better guide for Solo Play (And add some components/change the enemy layouts) and add models for each of the bosses/unique units, but to write up a story that connected to itself and the Warhammer world in general (A challenge greater than I was expecting!). One thing I knew, is I wanted to keep much of the source material (Art especially) and feel of the game, so I won't be changing the basics, except to rebalance combat a little!
I have now finished the story that will play out across the base game and all the expansions and chosen some old Games Workshop sculpts (And models from another Ian Livingstone game -which I'm sure people know here- called The Legend of Zagor) for each character and special unit. I put quite the amount of hours into reading and writing to make sure continuity doesn't clash (Although, with the return of the Old World, that could change I suppose).

TL;DR:
I'm Jay from the UK and I've been working on a version of HeroQuest I have decided to call "HeroQuest: A WFRPG Version".
Can anyone please point to me the best thread to post my work in? I still need to redo the maps (I've finished them once, but overhauled the story to a point I'm happy with now and as such, they need to be redone!) and work on printing off the tokens I have made, but I'd like to start with the Warhammer friendly story and get somefeedback. On a side note, I've also submitted this to the Guest List by accident, so I'll delete it if it is accepted there (My bad!).

Thanks, everyone!
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Re: Introducing myself and my project for Classic HQ

Postby cornixt » March 20th, 2025, 11:43 am

You mention Warhammer and how this is going to be an RPG, but not anything about the most obvious related thing to both of these: Warhammer Fantasy Roleplay.
Is this going to be a slightly more RPG version of Heroquest or much more than that?


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Re: Introducing myself and my project for Classic HQ

Postby jayofosiris » March 21st, 2025, 6:35 pm

cornixt wrote:You mention Warhammer and how this is going to be an RPG, but not anything about the most obvious related thing to both of these: Warhammer Fantasy Roleplay.
Is this going to be a slightly more RPG version of Heroquest or much more than that?


Ahh, I suppose I didn't make it that clear, really. It's really just taking lore and story beats from Warhammer novels/WFRPG. The maps of the OG are remixed to fit the story which involves the most obvious characters; Zargon (Liche, one of the unkown Nine Dark Lords of Nagash as they were originally known), Kessandria (Von Carstein vampire originally from the Lahmian line) and 2 new characters. I think people would enjoy the story, but I guess it's fan content may not be that popular, especially if changing what already was (Although I have made sure that nearly every quest's story is there, just heavily expanded). I also don't have too many friends and even my AoS buddy isn't really interested in the RPG stuff, so that's why it's other focus point was to make solo stuff (Such as trap tokens which can be good or bad). Perhaps a more fitting name might be in order? I welcome suggestions.
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Re: Introducing myself and my project for Classic HQ

Postby cornixt » March 24th, 2025, 11:21 am

Well, more quest packs will never be seen as a bad thing, regardless of the inspiration.


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Re: Introducing myself and my project for Classic HQ

Postby usually the elf » March 30th, 2025, 6:03 pm

welcome jayofosiris!
yes, Heroquest can really bring out our creative sides. I remember when I first played it, I loved it - but at the time some of my peers who were a year or two older than me were already playing D&D, AD&D, and AD&D2e. I soon felt HQ was too basic and wanted to expand it into something "in between HQ and D&D" - yet I still loved the simple tabletop design and aesthetic of HQ. MB during that era made great stuff actually - like the original axis & allies. The MB+games workshop collaboration that brought us HQ was really a case of things coming together at a perfect time - like most cool creative movements.
Revisiting the original HQ years later, I'm seeing the basic ruleset more as opportunity/freedom for creative customization as opposed to "too simple and basic."
I never played AdvancedHQ and would like to try it out one of these days - as well as the Japanese ruleset which I intend to look through after I've played all the original quest packs.
As we play, we naturally customize - kind of like that great line from the introduction of the Moldvoy 81 basic rules:

"While the material in this booklet is referred to as rules, that is not really correct. Anything in this booklet (and other D&D booklets) should be thought of as changeable - anything, that is, that the Dungeon Master or referee thinks should be changed. This is not to say that everything should be discarded! All of this material has been carefully thought out and playtested. However, if after playing the rules as written for a while, you or your referee (the Dungeon Master) think that something should be changed, first think about how the changes will affect the game, and then go ahead. The purpose of these 'rules' is to provide guidelines that enable you to play and have fun, so don't feel absolutely bound to them."
Quests completed:
Game System: 1,3,5,6,8,10,12,14 (player); 2,4,7,9,11,13 (GM)
Kellar's Keep: 2,4,6,8,10 (player); 1,3,5,7,9 (GM)
Barbarian Quest Pack: 2,3,5,7,9&10 (player); 1,4,6,8 (GM)
Elf Quest Pack: 2,4,6,7 (player); 1,3,5 (GM)

Currently playing: Elf Quest
usually the elf

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