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No shop between dungeon-quests

PostPosted: November 13th, 2013, 4:13 am
by Sotiris
When i design quests i always put some series of 2-5 quests where heroes cannot go back and buy armor/potions BUT i modify the "nothing" treasure card to a hidden :goblin:-merchant (non aggressive if the visible heroes are going to buy). Their agony to find the merchant when they draw cards is unbelievable and all of us enjoy it, but the highlight for me is the designing part of quests where there's no need to make them hard, overloaded of monsters, and huge all the time. 3 simple small-mid quests with no access to shops are equal to 3 i described before.
Would this work in official quest packs, with only house rule the alteration of "nothing" card? KK, RotW, AtOH, 4 last quests of Elf pack and whole Barbarian pack are quests that, according to the texts, heroes going deeper and deeper.

Re: No shop between dungeon-quests

PostPosted: November 13th, 2013, 4:33 am
by knightkrawler
I plan on playing these quests as written in terms of purchasing equipment.
The heroes find artifacts and equipment through searching for treasure all the time.
An experienced set of players adapts to the situation and learns how to handle another shield or a spear they find to their advantage, even if their weaponry at that point gives them 4 attack dice adjacent anyway.

IF ever, during AtOH, for example, a hero gets robbed of his equipment so he's down to a dagger and clothing (1 AD/2 DD; we're not talking the Wizard here) in the second quest, that's a bit harsh. For such cases, I got myself a Gnoblar-loaded-with-stuff-bit/miniature from the Warhammer Ogre box.

Re: No shop between dungeon-quests

PostPosted: November 13th, 2013, 9:09 am
by Goblin-King
I actually think this is a VERY good concept.
Usually I find that once a certain amount of treasure cards have been found the heroes stop searching as they know the odds are starting to turn against them.
If the heroes are that desperate to shop, they better keep drawing those wandering monsters!
I also like the fact that the heroes can't predict when they get to do some shopping.

I don't know if I would put this in the existing campaigns, but would certainly consider doing it in a home brew campaign.

Re: No shop between dungeon-quests

PostPosted: November 13th, 2013, 12:07 pm
by Sotiris
Yes in home brew campaigns is playtested and it's great! Try on it.
But in official packs you're right, i shall forget it.. especially for quests like this one mentioned by knightkrawler is too risky with 2 :chaoswarrior: as wm.

Re: No shop between dungeon-quests

PostPosted: November 13th, 2013, 1:34 pm
by GimmeYerGold
I love that concept, Sotiris! I'd also love to see them dig for that merchant card! hehehe

I've played 3 homebrew quests with my heroes, so far they can go shopping between each. I've noticed when they know they can go back to the shop and/or rest up between quests, I feel like it removes a sense of urgency and suspense. Almost makes it too episodic? too easy.

I need to incorporate a "no shopping" rule between certain quests, and that merchant card is such a good idea!

This forum is the best :D

Re: No shop between dungeon-quests

PostPosted: December 4th, 2013, 12:09 am
by Balinor
This is interesting, as I have just decided to make my way back into Heroquest with the kids, my homebrew dungeon will be a ten level nonstop crawl. My plan to allow shopping included a Tavern on level 3 or 4 where the dungeon inhabitants sit back and toss back a few while sharing tales of heroes they have defeated in the past. A strange magic over the entire room will prohibit any aggressive action from any person or creature in the room will allow the party to rest up and perhaps purchase some basic gear from the tavern owner or even trade with the other creatures in the room.

I am thinking this will not only offer an option for upgrading gear but also adding a new twist to the typical adventurer tavern so popular in classic rpgs.

A vegabond creature carrying the dropped gear from defeated adventurers or other creatures in lower levels might be a great idea for a second opportunity for the heroes before reaching the final levels.

Re: No shop between dungeon-quests

PostPosted: December 4th, 2013, 12:42 am
by Teldurn
Balinor wrote:This is interesting, as I have just decided to make my way back into Heroquest with the kids, my homebrew dungeon will be a ten level nonstop crawl. My plan to allow shopping included a Tavern on level 3 or 4 where the dungeon inhabitants sit back and toss back a few while sharing tales of heroes they have defeated in the past. A strange magic over the entire room will prohibit any aggressive action from any person or creature in the room will allow the party to rest up and perhaps purchase some basic gear from the tavern owner or even trade with the other creatures in the room.

I am thinking this will not only offer an option for upgrading gear but also adding a new twist to the typical adventurer tavern so popular in classic rpgs.

A vegabond creature carrying the dropped gear from defeated adventurers or other creatures in lower levels might be a great idea for a second opportunity for the heroes before reaching the final levels.

That's a pretty neat idea, actually. I think I'm going to yoink that for my own use. :D