Heroquest without a dungeon master?
Hi!
I used to play HQ with some friends in the early 90s. Now - many years later - I bought a Master Edition from Ebay, near-mint condition. I haven't played again yet...but there are two problems.
1) The game was more fun when we were younger as massive dice rolling was ok. We mostly play strategy games now with a reduced luck factor...and the basic HQ rules are too simple and luck-based. I already had a look at various custom rules in the German forum but they are a bit too complex. The gameplay shouldn't be like Descent...the rules should not be too complex (with dozens of RPG elements) but not too basic either. Any suggestions?
2) Now to the main problem...we play strategy games or family games with a strategic aspect...but it is always a competition and a battle to win the game. I just don't like the cooperative gameplay and the role of the dungeon master. The dungeon master should not defeat the heroes as they should make it from quest to quest...but it's just boring when he just tells the story and watches the heroes make the quests. Now I am looking for a way to...
a) either play HQ without a dungeon master: a dungeon is randomized...whatever...or some kind of Arkham Horror where all players play against the board.
b) implement a scoring system while using HQ's rules and the dungeon master. I'd like to have a strategic element what to do in the dungeon and all players (including the dungeon master) should compete for the most points....so the dungeon master has a chance to win a quest without having the heroes be stuck and bored because they failed.
It could be like that:
Quest 1: Barbarian 32 points, Elf 18 points, Wizard 29 points, Dwarf 21 points, dungeon master 28 points. -> Barbarian wins this quest.
Quest 2: Barbarian 20 points, Elf 24 points, Wizard .....
Quest 3: ....
And after some quests, the totals are added up.
Any ideas?
I used to play HQ with some friends in the early 90s. Now - many years later - I bought a Master Edition from Ebay, near-mint condition. I haven't played again yet...but there are two problems.
1) The game was more fun when we were younger as massive dice rolling was ok. We mostly play strategy games now with a reduced luck factor...and the basic HQ rules are too simple and luck-based. I already had a look at various custom rules in the German forum but they are a bit too complex. The gameplay shouldn't be like Descent...the rules should not be too complex (with dozens of RPG elements) but not too basic either. Any suggestions?
2) Now to the main problem...we play strategy games or family games with a strategic aspect...but it is always a competition and a battle to win the game. I just don't like the cooperative gameplay and the role of the dungeon master. The dungeon master should not defeat the heroes as they should make it from quest to quest...but it's just boring when he just tells the story and watches the heroes make the quests. Now I am looking for a way to...
a) either play HQ without a dungeon master: a dungeon is randomized...whatever...or some kind of Arkham Horror where all players play against the board.
b) implement a scoring system while using HQ's rules and the dungeon master. I'd like to have a strategic element what to do in the dungeon and all players (including the dungeon master) should compete for the most points....so the dungeon master has a chance to win a quest without having the heroes be stuck and bored because they failed.
It could be like that:
Quest 1: Barbarian 32 points, Elf 18 points, Wizard 29 points, Dwarf 21 points, dungeon master 28 points. -> Barbarian wins this quest.
Quest 2: Barbarian 20 points, Elf 24 points, Wizard .....
Quest 3: ....
And after some quests, the totals are added up.
Any ideas?