Miksang wrote:mainat wrote:That is a polar opposite.
Playing as Zargon/Morcar, I generally don't like to "win", especially when it means wiping out all of the hero's. It's demoralizing for them losing all of their equipment (granted this was only the 2nd quest), and if they don't have fun they are less likely to want to play again. And they're really is no benefit for Zargon to win, it's not like he gets a money reward. So I like to make it challenging, maybe kill a hero or two, but I am always rooting for the hero's to succeed.
Exactly! Me too. I'm never trying to "win" as Zargon/Morcar, but I do like to make it perilous enough for them that at least one or two Heroes die each quest (there is a fifth player who plays a Cleric that can resurrect, so that makes good use of his spell).Also is it just me or is quest 4 "Prince Magnus' Gold" completely stupid? The quest doesn't make any sense at all... especially the way that it's laid out with the chests... By the time the Hero's get to the chests everything in the map is all ready cleared out. So the special effects of carrying the chests (ie; one at a time, and a hero can only roll one red die for movement) are rendered completely useless if there's no more monsters to encounter??
I just has this happen to my group last Friday. I mention it and my suggestions for making that quest slightly better designed in this thread:http://forum.yeoldeinn.com/viewtopic.php?f=161&t=1604&p=19305#p19305




















(8 year olds make GREAT barbarians by the way) searched for treasure as Sir Ragnar was being escorted through the room. He got a wandering monster
and Sir Ragnar had to move right back into the cell area with the elf guarding him!!! If only it had been a Zargon's turn next!












