The
Evil Quest thread by Cornixt brought back to my mind an idea I had some time ago:
Two teams starting in opposite corners of the board.One team would be the heroes (the four standard heroes?), the other would be an equally strong team of monsters.
They would explore the board from different directions, fighting each other.
The main "promblem" would be how to set up the rooms, as there is no "evil wizard player" who knows the map beforehands. Well, I don't think of this as a problem, the whole idea circles around how to do this the best way.
There are, in fact, at least three main questions to consider, and I'd like to know your opinions about these:
1-MapThe above-mentioned "problem". As the monsters are exploring the dungeon themselfes, there is no Gamemaster to set up the rooms.
Possible solutions I thought of so far:
- Don't explore the dungeon at all. Just set up the whole board beforehand and assume both parties just know the location. Easy, but takes away half of the fun.
- Have a Gamemaster. He (or she) would not be the "evil wizard", but a true neutral umpire. He would not really take part in the game and could not "win". This would work, too, but it would require one more player, when already more players than normal are needed to fill up the two teams (and this player would have to be willing to take this rather boring role).
- Set up the dungeon randomly (in AHQ style). Better, but time consuming, plus, rnadom chance doesn't produce the best layouts all the time.
- My favorite: have the room descriptions on cards, and place a token in each room. When the room is first opened by either side, take away the token, take the corresponding card and set up the room according to the description. Only problem I can think of is that sombody who doesn't take part in the game has to prepare (print and cut) the cards.
2-MonstersMonsters have in general weaker stats than heroes. How to balance the forces?
Again, there is more than one possible answer:
- Beef 'em up. This seems to be the standard solution for "Evil Quest", judging from the post in the above-mentioned thread. Just give the monsters higher stats. However, I can't bring myself to like this method. The fun about all this is to play for once the very orcs you know so well.
- Use more monsters, each controlled by it's own player, to match the strenght of the heroes. This is quite obviousely impractical (expecially for European one body point monsters), and I include it here only for completenes.
- Use really strong monsters. A gargoyle can hold it's ground against a beginner barbarian, and the chaos sorcerer has no fixed stats, anyway. The drawback is, there is only one gargoyle in the set. A team of a gargoyle, a chaos sorcerer and two chaos warriors may have a chance, but it is too unbalanced inside. Players want to have equal chances as other players, even players of the same team. Who wants to play a chaos warriors when the gargoyle takes all the glory?
- My favorite: Give them minions. The "evil" characters should be in the mummy - chaos warrior - warlock league, and each have some lesser monsters to control the way heroes control mercenaries.
In any case, some heavy playtesting would be required to find the balance.
Plus, the solution has to be adapted differently to North American and European Monsters.
3-ObjecitveHow would the winning team be determined?
Just wiping out the opposing team?
Conquer the dungeon (how would
that be determined?)
Capture the flag?
Solve a more complex quest objective?
Sove a different individual objective per team?
What do you think?