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Hero quest the universe and beyond

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Hero quest the universe and beyond

Postby ladybird48 » June 13th, 2017, 4:17 pm

So lately I have been thinking a lot about the story aspect of Hero quest. There is a story to it loosely outlined through the quests and expansions but for those of you like myself that are huge lore and story seekers this shows much room for improvement. So what I am suggesting is a community project to create a expanded edition of hero quest to sort of put brackets around the story by adding extra quests in between the base game and expansion quests to create more narrative and opportunity for players to explore and learn about the universe. Now I'm not sure how most people feel but from what I have seen it appears that Hero quest takes place in the same universe as Warhammer quest and its expansions and along with that I believe could open a path to Warhammer 40k also being the same universe as a bleak future outcome.
Now I have never played either Warhammer quest, Warhammer 40 k or any of the other similar games like space hulk, but I have been watching some videos explaining the basic story of 40k and from what I know so far it could be possible to create a narrative that links these games all into a single timeline of events that would shape an entire diverse and complex universe that could be extremely enjoyable to play through. kind of like a grand campaign for those of you who are familiar with the paradox games titles and how you can upload your save from a previous game and continue into the next game but in the future with new techs, ideas, and gameplay. I feel the same could be achieved with the Warhammer universe. I know this is a massive and daunting task but I think the best way to tackle such a project would be to start here with Hero quest as a sort of origin story that really started the whole chain of events that caused the outcome that is Warhammer 40k. So for those of you who would like to contribute to this project feel free to comment your ideas ,concerns, and any input you have on this project.
I have already begun testing a couple of my own ideas to see how they would play out and I will be posting them here soon. Also at least for this part of the project I think there should be some updates to the game rules for this version of Hero quest. Nothing major or that will take away from the overall feeling of the original game but a couple tweaks to make it a little more complex to match the new narrative that's being injected into it. so any ideas related to that as well is welcome. Things like magic usage, attacks, skills, experience gain, artifacts, and additionally game styles to expand the types of missions that can be played. additional spells and monsters could be options as well but should probably be lore friendly to fit the overall theme. low level bosses are also good but for this section all the main bosses are pretty much taken care in the base game except for one which I will be explaining vary soon.
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Re: Hero quest the universe and beyond

Postby j_dean80 » June 13th, 2017, 5:54 pm

My thought about expanding HeroQuest was to have solo Quests for "normal" people that ultimately evolve into the Heroes. Along the way they can each come together and start group Quests. Perhaps help each other than go back on their own way and eventually meet up again where they eventually become the inseparable "companions" we all know. It is kind of a "growing up" prequel to HeroQuest.
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Re: Hero quest the universe and beyond

Postby ladybird48 » June 13th, 2017, 7:20 pm

j_dean80 wrote:My thought about expanding HeroQuest was to have solo Quests for "normal" people that ultimately evolve into the Heroes. Along the way they can each come together and start group Quests. Perhaps help each other than go back on their own way and eventually meet up again where they eventually become the inseparable "companions" we all know. It is kind of a "growing up" prequel to HeroQuest.

I like the idea of that as well kind of how they leave later on for the barbarian and elf quest packs. since there's no dwarf or wizards expansion packs those equivalents will have to be added. basically what I did first was take all the expansions and all the official and some unofficial and kind of put them in order based off what happens in them and hints from the quest epilogues. So id like to know how everyone feels so feel free to express any thing you think should be different. Here's the order ive out them in.

Base system ( with extra alternate starting quest)
Kellars keep
The plague of zombies
Return of the wich lord
eve of chaos
chaos unleashed
The eyes of chaos
against the ogre hoard
(single solo elf quest)
Mage of mirrors
A growl of thunder
The frozen horror
prince of thieves
(10 quest dwarf pack)
The minds eye
(10 quest wizard pack)
Wizards of morcar (zargon)
Heir to the black banner
City of slaves
(custom 14 quest ending pack)
Those are the base ones for this and in between them there would be 1 or 2 side quests depending and some of those side quests would be optional since they would be there for extra treasure or artifacts. The others would be kind of explanations to how the main quests came to be. For example in the base game before the quest legacy of the orc warlord there would be a quest where you are basically ambushed and you have to survive as long as you can against waves of monsters that spawn in after a couple rounds. basically if you survive after a certain amount of turns the monsters start getting harder and with you could be 2 mercenaries that can also be attacked and if one of them makes it to a specified spot then he can leave and send for help. so when you do finally give in and get captured it will change how the next quest is played adding a team of 3 mercenaries that rescue you and there will be more and harder monsters since if you made it that far then you probably need more of a challenge. also the exit will be blocked and you need a key to escape that is being held by the orc wizard which would then have better chaos spells to keep the game hard.
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Re: Hero quest the universe and beyond

Postby j_dean80 » June 13th, 2017, 8:44 pm

http://north-american.yeoldeinn.com/dow ... passed.pdf

This Quest Pack from the Inn has a "timeline" and explanation as to how it came to be.
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Re: Hero quest the universe and beyond

Postby knightkrawler » June 14th, 2017, 1:42 am

As for the rules additions part, especially hero advancement, you can always include cards for that with quest packs.
Skills, for example, that are handled like rule exceptions.
Make sure to look into my HQ - Heroes & Villains rolecards for inspiration.
HQ - Heroes & Villains (Dropbox-download link) https://www.dropbox.com/sh/jgj0kzsys9w38oh/AAA_VEHx6vMv4HKRX7IiOWTFa?dl=0
Feedback http://forum.yeoldeinn.com/viewtopic.php?f=38&t=3560
Gallery http://forum.yeoldeinn.com/viewtopic.php?f=56&t=1972&hilit=knightkrawler+gallery&start=200
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Re: Hero quest the universe and beyond

Postby Goblin-King » June 14th, 2017, 3:42 am

The European expansions form a coherent narrative...

Gamesystem
KK
RotWL
AtOH
WoM

I'm not sure why you would put Wizards of Morcar almost t athe end - even AFTER Frozen Horror and Mage of the Mirror.

If I were you I'd also leave out the 40k universe completely.
Unless you are actually intending to do something with it gameplay wise?
Last I've heard Warhammer fantasy and 40k were two seperate settings anyway.


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Re: Hero quest the universe and beyond

Postby ladybird48 » June 14th, 2017, 6:06 pm

Goblin-King wrote:The European expansions form a coherent narrative...

Gamesystem
KK
RotWL
AtOH
WoM

I'm not sure why you would put Wizards of Morcar almost t athe end - even AFTER Frozen Horror and Mage of the Mirror.

If I were you I'd also leave out the 40k universe completely.
Unless you are actually intending to do something with it gameplay wise?
Last I've heard Warhammer fantasy and 40k were two seperate settings anyway.


Well I put WoZ almost at the end because In the barbarian and elf packs its like they decided to all split up and return home for a bit and in this big pack id like to show more of these travels home and through those travels they get some more treasure and things with which they can use for the next big threat. which I wanted to use WoZ as that threat as a reason for them to reunite and then once they reunited they continue on together to put a end to argon for good and are able to do that now since they have more experience and are theoretically stronger. the only thing I don't like about it being in that spot is the intro to it there's the guy explaining to zargon how the orge hoard was stopped and in the time line that I made up would mean it took that guy several years to return and let him know his plan failed which doesn't seem realistic to me. I was just going t brush that off and say that it was directly after they stop the hoard and then zargon begins preparations for WoZ ? something along those lines. Also for right now I'm going to leave it out just cause I don't want to get into that whole thing right now there's too many issues to solve to get the stories to mesh up with the monsters being aliens instead of native to earth like in Hero quest. Maybe one day but for now ill stick with Hero quest
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Re: Hero quest the universe and beyond

Postby mitchiemasha » June 14th, 2017, 8:07 pm

We've already got all the monster skills figured out for you. The spells from Warhammer too. I like to include the Tokens from Advanced HeroQuest. Some times we play Heroquest on the modular boards from AHQ. Here's a Quest pack I did, interlinking the story more. https://drive.google.com/open?id=0BzUqo ... FkyU1BJT0k

I was coming up with a better inbetween quest system. Like a simple stock roll at the shop. Staying at the inn to meet hire mercenaries, picking the top cards of the deck to see who's there. A few quick gambling games 1 of which is a higher or lower, pick the stat, using the monster deck. Eventually the Dragon Stike town board is where this would take place. Here's the town https://drive.google.com/open?id=0BzUqo ... nJCR1dob2s

Rather than us all going over everything again, you might want to check over a few of what we do. Here's the rules for using the Advanced HeroQuest Chaos/Dungeon Tokens and some other ideas. https://drive.google.com/open?id=0BzUqo ... FhLaG9hS1U


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Re: Hero quest the universe and beyond

Postby mitchiemasha » June 14th, 2017, 8:18 pm

And... In my spiced up only 1 rule has been changed, the short sword, the rest has simply been added to, twisted. Like thrown weapons been lost. Lost weapons are found if the room it was thrown in is searched. A little clever usage of wording makes it all good.


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Re: Hero quest the universe and beyond

Postby ladybird48 » June 14th, 2017, 11:29 pm

mitchiemasha wrote:We've already got all the monster skills figured out for you. The spells from Warhammer too. I like to include the Tokens from Advanced HeroQuest. Some times we play Heroquest on the modular boards from AHQ. Here's a Quest pack I did, interlinking the story more. https://drive.google.com/open?id=0BzUqo ... FkyU1BJT0k

I was coming up with a better inbetween quest system. Like a simple stock roll at the shop. Staying at the inn to meet hire mercenaries, picking the top cards of the deck to see who's there. A few quick gambling games 1 of which is a higher or lower, pick the stat, using the monster deck. Eventually the Dragon Stike town board is where this would take place. Here's the town https://drive.google.com/open?id=0BzUqo ... nJCR1dob2s

Rather than us all going over everything again, you might want to check over a few of what we do. Here's the rules for using the Advanced HeroQuest Chaos/Dungeon Tokens and some other ideas. https://drive.google.com/open?id=0BzUqo ... FhLaG9hS1U

I do really like the idea of using the dragon strike town board as a kind of hub where you can do things. Ive been wanting to get a copy of dragon strike for the miniature and the map so that might be an excuse to go for it. Maybe make the town kind of like the imperial city in The elder scrolls Oblivion with the different shops and places to learn skills maybe a couple of those mini games and maybe there could be special people that give you side quests like maybe there's a secret underground arena That's kind of like a mini game where you fight different monsters and get rewards for winning. The There could also be a bounty board of sorts that shows you the available quest you can do sort of like The borderlands games. maybe for skills you can visit mentors study and pay him to unlock new character skills that are tree based kind of like the elder scrolls games. That would be how the players advance.
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