Character Sheet AND Cards: A Design Flaw?
Posted: January 30th, 2020, 6:02 pm
Is having a character sheet plus equipment cards/spells/skills a design flaw?
Other games tend to have either one or the other, yet Heroquest seems to use both to a limited extent and it doesn't sit quite right with me. DND is the extreme example of only using a character sheet, whilst Talisman is a good example of a similar(ish) game that only uses cards. As equipment, stats and followers are amassed, they are collected on a slightly larger character card:
Objects are simply laid along the side of the card, and counters represent coins and stat increases.
Super Dungeon Explore also has a similar system, where equipment is colour coded and laid alongside the character card where appropriate:
Should Heroquest have been designed with such a system, given the limited options and the classic simple nature of the game?
There are inevitably advantages and disadvantages of both. As far as I understand:
Character sheets:
Positives:
Doesn't require cards, so less stuff
Allows for a huge array of monsters and events
Allows for unlimited customisation
Allows for future-proofing, ie any additions or changes to how you play the game going forward simply change what is written down
Allows for lots of granularity and in-game effects
Encourages lots of RPG style creativity
Negatives:
Feels like bookkeeping and requires writing in-game
Sometimes you can't read your own writing
Can look messy
Can make the game feel complicated and create a barrier to entry
Character cards
Positives:
Keeps the feel of a board game
Looks amazing if done well (thanks Showdown35/Lemmeron/DullandRusty!)
Avoids having the same event drawn twice due to a discard pile (eg if using an Evil Wizard deck), or levelling up
Allows for automatic regulation of what can be carried by characters due to the way it fits together with equipement (such as in the SDE system with the colour coding). This can avoid some rules that state "this class can carry X but not Y"
Negatives:
Increases the quantity of "stuff" the game needs: custom cards, gold tokens, life counters etc
Restricts customisation and temporary effects (eg attack with a black die once due to X event)
Restricts creativity and expansion through creating a ton of work to do, ie make lots of cards
Makes it hard for custom rule additions
Can become cumbersome with lots of house rules and take up space
Every new idea needs a new card!
As most of us have gone quite far down the road of customising our own Heroquest, I'd love to hear your thoughts! I'm gravitating towards getting rid of the character sheet all together and making some tokens that represent Gold, but then I'm thinking this might be a huge endeavour. I could just write all my thoughts into a rulebook where the consequences are simply noted on the character sheet.
Other games tend to have either one or the other, yet Heroquest seems to use both to a limited extent and it doesn't sit quite right with me. DND is the extreme example of only using a character sheet, whilst Talisman is a good example of a similar(ish) game that only uses cards. As equipment, stats and followers are amassed, they are collected on a slightly larger character card:
Objects are simply laid along the side of the card, and counters represent coins and stat increases.
Super Dungeon Explore also has a similar system, where equipment is colour coded and laid alongside the character card where appropriate:
Should Heroquest have been designed with such a system, given the limited options and the classic simple nature of the game?
There are inevitably advantages and disadvantages of both. As far as I understand:
Character sheets:
Positives:
Doesn't require cards, so less stuff
Allows for a huge array of monsters and events
Allows for unlimited customisation
Allows for future-proofing, ie any additions or changes to how you play the game going forward simply change what is written down
Allows for lots of granularity and in-game effects
Encourages lots of RPG style creativity
Negatives:
Feels like bookkeeping and requires writing in-game
Sometimes you can't read your own writing
Can look messy
Can make the game feel complicated and create a barrier to entry
Character cards
Positives:
Keeps the feel of a board game
Looks amazing if done well (thanks Showdown35/Lemmeron/DullandRusty!)
Avoids having the same event drawn twice due to a discard pile (eg if using an Evil Wizard deck), or levelling up
Allows for automatic regulation of what can be carried by characters due to the way it fits together with equipement (such as in the SDE system with the colour coding). This can avoid some rules that state "this class can carry X but not Y"
Negatives:
Increases the quantity of "stuff" the game needs: custom cards, gold tokens, life counters etc
Restricts customisation and temporary effects (eg attack with a black die once due to X event)
Restricts creativity and expansion through creating a ton of work to do, ie make lots of cards
Makes it hard for custom rule additions
Can become cumbersome with lots of house rules and take up space
Every new idea needs a new card!
As most of us have gone quite far down the road of customising our own Heroquest, I'd love to hear your thoughts! I'm gravitating towards getting rid of the character sheet all together and making some tokens that represent Gold, but then I'm thinking this might be a huge endeavour. I could just write all my thoughts into a rulebook where the consequences are simply noted on the character sheet.