Kurgan wrote:I wrote a novel-length response, but decided it would be better to just sum up my main points. I don't mean to hate on you or anything you said, and I am not trying to tell you how to have fun, believe me.
What makes you think that I don't like novel-length responses?
Kurgan wrote:0) I have never said, nor do I believe, that the NA version of HeroQuest is the "one" or "definitive" or "ultimate" "only" or "final" version of the game. I think it would be silly to say the same thing about the EU version, even if it was released first. I think there's room for these different versions to exist side by side today, just as they have for 3+ decades, and that won't change when the Remake comes out this fall and any future releases. It won't die until fans stop playing and creating content for it.
I am torn on this for a number of reasons: A) Half the fun of any sort of nerdy "edition war" is debating which version is definitive or the best, bearing in mind that in the end, most people just house rule everything anyway; B) Discussion over which edition is best is never a reason to fall out - we are united by more than what divides us as a community. However, C is pulling strongly at my heart - HQ wouldn't exist without GW, and neither would AHQ. GW designed the mechanics, provided the world lore, and created the miniatures. I feel that it is a great disservice to not consider the UK version as the defining version of HQ - just because MB marketed HQ without GW in the US. Nostalgia aside, if HQ was released now, with a global economy, GW's involvement in HQ wouldn't be so easily overlooked, and the argument that HQ isn't set in the Warhammer World wouldn't even be an issue. Likewise, AHQ would probably have received a much bigger market share in the US, and have gotten more love than it did.
This isn't nostalgia, so much as it is cultural appropriation. Your version of HQ, the one you remember and fight for, didn't feature the Warhammer World or GW, because MB didn't market it alongside the Warhammer World or GW. However, in the UK, GW DID market HQ alongside MB, and got shafted for it. Such are the dangers of collab works. But that doesn't mean people should ignore the fact that GW created HQ in the Warhammer World, just because it was overlooked - especially now that Hasbro are doing a remake. This is just as important as if, no matter what Hasbro say, you are still going to call Dread Warriors Chaos Warriors, and you are still going to think that Abominations are really Fimir.
I'm not bothered at what people do at their own tables, because that's all part of the game, but for those interested in sticking to the Lore, and many are, it's important to know where that Lore comes from. If you can dismiss a map on the back of an official expansion as not being official, let alone one as iconic as THAT specific version of the Old World map, then there's no point anybody even attempting to prove to you that HQ is set in the Warhammer World, because you'll simply ignore it anyway. That map wasn't just some tatty sketch, but a renowned piece of artwork depicting the Old World, that had been in existence for some time. The Empire had been fleshed out by GW several years BEFORE HQ was released in the UK for Warhammer Fantasy Roleplay (WFRP).
I get the feeling that the majority of these points are going to come back to this main principle, hence I decided to give this an extensive reply, but I will try and provide more specific arguments below where relevant.
Kurgan wrote:1) Hero Quest is not Warhammer. They are two different things. It's not Battlemasters or Dragonstrike or Dungeons and Dragons or Heroscape or Fantasy Battle either.
Warhammer is currently a brand and an IP, but as a mythos and setting, it has existed a lot longer than that. The Warhammer World has existed in some form from the early 80's, and only became known as the Warhammer World as GW moved to secure their brand. Virtually EVERY GW game in the Warhammer brand has existed in some form or another before being formally called Warhammer. Warhammer 40,000 was originally known as Rogue Trooper, and the catalogue of GW games before they became so Warhammer-centric is kind of staggering. You argue that HQ is not Warhammer, but GW had been working on precursors to HQ for some time, since they started making games themselves. The simple fact is that the early 90's were a time of significant change for GW, and whilst it's easy to argue that HQ is not Warhammer NOW, back then, it would have been a LOT harder to make that argument, especially in the UK.
Kurgan wrote:2) Clearly there is some inspiration from Warhammer mixed in, and not surprising consider who worked on it, but it was a collaborative effort. There's less of it in the version I grew up with.
Collaboratively, GW worked on the lore, the rules, and the miniatures. They routinely provided content sold to MB for HQ. It's worth noting that all the 1st edition UK content stated that HeroQuest was a GW trademark used with permission. Don't know who made this error, as it was corrected in later editions, which may imply that someone overlooked something in the contract, or GW and MB split after the collab.
Kurgan wrote:3) It has never been officially declared that Warhammer and HeroQuest are the same. The closest statement was a line in a couple of novels (that we never read) which state it is "loosely" based on the same world.
GW stated that HQ and AHQ were designed to exist in the same world, allowing you to continue your adventures. GW also said that AHQ was definitely set in the Old World. Simple inference can demonstrate that GW has strongly implied that GW was implying that HQ was also set in the Old World.
Maybe this implication is what drove GW and MB to split, because in the UK, HQ and AHQ were seen as competing products, and fans of GW clearly favoured AHQ which outsold HQ amongst hobbyists (not children in general). As much as GW peddled HQ, they were hampered by licensing agreements, and it seems like something happened between the release of HQ and the release of Kellar's Keep in the UK, which changed the relationship between GW and HB. It's mostly speculation, because without seeing the actual contract between GW and MB, we can never be sure.
Kurgan wrote:4) The NA version and the EU version grew up side by side, they were both official, both have nostalgic, ancient fanbases who still love the product today. In NA, we didn't have the maps "tying it to the Warhammer world...loosely."
Wrong. The NA version was released one year after the UK version. It may not seem like a lot, but a year is a long time for companies to fall out and collabs to break down. It's quite clear that by the time Kellar's Keep was released, the collab between GW and MB was over, and MB emerged with the rights to HeroQuest, whilst GW retained the Warhammer World.
Kurgan wrote:5) You're nostalgic for the version of Hero Quest you grew up with (just like I am for mine), but that doesn't mean other fans can't be nostalgic for their DIFFERENT (but equal) separate continuity Hero Quest versions.
Nostalgia is one thing, but the would with HQ is a little bit more than just nostalgia. There are two version of the UK edition, because something happened between GW and MB, between the release of the 1st edition and the next. Something that I fear will be completely written out of history if not preserved.
Personally, I don't care that your game is or isn't set in the Warhammer World, but many people's games are, and the reprint will see an interesting rewrite of the HQ lore. It would serve if, in discussions of lore, we weren't still begging the question of whether HQ was intended to be set in the Warhammer World or not. Rather, it would make MORE sense to note whether sources are from primary HQ sources, or from secondary Warhammer sources that might not be relevant to people's campaigns. Especially given how many of the fan expansions here happen to be based on aspects of Warhammer Lore...
Kurgan wrote:6) This is fiction, fantasy entertainment. "Canon" is irrelevant unless you're using it as some kind of guide to ensure continuity in your series of writings. They aren't making new Hero Quest adventures anymore (well, until next year). The writers of Heroquest are YOU AND ME because that's how the game was made, it was supposed to continue however you wanted after you defeated the included quests. All fantasy fiction is loosely based on real life in some sense, but unlike reality, we can mold fantasy to our hearts content (just can't profit off of it unless we hold the right papers!).
Canon isn't as irrelevant as you think it is, because it's entire purpose is to provide wider consistency within a body of work. That means the discussions don't just apply to your writings, but serve to see if your additions fit with the existing material. If it doesn't, people want to know HOW and WHY it doesn't, simply so they know whether to ignore it or amend it as appropriate. This is because many undertake knowledge gathering of any specific mythos as if it was an academic endeavour, and not everyone wants to work out everything over, from scratch when others have already done that work before.
It's like the effort Busby went to to unify the official content with his quest, Tears of Times Passed. He includes a timeline which gives greater context to this quest and it's purpose, as well as how to play the official content in a sensible order. This has meant that I DON'T have to build such a timeline from scratch for MY campaign. If YOU want to do something different, then go ahead, but that doesn't make canon irrelevant in general. No matter how many house rules people use, they still want a consistent set of rules so they know they are playing broadly the same game, if only so they can see what's different between their version and others.
Kurgan wrote:7) Even if Stephen Baker himself, or Hasbro the current owners, or even if somehow GW got involved again and made a decision to "unify" the canon, if you, me, or any other fans didnt' like it, we would IGNORE it and go back to the "tradition" we liked, the one we grew up with.
8) Our imaginations allow us to make up whatever we want about this "world." The official stuff is vague enough and different enough that there is no need to fight about it or try to get everyone on the same side.
9) If you love Warhammer, play Warhammer. Use all your favorite Warhammer stuff in Hero Quest. Hasbro doesn't care, I don't care. Enjoy! I don't see the big deal, because that's just not the version I grew up with, and since I didn't play Warhammer (I knew plenty of people in college that did) I don't care to expend the effort to try to learn it all and make it "fit" somehow on my own.
10) We're all going to do what we want to do anyway and have fun on our own terms, no matter what Hasbro does with this IP.
Going to lump these all together, because the summation of most of your argument seems to be "I don't need it, so why bother?" The problem is that there's more than you out there in the HQ community, and if you don't need it, then it's okay to move right along. If we had this whole "Why bother?" attitude, the Inn wouldn't be here today. We need to look at what's important, and what's easier, for people. Is it easier for you to ignore references to Warhammer that you find irrelevant, than it is for me to add them in with the existing Warhammer references?
Personally though, I think the fact that we both is what makes us passionate about HQ in the first place. How we express that might differ, but the passion doesn't, and that alone is enough to make people bother. Whether how I bother is relevant to you and how you bother is debatable.
Re: point 9, I was working on the impression that you MIGHT be interested in learning more about Warhammer and GW, especially seeing as you didn't have the UK experience like I did, which I feel puts a whole new perspective on HQ. If that doesn't interest you, then don't worry about it - move along or talk about something else. I won't take offence!
Kurgan wrote:I think it's great that you love GW and Warhammer. I've seen some of their character designs and some of them look absolutely awesome and if I had more money to burn and time I'd probably get some of them. Otherwise are just not to my taste at all. Not everybody shares your love of it, maybe I'm alone in that. I wouldn't assume that anyone who loves HQ must automatically love WHF as well.
So maybe something exists in WHF, or works a certain way in WHF, that doesn't impose that standard onto HQ at all. It will never even come up, unless A) you do it yourself in your own creation or B) Hasbro puts it into one of their new products (which as a fan, you don't HAVE to buy, and you can still mod it to something else!). So if you're writing a quest, it doesn't have to conform to some map, especially not one in another version of the game you never heard of until decades after you put the game into mothballs.
PS: I was 11 when you got Hero Quest, and we started playing it the year after you did. I visited the Inn around '02. No street cred battles needed here.
Peace!
It's not so much about loving GW and Warhammer, as it is about loving the history of UK tabletop gaming, and how integral GW was as part of that. The GW we see now is vastly different from the GW we saw from back in the day, and HQ is part of the transition of GW, and a pivotal part of their story. Nostalgia-wise, it's the golden hey-day of GW when they actually made games, and not everything was so focused on Warhammer miniatures gaming. I was never the target demographic for Warhammer, since I didn't have the money nor the space to have entire model armies, so the boxed games were better for me. It's a bit like someone talking about the golden age of comic books or pulp fiction.
You might want to dig back through the archives at some of GW's older stuff, if only to get an idea of just how much they've changed. Their earlier stuff may appeal to you more than their modern material, as there was clearly a different aesthetic brought about by a different breed of artists than today. Les Edwards was a GW artist, and did many pieces for GW, and helped establish the aesthetic of the Warhammer World over the decades...