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Base Quests in four difficulty steps

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Re: Base Quests in four difficulty steps

Postby Daedalus » Thursday May 19th, 2016 6:08pm

You have some great ideas for improving the Quests of the Main Game System! The rating system is very handy and I like the alternate win-conditions. A couple of areas were of special interest to me and got me thinking:

Anderas wrote:I was brooding about "Legacy of the Orc Warlord" today. In fact, i won't change anything. The Heroes are reset to beginner's level and don't get their equipment back reliably. So it may be they fight the way to the exit just to find they didn't yet have their equipment. So no yellow, red, purple level for this quest. It is just good as it is. :)

As a suggestion to more tightly tailor the difficulty, you could work out the difficulty levels and add a note: Initially while the Heroes lack equipment, use only green icons when revealing monsters. After the Heroes find their equipment, use the appropriately colored icons as usual.

Anderas wrote:Still to be done:

    * Make 9. Race Against Time interesting. It just isn't at the moment.....

Count Mohawk wrote:I also remember you were looking for ways to make Race Against Time (the quest with the Elixir of Life) more of an actual race against time, and was reminded of a quest made by another Inn member in which the doors of the temple slowly shut over the course of the stage, creating a looming danger of being sealed within before returning to the entrance. Perhaps you can adapt a similar concept?

That was likely Goblin-King's Quest (The Road Warrior also did this.). Here's a variation for Race Against Time you could include at the beginning of the Quest Notes:

    Roll a combat die every Morcar turn. When a black shield is rolled, tell the Heroes they hear rumbling as the false guide attempts to collapse the entrance! Set the spiral stairway next to the gameboard and place a rubble marker on it. Place another marker each time you again roll a black shield. If all 4 spaces are filled, swap in a blocked-square marker instead. When you reveal the exit, place the tile with any markers on it. Treat any rubble markers as found falling-block traps that may be exited.

If the Heroes press on in haste, they all should have a good chance of escape after likely facing 4 falling-block traps. Falling-block traps may be jumped per the normal game rules, but each triggered trap adds another blocked-square tile. This may result in Hero death if the exit becomes completely blocked, which is more likely the more the Heroes delay. Stone blocked-squares may only be passed with a spell. If a Hero dies exiting a falling-block tile, his equipment will be looted by the false guide if no other Hero has exited by M/Z's turn.
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Re: Base Quests in four difficulty steps

Postby Sotiris » Friday May 20th, 2016 3:41am

Daedalus wrote:Here's a variation for Race Against Time you could include at the beginning of the Quest Notes:

Every Morcar turn, roll a combat die. When a black shield is rolled, tell the Heroes they hear rumbling as the false guide attempts to collapse the entrance! Set the spiral stairway next to the gameboard and place a rubble marker on it. Place another marker each time you again roll a black shield. If all 4 spaces are filled, swap in a blocked-square marker instead. When you reveal the exit, place the tile with any markers on it. Treat a rubble marker as a found falling-block trap that may be exited, while stone blocked-squares may not be passed without a spell. Stop rolling after the first Hero exits, as the guide flees.

If the Heroes press on in haste, they all should have a good chance of escape after likely facing 4 falling-block traps. Falling-block traps may be jumped per the normal game rules, but each triggered trap adds another blocked-square tile. This may result in Hero death if the exit becomes completely blocked, which is more likely the more the Heroes delay. If a Hero dies exiting a falling-block tile, his equipment will be looted by the false guide if he hasn't yet fleed.

This is a nice concept! I like it.
Also Pass Through Rock will be prove very usefull there. If things go worse and the exit blocks, heroes may pass all of their equipment to the caster who'll escape.


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Re: Base Quests in four difficulty steps

Postby Daedalus » Friday May 20th, 2016 1:04pm

Exactly. If bad luck was to blame, Morcar should allow the other trapped Heroes to be dug out and keep their names--new Heroes would have the same gear anyway. Maybe 50 gold coins per Hero would cover the hiring fee for miners.
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Re: Base Quests in four difficulty steps

Postby benvoliothefirst » Tuesday November 13th, 2018 4:31pm

Anderas, thanks for bringing up your quest book in my thread. I'm definitely going to give this a go since I've got a rotating cast of players on any given Sunday. I'm happy that we came to the same conclusion in Wardoz/Karlen's quest... four chaos warriors is two too many!
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Re: Base Quests in four difficulty steps

Postby Anderas » Wednesday November 14th, 2018 4:06am

No, I have to thank you currently: Thanks to you, I was re-reading this thread, re-discovering open work and have a plan now. Sadly, I have only 25 hobby days left this year and my wife will eat half of them for HER projects. :lol:

I remember this quest book, i was getting up at 4 in the morning to have a chance for working on it. :D

MS Office was cancelling their support for eps files in the meanwhile, so if I restart working on this, I will have to regenerate the maps again and then find a way to integrate it with the quest texts. :shock:
Maybe it is time to learn LaTeX, after all... :o :roll:

Or I use my self-written eps export function to generate 300 dpi pictures from the original quest eps exports and then make a pixelated version instead of a vectorized. Would be sad, though. Lots and lots of Megabytes extra and less quality at the same time.


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Re: Base Quests in four difficulty steps

Postby benvoliothefirst » Friday November 16th, 2018 10:19am

Are you not using HeroScribe? Or does that program not generate EPS files? I've found it to be a very intuitive program. Ah... but maybe it doesn't support the colors you're using.

I would also like to sincerely thank you for putting the "designer's notes" in after the quests. Sure, I might be able to figure out some of the insights you've included through running the quests, but having that info able to be read beforehand makes everything so much easier and EWP-friendly. Brilliant work.
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Base Quests in four difficulty steps by Anderas
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Heartfelt thanks to all of you who have worked to enrich the world of HeroQuest!
Goblin-King wrote:When life gives you lemons, squeeze those lemons into your eyes, enter a berserker rage and punch life in the face!


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Re: Base Quests in four difficulty steps

Postby Anderas » Friday November 16th, 2018 10:24am

Yes, during my too-much-time this year I made an update for Heroscribe. Now you can use those symbols directly in Heroscribe if you want. That variant of Heroscribe is downloadable in Stratos' signature. Just copy and paste it over the original heroscribe and it works.

Back in the day, I had not so much time with a challenging 10h-job, so I did the second best, which was using Heroscribe symbols in Powerpoint.


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Re: Base Quests in four difficulty steps

Postby Weltenlaeufer » Tuesday August 6th, 2019 6:15am

Wow, this thread is great! I gotta keep coming back to this. :)


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