alyndavies wrote:Ok, so I'm a UK player, and one of the rules thats made clear to us was when designing quests, you should make the rooms appropriate to the setting. In other words Orcs would not be seen in the same room as Zombies. Try and keep monsters of similar type together. Yet when you look at this expansion all over the place you see Orcs and Skeletons stuck together. On one quest you have 2 Mummies, 2 Zombies, 2 Skeletons and 2 goblins in a room, why on earth would the goblins be hanging around that lot for?
I found 4 rooms with a mix of white (undead) and green monsters. Compare that to 16 areas with white or green mixed with other (gray, blue) monsters and 50 areas with 2 or more monsters of only green or white. Taken as a whole, the white-green mix isn't too bad, though not ideal. I'd chock it up to the Frozen Horror "reviving it's minions" with the Scepter of Glacial Majesty, "an evil artifact of vast power." The mismatches could be thought of to reflect the temporary, chaotic nature of the Frozen Horror's new threat.
Well, that's a fluff rationalization, but I imagine the underlying reason can be attributed to the nature of picking up shop and moving new production across the pond. Whoever wrote the Adventure Design Booklet, quite possibly Ford or Baker himself, was working for MB/Hasbro UK. The author(s) of the BQP and the EQP were hired in the US, likely as freelance work. (In his blog, Toco, another Inn member, had learned from game designer Richard Borg that MB freelanced him to write the unreleased WQP.) It appears the author of the EQP never even read the Adventure Design Booklet.