alyndavies wrote:...I must say it's not as dynamic as the standard game and I think my kids would get bored with it very easily.
I could say it’s more hardcore than HQ, but the difficulty makes you happier when you clear the level. For example, if you find the quest room faster than normal you are happy, if it takes too much time to find it and you didn’t lose many fate points then you are more happy, etc etc. Don’t be sure that they’ll get bored. In every corner it’s possible to find the quest room or a group of wandering monsters, while your final goal is to go to the last dungeon to find (for example) the lost magic sword of a dead warrior. The game is very good, if you own it you should try it. To be honest, in our group we play always HQ, we are lots of people and it’s hard to make them all want to learn new rules of a harder game, but from time to time I really want to make some quests for AHQ just to sit there waiting. And as a GM it’s very easy to build a new quest because all the tables are ready, so you are just focusing on the story and the bosses, and this is the idea. While on HQ the quest is one page, on AHQ the quest is 6 or more pages, with descriptions for the rooms, narrations, notes for the history of each boss(so you can make NPCs to describe things, or gives you ideas to put more things and events), and stories inspired from known novels. It’s the role playing hero quest. It has events and triggers (not in solo of course, you need a GM), not extra rules for that, but the descriptions for each room pushes you to add things, and while in HQ you say “I activate the lever”, in AHQ the GM could say “there is a skull of stone in one wall” then the hero could say “I pull the skull”, “I turn the skull”, “I shoot the skull”, “I touch the skull”, but the trigger could be “I push the skull”. Nothing you can’t do on HQ too, but when you are writing 6 pages for a quest, it’s inspires you to do such things. It’s for hardcore players so there is always a good idea to put a lever that they’ll never find how to activate.
The Road Warrior wrote:Thanks for posting this Patroclus. Are they you're videos?
This has actually cleared up some of my fears about the random town generation I am using in my Roleplay book (based on the WHQ system).
Yes, it’s me. I think I should continue with a “return to town” video just to show you how to get ready for a next quest. The random events could be horrible, and the training is an expensive unfulfilled dream. I’ll try to do it a 10min video just to not make it boring.
Anderas wrote:...The gameplay itself would be a strong repellent for me - looking up dozens of tables is a killer. I wouldn't play that game once...
You can replace the tables with cards if you want to, it could be nice, but it’s not that bad. You use the same tables again and again. You just need some good reference sheets. It’s 3 dices for each corridor. You could say yellow dice for the first table, green for the second, blue for the third, and with one roll you’ll have the result. It’s not as fast as HQ, but I could say it’s a very fast game and the tables does not slow you down. In one afternoon of 2 to 4 hours, you can finish two dungeons and get ready for the last one(the most quests are 2 random generated dungeons and one premapped). So, if you remove one of the two random dungeons you can play a quest with all the up and downs to town, in about 2 to 4 hours.