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Kurgan wrote:I did make great use of notes in one quest but I don't consider that an error as the Treasure Deck is still usable in a couple of rooms at least.
Kurgan wrote:Potions of restoration & medicine are just label changes of the same thing for the sake of variety.
Kurgan wrote:The "instant potion use to save from death" thing is an uncontroversial part of the basic NA rules (the only "controversy" was whether or not this is a "good" thing, and the related topic of whether an unused healing SPELL should save the dying hero when death occurs on Zargon's turn).
Kurgan wrote:To get 12 secret doors, one would need to own ROTWL and add EQP, it's true as none of the other official NA packs come with additional tiles of this kind
To make the quests shorter and easier I'd probably have to remove a lot of stuff, because I do kind of assume the Hero will carefully pick his way through the quest rather than running through and forgetting to search for things... which a beginner might do without Zargon's hint-dropping (which shouldn't be necessary).
Bareheaded Warrior wrote:Potion of Healing (given away at the start and via the Treasure Cards) = "restoring the number of Body Points equal to a roll of one red die." (i.e. up to 6 BPs)
Your Potion of Restoration = "+6 BP" which really restores a number of lost Body Points up to 6
Your Medicine Vial = "restore up to 6 lost body points"
I think that it would be simpler to change the text of your Potion of Restoration and Medicine Vial to "restores all lost Body Points" as that is simpler and in virtually all situations amounts to the same thing
Agreed, but under your rules can you save yourself from death by drinking a Potion of Restoration or a Medicine Vial or is it only the Healing Potion as per the official rules?
I wasn't commenting on the difficulty, nor was I complaining about the size of the first Quest. My concern was more about how a combination of factors, any of which are probably fine on their own, actually play out.
Yes the first quest is big, not a problem in itself (although the 3 Quests appear to get shorter as you go through the sequence which is unusual, typically the last Quest of a set is the bigger one, but not a problem)
1. Your use of keys is an example of a mechanism that isn't a problem but does come with a risk of forcing players to have to do a dull back-track if they have missed something that later turns out to be essential (again not a reason not to use this mechanism but something to bear in mind)
2. Your use of secret doors that are on the critical path (by which I mean you have to use them to complete the Quest), again not necessarily a problem in its own right but it does have the risk of causing undue back-tracking
However if you combine the key mechanism with the very large number of secret doors then the risk of back-tracking becomes a high risk, combine that with the fact that if you do end up back-tracking, then you are doing so with only 1 Hero in a very large dungeon and there I think lies the problem.
I would suggest dropping a few rooms out of the first Quest and converting many, if not most, of the secret doors into regular ones (especially where they are on the critical path).
which, assuming you are not already familiar with concepts like the "critical path", may help you get what I'm talking about. The first article linked to in that topic is a really great primer that explains some of these concepts a lot better than I am doing![/quote]I've started a topic around Dungeon Design: Creating Your Own Quests
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