Dungeon Design: Creating Your Own Quests
Posted: Sunday January 1st, 2023 11:58am
Two of the most useful articles that I have found over the years around game design, neither explicitly for HeroQuest, but both very useful, with a little tweaking, as guides for Creating HeroQuest Quests or Designing Dungeons if you prefer a little alliteration.
Learning From The Masters: Level Design In The Legend Of Zelda
Can the original Zelda game still have things to teach designers? Activision's Mike Stout (Skylanders) dives back into the 1986 classic to see how Miyamoto handled pathing, challenge ramping, and more.
This is a really great primer and introduction to many important concepts into the world of game design, pretty much all of it can be applied to HeroQuest
The Ultimate Guide to 5 Room Dungeons
5 Room Dungeon is a simple design method to build sessions, adventures and even campaigns that can easily be adapted for use for creating HeroQuest quests
Note: The term "Room" doesn't necessarily refer to an actual room, although it can, be more often a small collection of rooms and corridors, better thought of as a "5-stage dungeon" or "5-area dungeon"
Room One: Entrance And Guardian
Room Two: Puzzle Or Roleplaying Challenge
Room Three: Trick or Setback
Room Four: Climax, Big Battle or Conflict
Room Five: Reward, Revelation, Plot Twist
A note with regards to "Room 2" and its application to HQ. Whilst HQ is obviously a RPG strictly speaking (it is a game where you play a role) it is really a board game with a light touch of RPG so for the Roleplaying challenge aspect I usually think of this as follows.
The Barbarian is your archetypal warrior class, and so he has advantages in most situations in HQ because he is a combat-orientated Hero and combat plays a major part in most situations, so I try and turn this on its head in this stage by trying to create a situation where being the Barbarian doesn't give you advantages or better yet being another hero gives you the edge. Example include a room with a chasm that you have to cross, or trap rooms (or puzzle rooms). By trap rooms I'm not referring to rooms with traps in, but a room that is the trap. Examples include: the garbage compactor scene from Starwars, many examples from Indiana Jones, HeroQuest's Rolling Boulder and many more.
Note: To try and prevent this topic bloating, I would prefer to use examples be taken from specific quests to illustrate points and principles of Quest Design but wider discussions around improvements to the design of specific quests should be done in the relevant area of the forum (but can contain a link back to this topic to give some context around terminology and guidelines)
Learning From The Masters: Level Design In The Legend Of Zelda
Can the original Zelda game still have things to teach designers? Activision's Mike Stout (Skylanders) dives back into the 1986 classic to see how Miyamoto handled pathing, challenge ramping, and more.
This is a really great primer and introduction to many important concepts into the world of game design, pretty much all of it can be applied to HeroQuest
The Ultimate Guide to 5 Room Dungeons
5 Room Dungeon is a simple design method to build sessions, adventures and even campaigns that can easily be adapted for use for creating HeroQuest quests
Note: The term "Room" doesn't necessarily refer to an actual room, although it can, be more often a small collection of rooms and corridors, better thought of as a "5-stage dungeon" or "5-area dungeon"
Room One: Entrance And Guardian
Room Two: Puzzle Or Roleplaying Challenge
Room Three: Trick or Setback
Room Four: Climax, Big Battle or Conflict
Room Five: Reward, Revelation, Plot Twist
A note with regards to "Room 2" and its application to HQ. Whilst HQ is obviously a RPG strictly speaking (it is a game where you play a role) it is really a board game with a light touch of RPG so for the Roleplaying challenge aspect I usually think of this as follows.
The Barbarian is your archetypal warrior class, and so he has advantages in most situations in HQ because he is a combat-orientated Hero and combat plays a major part in most situations, so I try and turn this on its head in this stage by trying to create a situation where being the Barbarian doesn't give you advantages or better yet being another hero gives you the edge. Example include a room with a chasm that you have to cross, or trap rooms (or puzzle rooms). By trap rooms I'm not referring to rooms with traps in, but a room that is the trap. Examples include: the garbage compactor scene from Starwars, many examples from Indiana Jones, HeroQuest's Rolling Boulder and many more.
Note: To try and prevent this topic bloating, I would prefer to use examples be taken from specific quests to illustrate points and principles of Quest Design but wider discussions around improvements to the design of specific quests should be done in the relevant area of the forum (but can contain a link back to this topic to give some context around terminology and guidelines)