On the Essence and Feel of Advanced HeroQuest
I believe it's very clear at this point that I support—and even promote—the idea that Advanced HeroQuest needs major fixing, but also that I'm a purist who wants to preserve the essence and original feel of it as much as possible. As mentioned in other threads, I firmly believe that both approaches can be reconciled.
Let's get a bit ontological here: What makes AHQ what it is and not something different? What's its essence? If we were to change some of its mechanics in order to fix its major problems, at what point does it become a different game, if at all? On the other hand, should the vanilla rules be preserved? to what extent? why? Is this even an objective discussion to begin with?
For our purposes here, I particularly like this review of AHQ because, instead of simply describing its mechanics and paraphrasing its rules as most reviews do, it seems to capture very concisely what I believe are essential features of the old classic; elements that, objectively speaking, make it what it is as a game. There're more, I know, but the ones in the review seem like a good start.
It’s worth noting that only a few of those features appear to be directly associated with or dependent on a specific vanilla rule in particular. This means that the rules can be changed or expanded (to a certain extent, of course) without necessarily affecting the validity of the statements expressed in that review, which, as I said, we can agree constitute essential characteristics of the vanilla game. For example, the original exploration tables can be tweaked to make certain results more common or have new ones added without turning AHQ into a different game. Also, the original rules for determining the number and value of monsters for every encounter can be simplified to produce similar—though more varied and speedier—results without the need for actual monster matrices, therefore reducing the downtimes while preserving the feel of the old classic. In fact, being mod-friendly is clearly one of the game's most valued virtues. Some tweaking is expected and even encouraged in the AHQ rulebook!
So, when can we say that the essence and original feel of the game has been altered? Well, the person seeing such an alteration should tell us, as there could be many possible instances. However, right now the following ones come to mind: (1) by changing the original dungeon-generation system, altering the dimensions of its dungeon sections, or the way they're arranged, (2) by changing the original turn sequence or the flow of the turn phases, (3) by changing the way death zones, critical hits, or fumbles work in the game—because those give AHQ combat its unique feel, (4) by tweaking the original to-hit tables, (5) by altering the "PV scale" used in the original bestiary, (6) by using other than D12s to resolve combat, (7) by introducing cards or card-driven mechanics instead of only dice and sheets of paper, (8) by making characters less fragile, combat less brutal, or the game less difficult overall, (9) by introducing maps and overland travel systems that shift the focus of the game away from exploring dungeons, (10) by making the storylines of quests more relevant or less combat oriented, (11) by implementing levels of character advancement that change AHQ's unique system for Hero development, (12) by excluding Fate Points, Henchmen, Sentries, Spell Components, and/or other distinctive features of AHQ, et cetera.
Now, it’s my opinion that some of the vanilla mechanics in AHQ may be flawed (see this post), and that they need at least the following changes:
*A richer character-creation system: If we don’t want to reinvent the wheel, this means implementing new class bonuses and penalties when creating a new character in the game. I believe it involves more of an addition than a change to the vanilla rules, and—if properly implemented—it doesn't necessarily have to interfere with them to the point of turning AHQ into a different game. On the contrary, it should only infuse AHQ with the variety and depth it needs without overcomplicating it.
*More tactical variety in room encounters: I believe this ultimately boils down to fixing the bottleneck issue in the game. However, making the adventurers to fight inside rooms inevitably increases the overall difficulty of the game, so other changes (such as allocating more starting wounds to the Heroes and making in-combat healing easier) may be in order. These could be considered major modifications by some people, as they would be messing with the core characteristics of the Heroes. Again, I can't see—reasonably speaking—how changes like these could alter the essence of the game or its classic mechanics. I know, however, that at first glance it may seem that giving more starting wounds and easier healing mechanics to the adventurers could make them les fragile, which is a distinctive feature of AHQ—thereby potentially invalidating one of the statements in the review posted above about dying being "easy" in the game, but that's not the case, quite the contrary. The tweaks to the rules I'm suggesting in this paragraph are only necessary countermeasures to the increased vulnerability and risk that may result from making the adventurers to fight inside rooms for a change—see this thread for more details.
*More options for character development and combat: If we don’t want to deviate from the old-school RPG tradition AHQ belongs to, this means implementing new abilties, actions, classes, feats and skills (or whatever) for the adventurers in the game. Again, these are more of additions than actual modifications, and they don't have to alter the workings and feel of the vanilla rules more than what's acceptable for a game such as AHQ.
As mentioned above, I also support and promote the idea that the working parts of the original mechanics should be preserved as much as possible. In my opinion, everything in AHQ works except for the above-mentioned problems. Other than that, almost all remaining issues (and new ideas) can be addressed with minor adjustments without altering the core system any further.
Would AHQ become a different game by implementing the major changes it needs according to this post? No, I don't believe so. I'd see it more as an improved version of the same title; one that—hopefully—could do it more justice by rousing and taking more advantage of the game system's possibilities, giving its old mechanics a new shine.
So, with all the above in mind, being AHQ "arguably one of the easiest games ever made to mod and create content for", why would one insist on playing the vanilla version despite its shortcomings?* I've come to realize that, in the end, it's a personal, subjective choice. I'm afraid objectivity doesn't seem to play a more important role than nostalgia in that decision.
Let's get a bit ontological here: What makes AHQ what it is and not something different? What's its essence? If we were to change some of its mechanics in order to fix its major problems, at what point does it become a different game, if at all? On the other hand, should the vanilla rules be preserved? to what extent? why? Is this even an objective discussion to begin with?
For our purposes here, I particularly like this review of AHQ because, instead of simply describing its mechanics and paraphrasing its rules as most reviews do, it seems to capture very concisely what I believe are essential features of the old classic; elements that, objectively speaking, make it what it is as a game. There're more, I know, but the ones in the review seem like a good start.
It’s worth noting that only a few of those features appear to be directly associated with or dependent on a specific vanilla rule in particular. This means that the rules can be changed or expanded (to a certain extent, of course) without necessarily affecting the validity of the statements expressed in that review, which, as I said, we can agree constitute essential characteristics of the vanilla game. For example, the original exploration tables can be tweaked to make certain results more common or have new ones added without turning AHQ into a different game. Also, the original rules for determining the number and value of monsters for every encounter can be simplified to produce similar—though more varied and speedier—results without the need for actual monster matrices, therefore reducing the downtimes while preserving the feel of the old classic. In fact, being mod-friendly is clearly one of the game's most valued virtues. Some tweaking is expected and even encouraged in the AHQ rulebook!
So, when can we say that the essence and original feel of the game has been altered? Well, the person seeing such an alteration should tell us, as there could be many possible instances. However, right now the following ones come to mind: (1) by changing the original dungeon-generation system, altering the dimensions of its dungeon sections, or the way they're arranged, (2) by changing the original turn sequence or the flow of the turn phases, (3) by changing the way death zones, critical hits, or fumbles work in the game—because those give AHQ combat its unique feel, (4) by tweaking the original to-hit tables, (5) by altering the "PV scale" used in the original bestiary, (6) by using other than D12s to resolve combat, (7) by introducing cards or card-driven mechanics instead of only dice and sheets of paper, (8) by making characters less fragile, combat less brutal, or the game less difficult overall, (9) by introducing maps and overland travel systems that shift the focus of the game away from exploring dungeons, (10) by making the storylines of quests more relevant or less combat oriented, (11) by implementing levels of character advancement that change AHQ's unique system for Hero development, (12) by excluding Fate Points, Henchmen, Sentries, Spell Components, and/or other distinctive features of AHQ, et cetera.
Now, it’s my opinion that some of the vanilla mechanics in AHQ may be flawed (see this post), and that they need at least the following changes:
*A richer character-creation system: If we don’t want to reinvent the wheel, this means implementing new class bonuses and penalties when creating a new character in the game. I believe it involves more of an addition than a change to the vanilla rules, and—if properly implemented—it doesn't necessarily have to interfere with them to the point of turning AHQ into a different game. On the contrary, it should only infuse AHQ with the variety and depth it needs without overcomplicating it.
*More tactical variety in room encounters: I believe this ultimately boils down to fixing the bottleneck issue in the game. However, making the adventurers to fight inside rooms inevitably increases the overall difficulty of the game, so other changes (such as allocating more starting wounds to the Heroes and making in-combat healing easier) may be in order. These could be considered major modifications by some people, as they would be messing with the core characteristics of the Heroes. Again, I can't see—reasonably speaking—how changes like these could alter the essence of the game or its classic mechanics. I know, however, that at first glance it may seem that giving more starting wounds and easier healing mechanics to the adventurers could make them les fragile, which is a distinctive feature of AHQ—thereby potentially invalidating one of the statements in the review posted above about dying being "easy" in the game, but that's not the case, quite the contrary. The tweaks to the rules I'm suggesting in this paragraph are only necessary countermeasures to the increased vulnerability and risk that may result from making the adventurers to fight inside rooms for a change—see this thread for more details.
*More options for character development and combat: If we don’t want to deviate from the old-school RPG tradition AHQ belongs to, this means implementing new abilties, actions, classes, feats and skills (or whatever) for the adventurers in the game. Again, these are more of additions than actual modifications, and they don't have to alter the workings and feel of the vanilla rules more than what's acceptable for a game such as AHQ.
As mentioned above, I also support and promote the idea that the working parts of the original mechanics should be preserved as much as possible. In my opinion, everything in AHQ works except for the above-mentioned problems. Other than that, almost all remaining issues (and new ideas) can be addressed with minor adjustments without altering the core system any further.
Would AHQ become a different game by implementing the major changes it needs according to this post? No, I don't believe so. I'd see it more as an improved version of the same title; one that—hopefully—could do it more justice by rousing and taking more advantage of the game system's possibilities, giving its old mechanics a new shine.
So, with all the above in mind, being AHQ "arguably one of the easiest games ever made to mod and create content for", why would one insist on playing the vanilla version despite its shortcomings?* I've come to realize that, in the end, it's a personal, subjective choice. I'm afraid objectivity doesn't seem to play a more important role than nostalgia in that decision.