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Solo/Co-op play

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Re: Solo/Co-op play

Postby ampersand » Thursday March 16th, 2023 4:02am

ok being specific the i have written some coop rules based around slevs rules.
a simpler way to use dungeon counters and have a free flowing dungeon.
more compact matrices with a simpler format to generating what the players roll up (very little to work out because its all on the matrix itself. only thing that scales is the amount of monsters you rolled up versus party amount dungeon level experience etc.
dungeon counters - i used a format that i saw over on youtube by dungeon dive https://www.youtube.com/watch?v=7Odyxk-S9f0

so
ive written them.
however what IS in process and currently being written, and what i feel will help make co-op play a more compact unit.

Random settlement events.
just a bigger chart. more things that can happen, more things to immerse your heroes in. but also like above. also make it less harsh and damning to the players

the ratio of bad - to indifferent - to good events is heavily weighed in favour to bad things that can happen. and i want to even out the chances. more things to happen to make it a bit more interesting with a better distribution between good - bad.

Simple travel system
No way as labour intensive as the WHQ version. with no amount of rolls based on settlement. its 1 roll. thats it. however some results may force you to diverge on your journey and cause more, but the base journey involves 1 roll. and is intended to be a lot less fatal to the heroes.

again i am currently writing. travel always seems to be a fun element in any dungeon crawler. but an element that just wasnt in AHQ at all. again i want to focus on that i want a nice distribution between good and bad that can occur. will be a table just like AHQ you roll on and im just in process of fleshing it out

thats the between expedition stuff.
but what i feel will really tie the co-op play together.

Quest Generator
in addition i am working on fleshing out the quest generator found on terror in the dark. taking the original method and enhancing it somewhat with more resolute quests that feel less sand boxey but also adding more quests
also. im bouncing the idea around of more epic campaigns that can be taken as the heroes in increase in fame. simple 3 quest level campaigns to more epic 5 quest campaigns possibly. again all under the guidance of a more compact set of quests that are straight forwards and only varied based on the dungeon and its inhabitants.

fleshing out each of the original to have 12 options each to give 60 options for basic quests
Rescue!
Retrieval!
Race Against Time
Exploration
Revenge!

as for epic quests...skies the limit right?

currently im making additions to the existing quests. in the original book they were more like notes. and not an instruction on how to play the quest. and also adding a little more narrative into the fray to give a more thematic feel.
ontop of this fleshing out the options so there is 12 options for each.
im also open to other quest types.. i feel that bracketing them kind of gives the impression there isnt very much. and i dont want repeat quests too much!

Race Specific dungeons
more compact method of rolling up monsters on matrices.
race specific hazards
also i took the idea even further of "what if' the hazards and things you uncover are more specific to the monsters n the dungeon? for example i really like that slev introduced corridor hazards..imagine as a rattle of whirring cogs and machinery is heard at the end of the corridor as a a doomflayer whizzes towards you, or discovering a master moulders experimental labratory, again ideas to fully immerse a co-op play and them it towards the race within the dungeon.

i think all of the above would be able to work very nicely and plug into the system as a whole regardless of what ruleset you use.

so interested to know within the very small fanbase of AHQ what your guys thoughts are?

however this addition is the bit i really want to flesh out! a race specific dungeon containing the following

matrices for the dungeon.
themed corridor and room hazards - i havent figured out the best method for incorporating these yet. i want the original tables to also factor with a chance of a themed hazard. as i feel this will help randomize the dungeons enough. that if for example you are in a skaven filled dungeon you might stumble upon at least 3 or 4 per level. but i dunno yet.

and thats where im at currently. i want to get the skaven hazards filled out before i play test anything.so any ideas?


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Re: Solo/Co-op play

Postby RECIVS » Thursday March 16th, 2023 4:16pm

ampersand wrote:i have written some coop rules based around slevs rules.

Have you played his latest version by the way?

ampersand wrote:a simpler way to use dungeon counters and have a free flowing dungeon.
dungeon counters - i used a format that i saw over on youtube by dungeon dive https://www.youtube.com/watch?v=7Odyxk-S9f0

Does it include the Escape DC? I'm interested in how other people use those in GM-less mode.

ampersand wrote:more compact matrices with a simpler format to generating what the players roll up (very little to work out because its all on the matrix itself. only thing that scales is the amount of monsters you rolled up versus party amount dungeon level experience etc.

This sounds interesting.

ampersand wrote:will help make co-op play a more compact unit.

You mean like grouping new co-op rules in one section?

ampersand wrote:
Random settlement events.
just a bigger chart. more things that can happen, more things to immerse your heroes in. but also like above. also make it less harsh and damning to the players

the ratio of bad - to indifferent - to good events is heavily weighed in favour to bad things that can happen. and i want to even out the chances. more things to happen to make it a bit more interesting with a better distribution between good - bad.
Simple travel system
No way as labour intensive as the WHQ version. with no amount of rolls based on settlement. its 1 roll. thats it. however some results may force you to diverge on your journey and cause more, but the base journey involves 1 roll. and is intended to be a lot less fatal to the heroes.

again i am currently writing. travel always seems to be a fun element in any dungeon crawler. but an element that just wasnt in AHQ at all. again i want to focus on that i want a nice distribution between good and bad that can occur. will be a table just like AHQ you roll on and im just in process of fleshing it out

I think you'd be making the game less difficult, which makes sense in the early stages of a campaign but not later on when the adventurers have more resources to spend. I'd lean in favor of preserving the original feel of AHQ as much as possible. However, what you're saying may be necessary in Reforged since its treasure chests now carry less gold than before. I think it's now the AHQ variant with the tightest economy, but its other mechanics don't seem to be yet in tune with that.

ampersand wrote:
Quest Generator
in addition i am working on fleshing out the quest generator found on terror in the dark. taking the original method and enhancing it somewhat with more resolute quests that feel less sand boxey but also adding more quests
also. im bouncing the idea around of more epic campaigns that can be taken as the heroes in increase in fame. simple 3 quest level campaigns to more epic 5 quest campaigns possibly. again all under the guidance of a more compact set of quests that are straight forwards and only varied based on the dungeon and its inhabitants.

fleshing out each of the original to have 12 options each to give 60 options for basic quests
Rescue!
Retrieval!
Race Against Time
Exploration
Revenge!

as for epic quests...skies the limit right?

currently im making additions to the existing quests. in the original book they were more like notes. and not an instruction on how to play the quest. and also adding a little more narrative into the fray to give a more thematic feel.
ontop of this fleshing out the options so there is 12 options for each.
im also open to other quest types.. i feel that bracketing them kind of gives the impression there isnt very much. and i dont want repeat quests too much!

Sounds interesting. I'm looking forward to it.

ampersand wrote:
Race Specific dungeons
more compact method of rolling up monsters on matrices.
race specific hazards
also i took the idea even further of "what if' the hazards and things you uncover are more specific to the monsters n the dungeon? for example i really like that slev introduced corridor hazards..imagine as a rattle of whirring cogs and machinery is heard at the end of the corridor as a a doomflayer whizzes towards you, or discovering a master moulders experimental labratory, again ideas to fully immerse a co-op play and them it towards the race within the dungeon.

i think all of the above would be able to work very nicely and plug into the system as a whole regardless of what ruleset you use.

so interested to know within the very small fanbase of AHQ what your guys thoughts are?

however this addition is the bit i really want to flesh out! a race specific dungeon containing the following

matrices for the dungeon.
themed corridor and room hazards - i havent figured out the best method for incorporating these yet. i want the original tables to also factor with a chance of a themed hazard. as i feel this will help randomize the dungeons enough. that if for example you are in a skaven filled dungeon you might stumble upon at least 3 or 4 per level. but i dunno yet.

and thats where im at currently. i want to get the skaven hazards filled out before i play test anything.so any ideas?

How is this different from designing specific quests?
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Re: Solo/Co-op play

Postby ampersand » Thursday March 16th, 2023 9:49pm

quote on quote it getting hard to read lol

Have you played his latest version by the way?

read them somewhat. not played yet. so want to take these things into account when it comes to fine tuning later on.

Does it include the Escape DC? I'm interested in how other people use those in GM-less mode.

no it doesn't.

You mean like grouping new co-op rules in one section?

exactly that. the way i see it.. people either play co-op or with a GM. very few will flit between the 2 options. ive played this game for years as the gm. and once i start using co-op mode i dont think ill go back. so why have loads more source material im never going to need>

I think you'd be making the game less difficult, which makes sense in the early stages of a campaign but not later on when the adventurers have more resources to spend. I'd lean in favor of preserving the original feel of AHQ as much as possible. However, what you're saying may be necessary in Reforged since its treasure chests now carry less gold than before. I think it's now the AHQ variant with the tightest economy, but its other mechanics don't seem to be yet in tune with that.

possibly. but you are talking fine tuning at the moment. i think current weighs in at about 75% bad to good. and if that balances out then ill retain it. i think the dungeons are tough enough as it is. so why not throw a few extra relief things at the players? i havent written everything yet so balance isnt an issue.....yet.

How is this different from designing specific quests?

it increases the random factor. the things you could encounter during a quest will change based on the thematic approach to the dungeon.
so what you might encounter with a dungeon full of skaven versus a dungeon full of orcs for example. so if you rolled up a quest that was for example..
you roll for a rescue quest
rescue the count
roll for what monster type

there is a chance you could hit this quest more than once (poor Count!). so not only is it randomized by the type of monsters you will encounter but it would be randomized by the things could encounter also.
im toying around with it. again its plug and play. use or not! but i think it adds a more thematic dynamic to your dungeons..its just all about ideas right about now.

ive slapped the co-op play rules on google drive for you to have a look...remember its all WIP
https://docs.google.com/document/d/1Fmvvs41d0dcFbRjI-EZhLEZSovN_GRRJ/edit?usp=sharing&ouid=111131117130958246201&rtpof=true&sd=true


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Re: Solo/Co-op play

Postby RECIVS » Friday March 17th, 2023 1:03pm

ampersand wrote:quote on quote it getting hard to read lol

Yeah, I know. :D

ampersand wrote:
Does it include the Escape DC? I'm interested in how other people use those in GM-less mode.

no it doesn't.

Have you checked out my Dungeon Counters Table for Solo Play?
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Re: Solo/Co-op play

Postby ampersand » Sunday March 19th, 2023 5:02am

RECIVS wrote:Have you checked out my Dungeon Counters Table for Solo Play?


i hadnt but have now. it seems like a very similar method. but also more complex. i think the method that dungeon dive did that i included here is a simple easy to remember format that doesnt require any table check up or additional roll from the original 1D12 at the beginning of the dungeon/gm phase.
personally i think if you wanted (but not really needed) in co-op play. you could accumulate using the same method i have. reaching 4 triggers it when needed. but again you are fighting AI. i dont think its warranted without a player controlling it.


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Re: Solo/Co-op play

Postby RECIVS » Sunday March 19th, 2023 11:20am

ampersand wrote:i hadnt but have now. it seems like a very similar method. but also more complex. i think the method that dungeon dive did that i included here is a simple easy to remember format that doesnt require any table check up or additional roll from the original 1D12 at the beginning of the dungeon/gm phase.
personally i think if you wanted (but not really needed) in co-op play. you could accumulate using the same method i have. reaching 4 triggers it when needed.

Really? What is it that you find so complex about it? The situations that trigger the DCEs are the same ones used in AHQ, so any player or GM must remember and keep track of those anyway. Therefore, no table lookup is needed after getting familiar with it, which is not hard at all, as there's nothing else to it other than a couple of dice rolls. My modifications may seem complex at first, I know, but they're actually quite simple.

Let's focus on its results rather than its structure or "complexity": It allows solo/co-op players to use all the DCs in the game by simply adding some dice rolls (most of them necessary in solo play anyway so it keeps the same feel), and the odds of getting a specific DC seem very similar to the ones in the original. Besides, it's very easy to modify to make DCs more or less common. So, what else can one really ask for?

ampersand wrote:but again you are fighting AI. i dont think its warranted without a player controlling it.

I'm not quite sure what do you mean by this.
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Re: Solo/Co-op play

Postby ampersand » Sunday March 19th, 2023 7:38pm

i dont think it is too complex. just more complex than the option i have in there, which in my mind is fun and simple. which i feel is the target for co-op play.
you arent playing against a GM. you are playing against dice rolls and an AI. so having something that really is more triggering by a GM applying some cunning doesnt really work so well in co-op play. i just dont think its needed.
and as i say everything i have done is plug and play. so use however you wish!

of which im onto the next phase.
Writing quests!!


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Re: Solo/Co-op play

Postby RECIVS » Monday March 20th, 2023 12:35pm

ampersand wrote:i dont think it is too complex. just more complex than the option i have in there, which in my mind is fun and simple.

I don't see how it could be "more complex", and I've given my reasons, which remain true and unchallenged. I'm afraid the fact of the matter is that we're not discussing objective reasons here but your preferences and opinions.

Speaking of opinions, I think that's one of the side effects of playing too much HQ and WHQ...almost anything else ends up being dismissed as "more complex" even when it's only less familiar. As I said in a previous post, it's evident how such a trend dominates the DC scene nowadays. They call it the "less-commitment culture", and it's everywhere.
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Re: Solo/Co-op play

Postby ampersand » Monday March 20th, 2023 2:13pm

im kinda proud to say played ahq more than the 2 you mention. by uncountable amounts. but i can also recognize some factor from all that do 1 thing better than the other.
HQ is a classic out of the box. i think WHQ was a more compact unit.. but not a very good game. AHQ is the Daddy. albiet a slightly unfinished one. but one with way more room to grow.
fact we disagree shows your passion. i like that. but its fine for either of us to prefer 1 thing over another.
ahq has lots of charts lots of dice rolling. lots and lots and i love the customizability of it all. but its ok the add more just well as its ok to want less. if my ruleset doesn't suit you. that's fine too. plug and play all the way! hopefully youll like some of my quest ideas |_P

i was interested to see what people though of my ideas i was writing. was never about anyone elses rules other than reforged, which is what ive used for a few years now.
that was the intention of the post and leads in such a way. not ignoring preferences. but am trying to keep on topic.


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Re: Solo/Co-op play

Postby RECIVS » Monday March 20th, 2023 3:01pm

I agree with almost everything you said, though we were discussing something different. The issue was whether my HR is "more complex" (or not) than the system you mentioned. I made my point and gave my reasons, which could be considered objective and remain unchallenged. The fact is that you ("in your mind") consider it's more complex, and that's perfectly fine. I have no problem with that, though it would be interesting know the cause of that way of thinking. All I'm saying is that I thought we were having an objective discussion about improving your ideas on solo/co-op play in AHQ.

ampersand wrote:i was interested to see what people though of my ideas i was writing. was never about anyone elses rules other than reforged, which is what ive used for a few years now. that was the intention of the post and leads in such a way. not ignoring preferences. but am trying to keep on topic.

Fair enough, though I believe all my points were on topic. As I said, I thought we were discussing ways of improving your ideas on solo/co-op play in AHQ. By the way, now that you mention it, have you checked out Slev's new system for using DCs in solo/co-op mode? That one is indeed more complex than mine.
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