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?