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Zargons turn pass

Discuss the Rules of HeroQuest as set out by Milton Bradley Game Systems and Quest Packs.

Re: Zargons turn pass

Postby torilen » January 15th, 2014, 10:25 am

One option you can try, in place of automatic movement...
Think about this - the heroes probably aren't looking real close at details on their way in to a dungeon
of any sort. They're worried about monsters and traps and such.
On the way out, with much of the danger gone, they might slow down and look around, see what is
actually there in the dungeon. Start giving out stronger details and description about what is around
the heroes on their way out. Tell them about carvings on the walls, molds growing in the corners,
sounds they might hear if they're still for a moment.
Go through the senses - what do they: See, hear, smell...is there a "taste" in the air? Is it
chilly or warm...damp or dry?
What staple vermin do they see? Spiders, beetles, mice...are there lots of "outdoor" bugs?

This would certainly spruce up the journey out, will probably lead to a bit more role-playing by the
players, and could lead to some very good ideas - ideas for future quests, ideas for character
development on the part of the players (example: heroes smell a the smoke from a fireplace, and
there happened to be some sort of tobacco dropped in it during a fight - that could be a hero's
favorite tobacco or smell or some such detail).
This could also lead to some great ideas for the fantasy world you place the dungeons in, if that
is you're thing.


Rewards:
Hosted a Play-by-Post game. Played a turn in a Play-by-Post game. Wrote an article for the Blog. Created a Hot Topic.
torilen

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