Thanks Kurgan, some food for thought certainly in you post - some are quite directly addressed in the ATOH booklet though.
Kurgan wrote:"Playing the quest as a series." Does this mean you get the special healing potions only if you don't visit the Armory/Alchemist shops in between quests? (the UK edition didn't have an Alchemist shop and the Armory was a series of equipment cards, but meaning "buy things")?
By AH (in the 2021 edition) placing the Alchemist Shop "potions" into the equipment deck, they have defined them as "Equipment" so the only opportunity to gear up is before the first quest.
From the ATOH booklet: At the start of the
first Quest, each character should receive five healing potions, each of which will heal the character up to his maximum Body points once. Take a note of these potions on the character sheets and cross them off as you use them. Any number of potions may be used in any one Quest. Characters that use magic may replenish their spells between Quests, but they must keep the same spells they chose right at the start of the first Quest. Characters may not buy new equipment between these Quests but may keep anything they have found in those Quests.
The Evil Wizard player should reshuffle the treasure pack between each Quest, returning any used treasure cards from the previous Quest to the pack. If any of the characters are killed during a Quest, Mentor is able to magically transport a new starting character to join the party at the beginning of the following Quest.
Kurgan wrote:Do these big potions need to restore lost mind points also? Does it mean without them you don't heal between quests? What is the difference then between playing "as a series" or not?
The above booklet extract notes that the healing potions heal Body points, not mind points, BUT my version includes the notes "As in the game system, heroes are returned to full strength (all Body and Mind Points are restored) between quests."
Kurgan wrote:Ogres can't be passed through by anyone normally. Does this mean other Ogres can pass through Ogres or not? What about if you use Veil of Mist magic or Dust of Disapearance?
Straight from the UK ATOH booklet "All Ogres occupy one space on the HeroQuest gameboard. No other figure may pass through the same space as an Ogre figure, whether they are good or evil." I think that is pretty straight forward, and using spells/artifacts to circumvent this should really be at the mercy of the GM/Morcar/Zargon (in my opinion anyway).
Kurgan wrote:I think there are a few places where the heroes risk getting "trapped" in a room by a falling block trap because there is no way to "fix" such a trap after it has been triggered/sprung. So either force the hero back out of the room automatically or provide a way to escape the room (scroll of pass through rock hidden as treasure in the room, or a secret door hidden). Sometimes there is a monster to fight in the room but usually they are just stuck there forever unless Zargon politely forces them back to safety when the block falls on their head.
The way Falling Block traps land is slightly different so more of a consideration within conversion process....
This is the kind of stuff I really need to unpack and fault find more, I like the idea of a pass through rock spell scroll being found in a dead end/trapped room
Kurgan wrote:The body point trackers are a cool idea but not used in the North American versions and the developers of Barbarian Quest pack, etc. back in 1992 called them "stupid." How best to handle variable body point monsters or just convert to fixed body points? Optional rule?
I was never a fan of the variable BP to be honest, in QUEST 6 - Fortress of the Ogre Lord, the wandering monster is an Ogre Warrior, so you could really wing a heap of wandering monster's beforehand and get to the Ogre Lord as the big boss; and he only has 1BP (being the last counts on the tracker!), so my intention is to assign fixed stats to each Ogre Type, it might not suit everyone's tastes, but there is no real win/win for doing a project like this, someone is going to be upset either way!
Kurgan wrote:Also, what does "forever" mean in this game? Does it mean until death, or that character can never be used again? (See spoilers on the second to last quest).
Not sure I understand this reference, are you talking about QUEST 5 - The Pit of Chaos/Dread? "Anyone who moves into the pit will instantly turn to Chaos and fall under the control of the Evil Wizard player forever."
My interpretation of that is the Hero is for all intensive purposes dead and to be controlled by the GM/Morcar/Zargon for the rest of the quest - how you treat dead players is up to you (if you jest let them play on for the next quest - or start a fresh one).
Kurgan wrote:Ogres are mentioned as mercenaries but no rules are provided for hiring them.
if you are familiar with Warhammer lore they are commonly Mercenaries for hire, by "good" or "evil" armies - I think this is a bit of "over" information in the "background" trying to define their personalities, I never thought of it as information that could leave questions to be honest... but i see from your point that someone could be left to wonder from it... but I also like that - if you want mercenary Ogres - make your own homebrew for them.
One of my favorite things in... well almost everything is not having everything spelt out and leaving a sense of wonder, interpretation and leaving doors open for your own storytelling...
Again, a lot of good points in this, thanks for this point of view.