The main appeal of these packs is the sheer amount of NEW CONTENT. People drool over the new miniatures, the many tiles, the new rules sound shocking and interesting... but once you play it, the reality sets in that there wasn't enough testing. And the fact is that some potential fixes were on the cutting room floor. AH was in a different position, trying to relaunch HeroQuest with very little information, apparently. Even hardcore fans probably only remembered the game they grew up with, not how it was across the ocean.
wallydubbs wrote:I think Avalon Hill lucked out with the last minute catch. Reducing the Ogre Body Points was a good move, but irrelevant for the solo quests as there are no Ogres. However the fact that they realized the Elven Bracers didn't appear in any of the quests gave them a great opportunity to fix Quest 2, On Sacred Ground.
Quest 2 houses not 1, but 2 Giant Wolves, which can totally decimate the Elf even with the Elven Chainmail. I still don't know for certain if the Elven Chainmail was a "glitch" intending to be the Elven Bracers in the original (I hate that they never made a card for it). But just the same, Elven Bracers and Chainmail gives the Elf a much better chance at completing Quest 2.
A lot of things about these packs came into sharper focus upon seeing the pre-release drafts from the 90's...
The Elven chainmail was intended all along (it appears in Kathryn L. Connors' drafts) the only question was whether it was an "Elf only" artifact (It was originally intended to be, in the release version anyone but the Wizard could wear it and in AH's remake its strongly implied to be Elf only again). Not including the Elven Bracers was a mistake, just like not including the Armband of Ice in BQP. The thing is that both packs at the time suffered from the same "card limit" for the box. Hence stuff that might otherwise have gotten a card (like Sinestra... she's the big boss of her pack just like the Frozen Horror is of his and he got a card), didn't. But no such restriction existed in the remake versions... (well they too have a per box budget I presume but another slip of paper doesn't add up to much compared to a piece of sculpted plastic). So despite Phoenix's fix from the 2000's that many liked, it was just an inaccurate guess (I thought giving it as a reward for completing all three solos would have been cool). Instead, as we see, the logical place to put the Elven Bracers was in one of the formerly empty chests and sure enough that was their solution.
Mrs. Connors the quest writer had the opposite problem of Stephen Baker... her quests were WAY too hard. In the drafts you can see that there were indeed full BP Ogres in the early Quests. During the editing process these were replaced with Fimir. So many of the "Abominations" you encounter early on were originally Ogres! Also, when you encounter one Giant Wolf, a lot of times it was originally TWO. The double jumping (and blind square jumping) mechanic was left out at the last minute, otherwise the traps stacked up in front of doors would have made a lot more sense.
Does it help? Yes, but the fixes don't go far enough in terms of making these quests great fun for a basic level, inexperienced HeroQuest player controlling the Elf. Like the Frozen Horror, work is needed on Zargon's part to make it fun for most players.
Even the stuff from the drafts (like the half price potions that have 50% failure potential) wouldn't have fixed everything. But they still sold. People still like the plastic inside the box and the colorful tiles and the ideas to make their own stuff. It's a mixed blessing. I guess it's a good thing I didn't get to own and play these packs when I was a kid, or it might have soured my memories of the game for years to come.
When they reprinted Frozen Horror, no effort whatsoever was made to fix it, as if they never listened to fans about this quest pack being broken. At least at a minimal they made some saves to Mage of the Mirror.
The Elf also has spells to help him while the Barbarian has to rely strictly on braun. Although a player might be eager to use the Elf Spells if you introduce them in this quest pack. The Elf is best off with Earth Spells for Quest 1 and Water Spells for Quest 2 & 3.
Given the development cycle (18 months) AH is working with there just wasn't time to figure this out before it was already too late, hence the last minute digital fix. The higher ups probably just saw the absurd prices BQP was going for online and presumed this was the perfect place to start. The last thing they were hearing fans saying during the Haslab campaign was "don't change anything!" (or change as little as possible) so applied to the franchise as a whole, that's what we got.
Of course deeper research into the fan community from the past few decades would have showed them that yes, people did think that BQP & EQP felt "broken" in terms of difficulty, and that WOM felt incomplete, and that there were many unanswered questions when it came to ATOH how best to adapt it. Thankfully after FH they were able to give greater amounts of attention and research into adapting these packs while maintaining a decent level of nostalgic preservation as well.
The thing about EQP and BQP is that they really aren't a big deal IF the heroes who are playing are fully stacked, like these are the same heroes who have conquered the 14 quests and survived KK and ROTWL. They are swimming in gold to buy as many potions as they need. They will have long battles spanning many hours of grinding, but they'll survive just about anything, even as they grumble about a favorite item being occasionally lost.
But take Doug's preferred path and start with a group of brand new heroes, or worse, a solo hero new to the game and its a recipe for frustration. A couple of bad rolls or choosing the wrong door and start over. The way the books are worded the three quests SHOULD be training quests for newbies but instead, like Rogar's Hall, they are "a challenge for the greatest heroes." In storyline you are trying to "prove yourself worthy" so I guess it fits, but it misleads a lot of players.
Even "the Trial" feels a bit easy compared to some of these in their raw form. So they will probably fail, Zargon will tweak the quest to make it easier, and the game continues on.