Power Creep and Retiring Heroes
I'm currently playing a game of the (re-release) HeroQuest as Zargon* with my young son and wife. I've added a few custom cards, have some 3D printed board elements (walls, secret doors) and am playing with various house rules that I've designed to make the game more fun and 'balanced'.
I give the heroes a hard time but I'm also actively trying not to kill them as I know my son would be pretty sad if his Barbarian or Dwarf got killed off for good.
But I've now got two problems:
1. We've almost finished the core book and despite me adding a rule to moderate the amount of treasure the heroes find (each room can only be searched for treasure once), the heroes at this point have pretty much all the armour and equipment they're ever going to want. In other words: there's nothing left for the heroes to buy except (boring) potions. That means that if we move onto the expansion content, there won't be any real sense of progression anymore.
2. I've got a bunch of cool new expansion heroes that might be fun to try, but since I never kill off the heroes they're not likely to see any play.
Do you guys have any ideas of how to handle this?
Do you force heroes or even a whole party to retire when they max themselves out? What excuse do you use for this?
Do you depower existing heroes somehow?
Do you just let the full-powered heroes run amok and stomp all monsters all the time? (seems boring?)
Just add more monsters to the missions to make up for how powerful the heroes are now? (also seems boring?)
Something else?
I was thinking of contriving reasons for one or two of the heroes having to return to their homelands to take care of personal business (taking their equipment with them) but then any newcomer heroes would be weak in comparison to the remaining old guard and thus maybe not as much fun to play. I'm feeling a bit stuck here, so would like to hear your ideas and/or what you've done with your groups!
*Wish they'd gone with 'Morcar' but oh well...
I give the heroes a hard time but I'm also actively trying not to kill them as I know my son would be pretty sad if his Barbarian or Dwarf got killed off for good.
But I've now got two problems:
1. We've almost finished the core book and despite me adding a rule to moderate the amount of treasure the heroes find (each room can only be searched for treasure once), the heroes at this point have pretty much all the armour and equipment they're ever going to want. In other words: there's nothing left for the heroes to buy except (boring) potions. That means that if we move onto the expansion content, there won't be any real sense of progression anymore.
2. I've got a bunch of cool new expansion heroes that might be fun to try, but since I never kill off the heroes they're not likely to see any play.
Do you guys have any ideas of how to handle this?
Do you force heroes or even a whole party to retire when they max themselves out? What excuse do you use for this?
Do you depower existing heroes somehow?
Do you just let the full-powered heroes run amok and stomp all monsters all the time? (seems boring?)
Just add more monsters to the missions to make up for how powerful the heroes are now? (also seems boring?)
Something else?
I was thinking of contriving reasons for one or two of the heroes having to return to their homelands to take care of personal business (taking their equipment with them) but then any newcomer heroes would be weak in comparison to the remaining old guard and thus maybe not as much fun to play. I'm feeling a bit stuck here, so would like to hear your ideas and/or what you've done with your groups!
*Wish they'd gone with 'Morcar' but oh well...
Heroes. Take turns playing each group through seperate expansions. Between what Avalon Hill has put out and the