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Building a new Quest Pack: feedback is appreciated

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Re: Building a new Quest Pack: feedback is appreciated

Postby j_dean80 » January 23rd, 2017, 4:57 pm

I am done through 6...feedback would be mucho appreciated. If someone can help out please let me know.
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Re: Building a new Quest Pack: feedback is appreciated

Postby StratosVX » January 23rd, 2017, 5:08 pm

Sorry man but I won't be of help for a while. Too busy with work and school right now.


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Re: Building a new Quest Pack: feedback is appreciated

Postby j_dean80 » January 23rd, 2017, 6:19 pm

Quest 7 is complete and pretty unique as it is a monster-less Quest. That of course is to not mention the Giant Spiders that may or may not pop up here or there.

Link is to the Quest:

https://www.dropbox.com/s/t3d292njqsgf9dw/J7-No%20Return.pdf?dl=0
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Re: Building a new Quest Pack: feedback is appreciated

Postby clmckay » January 23rd, 2017, 7:21 pm

Have you played this quest with your heroes yet?

I do like that you've attached a swing axe trap to a door being opened. I also like your spider traps. I think that has nice flavor. The ant traps have potential, but could be spiced up a bit - maybe make them move or follow the players.

However, I think this quest risks turning off players. There's so many traps, think of all the time spent disarming or moving around them. There needs to be....something.....to hook them and keep it interesting/entertaining. Maybe a riddle or mystery or a treasure, something, if you're not using monsters. Maybe do something with those locked doors.

I like the idea of your Ant filled rooms, but I would make them special in someway, with their own rules and not treat them as two rooms with 16 ant traps each.

Just my 2 cents...


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Re: Building a new Quest Pack: feedback is appreciated

Postby j_dean80 » January 23rd, 2017, 7:58 pm

Thanks for the feedback. Maybe to further understand this Quest I should have posted Quest 6. Quest 7 is kind of a continuation of 6.

I have only play tested through Quest 4 so far.

I like your idea of the ants moving around. Perhaps a slow movement like a 1 or 2 since they are small?

The idea behind the locked doors is the fact it is a maze and the Heroes have to find the right door to exit.

Link to Quest 6:

https://www.dropbox.com/s/5ecp2jkb2804e4n/J6-Place%20of%20Cacao.pdf?dl=0
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Re: Building a new Quest Pack: feedback is appreciated

Postby Geofonos » January 24th, 2017, 3:03 am

I just downloaded Quests 1, 2, 6 and 7. Will give them a proper look and get back to you.
Can't find quests 3, 4 and 5 though. Have I missed any links or you didn't just post those?

EDIT: Here are my thoughts.

Quest 1: Seems OK to me. Description about the dangerous tunnel should be a bit better. Probably like “gets bitten by aggressive beetles or moles” , something more graphical in general.

Quest 2: Don’t like the whole layout of the board. You’re gonna have a very tough time laying it down, unless you have specific tiles for the job – which is also going to be a pain in the butt.

Quest 6: Same as Quest 2. Seriously, in my humble opinion you should really skip the whole “custom gameboard sections” thing. Best bet for this job is design jungle tiles and place them in the rooms you want.

Quest 7: Hate this one. Way too many traps and no monsters to kill. Classes that have skills relying in combat won’t have a place here.


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Re: Building a new Quest Pack: feedback is appreciated

Postby j_dean80 » January 24th, 2017, 6:57 am

The tunnel description in Quest 1 is straight from Keller's Keep NA version.

The alternative board is the 'Forest Board' by Sjeng. I used it to set the Jungle Quests apart and also help with the mundane of the basic board all the time. I just printed it out at home onto 9 sheets of paper and taped it together. Was pretty simple and gives a different flavor to the Jungle.

Glad you hate Quest 7. It was meant to be hated by Heroes but loved by EWP. It is the only way to escape the Place of No Return.
Last edited by j_dean80 on January 24th, 2017, 10:27 am, edited 1 time in total.
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Re: Building a new Quest Pack: feedback is appreciated

Postby j_dean80 » January 24th, 2017, 7:21 am

Play tested Quest 5 and it was brutal for the Heroes, which made for a lot of fun.

At one point 3 Heroes were dead and the loley Dwarf was cornered by a Giant Spider and 2 Giant Bats. He managed to escape and give a healing potion to the Elf who in turn healed the Wizard with a spell, who healed the Barbarian with a spell. They all managed to make it out the exit door with no healing potions left. 3 Heroes were back down to 1 BP and the 4th had 3 left.
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Re: Building a new Quest Pack: feedback is appreciated

Postby knightkrawler » January 24th, 2017, 10:20 am

j_dean80 wrote:Glad you hate Quest 7. It was meant to be hated by Heroes but loved by EWP. It is the only way to escape the City of No Return.


That's exactly what I thought the response would be |_P and I fully agree.
Morcars and Zargons around the world need this kind of quest sprinkled here and there.
That, and for everyone's sake, each quest should introduce something new.
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Re: Building a new Quest Pack: feedback is appreciated

Postby j_dean80 » January 24th, 2017, 11:11 am

Here are the links to Quest 3,4, and 5. I didn't post them before basically as no one was responding to anything. There's still some note changes on all this as they are not final. If anyone wants to play test anything let me know and I can post the specs on monster stats/artifacts/spells etc...

Quest 3:
https://www.dropbox.com/s/1csqubeh5p9i03d/J3-Hidden%20in%20Time.pdf?dl=0

Quest 4:
https://www.dropbox.com/s/tt2y1kuo9ozz4xa/J4-Book%20of%20the%20People.pdf?dl=0

Quest 5:
https://www.dropbox.com/s/gcn6r6j3euubr6l/J5-City%20of%20the%20Monkey%20Gods.pdf?dl=0
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