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Legacy of Sorasil quest pack?

Discuss Quest creation and share Quests/Quest Packs you've created.

Re: Legacy of Sorasil quest pack?

Postby HispaZargon » December 26th, 2021, 1:47 pm

falconNL wrote:
HispaZargon wrote:Hi, I am refering to the quest maps to be played with the HeroQuest board. I have already made a full one for the first quest, I will share here in some hours...


May I ask what icons you used for vampire, golum and ghost?

Yes, of course... I used the icons include in HeroScribe All-in-One Icon Pack v.1.0.44. I took all of them from there.

- For the Vampire I took the one called the same.
- For the Ghosts I took the "Ghost (Ye Olde Inn's)".
- For the Golem I did not like the one called "Golem" since it is intended to occupe more than one square and I think the golem should be as high as a HeroQuest Ogre (big HQ base but only 1 square) so took the icon named "Giant (DS')" since it reminds me a stone-look head appeared in other videogames with golems.
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Re: Legacy of Sorasil quest pack?

Postby Pancho » December 26th, 2021, 2:35 pm

Nice work so far HispaZargon. Quest 1 looks good, I haven’t had time to read it all properly yet but just a couple of quick points;
1. Converting it so that it matches the official board game material is absolutely the right move in my opinion.
2. I agree that the Beholder is a bit too much like D&D, and not very Heroquesty. One idea I had for this is to change Beholders to Eyes of Chaos, like in the White Dwarf official or semi-official quest. In that Quest the Eyes of Chaos don’t attack but rather give bonuses to the other monsters. You could have them do that, or get them to actually attack (maybe targeting Hero Mind points or something).
3. If we want it to be official then the stats of the Golem, Rock monsters should match the stats we have from the long lost US packs.
4. Having improved classic Heroes might work well. It really depends on the stats for the other four new Heroes (Ranger etc). All 8 of them need to be balanced with each other so that players have a choice on who to play. I believe that there are 2 new fire spells in the Sorasil game, and one new spell for each of the other elemental decks. That will make the classic wizard and elf more interesting. Lots of different ways you could design that into your pack.


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Re: Legacy of Sorasil quest pack?

Postby Anderas » December 26th, 2021, 3:46 pm

Double doors... They do not provide to much to the board game, so I think they may be replaced by single doors as possible


I beg to disagree here!


Apart from that, if you give me your Facebook name and your email, I can give you access to the work files. You should have it.


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Re: Legacy of Sorasil quest pack?

Postby falconNL » December 26th, 2021, 5:31 pm

Anderas wrote:
Double doors... They do not provide to much to the board game, so I think they may be replaced by single doors as possible


I beg to disagree here!


I totally agree here, dubble doors bring so element new amd fun with them. It also gives Zargon the opportunity not to be "blocked inn" that easy.

- Try to re-use as much as possible all the official game components from basic Game System and the expansions, not only their type, also their quantity (I assume everybody who will play this questpack has all the expansions as good HeroQuester :-))


I agree with re-use as much from the base game. I totally against assuming that every questers had all the expansions ( and the be honest kinda gatekeeping and rude). This should be a stand alone expansion, like every expansion in the HQ. The line on the box tell us: You need a copy of Heroquest to play [nameher]. It doesn't say :You need a copy of Heroquest, Kellars Keep, Return of the Witchlord, Against the Orge horde to play Legacy of Soralis.
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Re: Legacy of Sorasil quest pack?

Postby HispaZargon » December 26th, 2021, 6:56 pm

Pancho wrote:Nice work so far HispaZargon. Quest 1 looks good, I haven’t had time to read it all properly yet but just a couple of quick points;
1. Converting it so that it matches the official board game material is absolutely the right move in my opinion.

Thanks so much, Pancho. Well, at the moment I think it is the better approach in order to cover all the videogame's stuff, but could be other options of course.
Pancho wrote:2. I agree that the Beholder is a bit too much like D&D, and not very Heroquesty. One idea I had for this is to change Beholders to Eyes of Chaos, like in the White Dwarf official or semi-official quest. In that Quest the Eyes of Chaos don’t attack but rather give bonuses to the other monsters. You could have them do that, or get them to actually attack (maybe targeting Hero Mind points or something).

Thank you, Eyes of Chaos is a good idea I will check it.
Pancho wrote:3. If we want it to be official then the stats of the Golem, Rock monsters should match the stats we have from the long lost US packs.

Sure! Of course having all of them aligned would be the best option. However, no problem from my side on treating rockmoles and rockeaters as different monsters. We will see how the advances go about their rules in DQP and how compatible are with rockeaters... if they are not, no problem we could assume rockeaters here as rare-alien-hounds also used by dwarves for the similar purpose as rockmoles. Maybe rockeaters would be the small version of rockmoles, for example. We will see this point in the future.
Pancho wrote:4. Having improved classic Heroes might work well. It really depends on the stats for the other four new Heroes (Ranger etc). All 8 of them need to be balanced with each other so that players have a choice on who to play. I believe that there are 2 new fire spells in the Sorasil game, and one new spell for each of the other elemental decks. That will make the classic wizard and elf more interesting. Lots of different ways you could design that into your pack.

Yes, sure, the eight heroes should be balanced for better gamming experience, otherwise it would have no too much sense only introducing the four classic heroes overpowered. About magic improvement for the Wizard and Elf, the same, I think useful to align those new powers with new magic from WQP, not necessary all of them but as better connected as posible since the Sorasil ones should be also covered in some way.
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Re: Legacy of Sorasil quest pack?

Postby Kurgan » December 26th, 2021, 7:02 pm

There are also those green skull (tile) monster things from Crypt of Perpetual Darkness. Or the DeathMist from ROTWL.


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Re: Legacy of Sorasil quest pack?

Postby HispaZargon » December 26th, 2021, 7:53 pm

Anderas wrote:
Double doors... They do not provide to much to the board game, so I think they may be replaced by single doors as possible

I beg to disagree here!

falconNL wrote:I totally agree here, dubble doors bring so element new amd fun with them. It also gives Zargon the opportunity not to be "blocked inn" that easy.


Well this seems to be a compromise designing style decision... Of course, I also like the cool idea of having double doors to avoid heroes doing the blocking tactic, but here you have the 6 reasons why I think they must not be used in this questpack:

1.- There is not any HeroQuest official questpack using them anywhere, and be sure many of their equivalent "real" dungeons have them.

2.- Classic door bases are wider than board squares so placing a door just next to the other does not fit well since they clash, adding "noise" to the board.

3.- Two doors need more board space than only one door and space in the board is a scarce resource designing quest maps. Placing more doors than strictly required affects to the location of the rest of stuff, monsters, traps, furniture, etc.

4.- Using two doors to represent only one door causes to need more door models.

5.- If you don't want to use two door models, you will need to create a new model of door with double width. It is a cool idea but in such case we are not using the doors already available, adding complexity to the number of components required to play the quest.

6.- And finally... If you have played the videogame (I am sure you have done it), you know that in Legacy of Sorasil there are many double doors... but the videogame doe not allow the heroes to open the both doors at the same time, it only allows to open one of them... so also from this point of view using double doors would allow new playing strategies that the videogame does not allow. Please, correct me if I am wrong but the videogame only shows double doors for aesthetical purposes but they are not intended to affect the playing experience.

You may agree or not but those are the reasons I have to not use them. Opinions are open sure, and could exist puntual exceptions to place double doors but as general idea I would not use them.

Anderas wrote:Apart from that, if you give me your Facebook name and your email, I can give you access to the work files. You should have it.

Thank you, Anderas, but I see not too much than in the other sharepoint... maybe you are loading it yet there.

falconNL wrote:
- Try to re-use as much as possible all the official game components from basic Game System and the expansions, not only their type, also their quantity (I assume everybody who will play this questpack has all the expansions as good HeroQuester :-))

I agree with re-use as much from the base game. I totally against assuming that every questers had all the expansions ( and the be honest kinda gatekeeping and rude). This should be a stand alone expansion, like every expansion in the HQ. The line on the box tell us: You need a copy of Heroquest to play [nameher]. It doesn't say :You need a copy of Heroquest, Kellars Keep, Return of the Witchlord, Against the Orge horde to play Legacy of Soralis.

Well, I imagine at least two ways to attack the design of this questpack:

One is trying to create it as it was another questpack similar to the already existing ones, assuming the players do not have any other expansion and they only have the basic game. Ok, it is also a valid approach of course and I guess it is the idea you have in mind. However, I think this option will lead to also assume the players do not have any extra monster included in the expansions, no extra tiles, etc. If you find a way to represent all the charm, playing difficulty and details from the videogame without any of those extra elements from the expansions, perfect, go ahead.

The second is the one I have described in previous posts... using if required all the available material from all the official questpacks already realeased and, as first criteria trying to "copy" as much data as possible from the videogame to the board, especially in terms of difficulty. Why? due to the following 5 reasons:

1.- Because de videogame is difficult, so it may be also represented in the board game for fidelity, at least in a first stage (later we could reduce difficulty in redesign phases, I think it is easier than doing in the opposite way)

2.- Because the videogame classic heroes are stronger than the classic heroquest ones, they also have more spells available and there are four more heroes to be selected, adding more options to the players. Higher quests difficulty than usual questpacks I think is the main reason that justifies the use of overpowered heroes. If you don't want to use overpowered heroes, ok but I guess the original idea of Legacy of Sorasil videogame is the opposite.

3.- Because heroes obtain many rewards in the videogame, so if we introduce all of those relevant rewards (artifacts) in the board, the difficulty should be higher in order to achieve some balance. You can reduce the rewards or their effect of course but it would be as second step in my opinion.

4.- Because Legacy of Sorasil videogame is titled "HeroQuest 2" so, I think it is not fully necessarily treat this questpack like the already existing ones. I know this would be in contrast with one of my non-use of "double doors" reasons, but there are other five reasons there :-) and I would like some puntutal reasonable exception for it.

5.- And finally... because, I guess most of the people who would like to play this questpack in the board... for which will probably be required quite new material to be printed and also new miniatures or proxies and so on to play it with a minimum quality... beleave me or not, be sure most of them have all the HeroQuest expansions too, they or with their friends.

I guess working on this second way will probably need more monsters, tiles, etc. than the ones included just in the basic game box but it should be more similar to the videogame, if it was the intention of course. Anyway, I could be wrong ...


P.D.: Sorry for my language if sometimes looks coarse but as you probably suppose I am not a native English speaker.
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Re: Legacy of Sorasil quest pack?

Postby HispaZargon » December 26th, 2021, 7:57 pm

Kurgan wrote:There are also those green skull (tile) monster things from Crypt of Perpetual Darkness. Or the DeathMist from ROTWL.

Yeah.. As far as I know, each Legacy of Sorasil level has some special addons like this one.


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Re: Legacy of Sorasil quest pack?

Postby Anderas » December 27th, 2021, 3:26 am

HispaZargon wrote:
Anderas wrote:
Double doors... They do not provide to much to the board game, so I think they may be replaced by single doors as possible

I beg to disagree here!

falconNL wrote:I totally agree here, dubble doors bring so element new amd fun with them. It also gives Zargon the opportunity not to be "blocked inn" that easy.


Well this seems to be a compromise designing style decision... Of course, I also like the cool idea of having double doors to avoid heroes doing the blocking tactic, but here you have the 6 reasons why I think they must not be used in this questpack:

1.- There is not any HeroQuest official questpack using them anywhere, and be sure many of their equivalent "real" dungeons have them.

2.- Classic door bases are wider than board squares so placing a door just next to the other does not fit well since they clash, adding "noise" to the board.

3.- Two doors need more board space than only one door and space in the board is a scarce resource designing quest maps. Placing more doors than strictly required affects to the location of the rest of stuff, monsters, traps, furniture, etc.

4.- Using two doors to represent only one door causes to need more door models.

5.- If you don't want to use two door models, you will need to create a new model of door with double width. It is a cool idea but in such case we are not using the doors already available, adding complexity to the number of components required to play the quest.

6.- And finally... If you have played the videogame (I am sure you have done it), you know that in Legacy of Sorasil there are many double doors... but the videogame doe not allow the heroes to open the both doors at the same time, it only allows to open one of them... so also from this point of view using double doors would allow new playing strategies that the videogame does not allow. Please, correct me if I am wrong but the videogame only shows double doors for aesthetical purposes but they are not intended to affect the playing experience.

You may agree or not but those are the reasons I have to not use them. Opinions are open sure, and could exist puntual exceptions to place double doors but as general idea I would not use them.


The Legacy of Sorasil is the wrong place to discuss the general use of double doors. Here is an argument to counter all of yours:
Zealotminiatures

I hope you agree that we cannot possibly faithfully remake the videogame with Heroquest.
There are tons of Monsters not existing in Heroquest
There are tons of items not existing in Heroquest
There are board layouts completely incompatible with Heroquest.
There are new tiles not existing in Heroquest

So even in the version one, the "faithful but not necessarily playable" version, we will have to make a lot of amendments.
A new quest pack also adds new stuff. We will have to sort through all the items anyway. If someone sees 14 new monsters and very rarely one of the old ones reused, they will not use the quest pack.

However, double doors are not one of the items we need to cancel. Virtually everyone who is a little bit into the game, has them. They're ease to make as punchboard / cutout items if necessary. They add real value to Heroquest. They are the last thing we should discuss to omit.

I question rather to use 14 new monsters and 10 new overlay tiles.


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Re: Legacy of Sorasil quest pack?

Postby Pancho » December 27th, 2021, 4:28 am

I agree with Anderas, 14 new monsters and very few of the old ones is a bit of a problem. It doesn’t feel right having no orcs or goblins, but having 14 new monsters. Orcs and goblins feel like they should be fairly ubiquitous in the Heroquest world, and that it would be difficult to envision a nearby kingdom where that are so many new creatures but so few of the old.
My advice would be to use Fimir for the Lizardmen, and Goblins or Orcs for the Mire Men, or one of the other new monsters. Beholders could be Eyes of Chaos. Skeletons, Zombies, Mummies, Evil Elves, Evil Dwarves, Ratmen, Golems and Rock Eaters will mesh nicely with other official stuff.
To me it looks like the Gargoyles could have Chaos Warrior stats and the Kcintu’s (normal, winged and hydra) could all be different type style of Gargoyles. Ithilids could be Chaos Sorcerer’s?

I’m still not sure about the double doors. A new quest pack can have some new elements, so double doors can exist even if they are not in other packs. But if they function as normal doors in the video game then we don’t need to have them unless it’s a conscious design decision. Double doors do make the game better. You don’t need to have double doors everywhere where you find them in the video game, just here and there to add flavour and a challenge to the Heroes.
I will say that we need to very careful about trying to force the layout of the video game on to a Heroquest game board. It’s not necessary or practical.


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