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.