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[Quest Pack] [14 Quests] - WAAAGH!!!

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

Re: [Preview] [Quest Pack] [12 Quests] - WAAAGH!!!

Postby Thrawn » Saturday March 31st, 2012 11:40pm

lorddax wrote:Ah good point. I have a feeling my HQP system is gonna by 75% ThrawnSet(tm) and 25% tweaks lol

Are you counting skill cards as spells?


Actually, I haven't had to worry about that balancing a "first pack" since they can't level up until the end of the pack under my system. I think under the advancement system I'm going to use, skills will be worth more than spells since they can be reused, while spells are limited. (I'm trying to decide if 5 or 10 is a better starting point for a skill, leaning 5.)


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Re: [Preview] [Quest Pack] [12 Quests] - WAAAGH!!!

Postby Thrawn » Saturday March 31st, 2012 11:47pm

By the way, I have a couple more playtests that I should get posted.


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Re: [Preview] [Quest Pack] [12 Quests] - WAAAGH!!!

Postby lorddax » Friday April 6th, 2012 11:13am

Can't wait to see what else you've got. Been slowly working on the points system before diving into my own quest pack, kind of like how you have to make sure the foundation is stable before building a 50 story building, but quest line in this instance :P
Currently looking for victims errr ummm playgroup in NoVA area or commutable distance.

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Re: [Preview] [Quest Pack] [12 Quests] - WAAAGH!!!

Postby Thrawn » Sunday April 8th, 2012 2:50pm

I've been experimenting with a couple different point systems to compare quests. The latest wrinkle I've been doing is that defense dice get divided by 6, but then multiplied by body points, since the more body you have, the more useful defense dice are (since they have a chance of coming up.)


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Re: [Preview] [Quest Pack] [12 Quests] - WAAAGH!!!

Postby Thrawn » Monday April 16th, 2012 4:26pm

My playtest group is 12 quests deep into the pack now. (Out of 14 now, as two were added to make it the same size as the original quest pack. Quests were inserted at what is now 5 and 9. The first is another night goblin quest, tracking down the orc emissary before the confrontation in quest 6. The second is a quest specifically set up to track down Orc Bane. Since this is all against orcs, it's a pretty useful weapon to have around and I felt it was deserving of it's own quest similar to tracking down the spirit blade in the original quest pack. However, since it's not quite as powerful as the spirit blade, I felt sooner in the pack gives it a longer span of usefulness.

One note, we had a rather heated debate by the players after quest #8: The Fires of Thunder Mountain. The Talisman of Lore is all but useless in the original quest pack. (My players usually gave it to the barbarian to resist fear and command spells.) However, we are using option rules where additional mind points gave access to expanded casting. The dwarf, elf, and wizard all wanted the item, which basically would give 1 additional set of spells to the one wearing it. (The barbarian wouldn't have gotten spells under these rules, since he'd still be short 1 mind point.) The dwarf would have access to dwarven runes (3 spells), the elf would be granted +3 spells and open up access to elf spells instead of elemental, and the wizard would get +3 spells and have access to the spells from wizards of morcar. In the end, the group decided to get the wizards of morcar spells into the game by giving the item to the wizard.


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Re: [Preview] [Quest Pack] [12 Quests] - WAAAGH!!!

Postby el_flesh » Thursday April 19th, 2012 11:14am

OK I think this answers my question in another thread.

That is kinda cool - making THREE players decide who ultimately gets the ONE item!

You are a bit of a bugger DM!
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Re: [Preview] [Quest Pack] [12 Quests] - WAAAGH!!!

Postby Thrawn » Saturday April 21st, 2012 8:06am

I actually am a pretty easy DM.

Most of the time it's obvious who an item is best for, but putting in the mind point for spells rules, that +1 MP became extremely valuable. The dwarf really wanted to get to use spells. The elf wanted elf spells (and getting 6 vs 3). In the end the wizard "needs" the boost the most so she was given priority. They asked my advice, and that was what I advised them. Dwarf or elf using a spell is giving up a 3 die attack. Wizard using a spell gives up a 1 die attack.


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Re: [Preview] [Quest Pack] [12 Quests] - WAAAGH!!!

Postby lorddax » Tuesday July 3rd, 2012 4:15pm

Any updates on your games? I've been busy working on a completely new card game that has heavy HQ influence after realizing how much work it is to run a game and keep track of stuff if people have to bounce in and out (been attempting HQ with a few friends all married and numerous with kids :P)

And I will say that some of the spitballing we did back and forth on skill lines directly influenced part of the games direction and theres a very strong HQ flair in it. So simple that it can have complexity built on it.

I'd name it HQ:The Card Game, but theres so much more I want to do with it lol

Can't wait to hear any updates and I'm thinking I almost have a group ready to also test your pack!
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Re: [Preview] [Quest Pack] [12 Quests] - WAAAGH!!!

Postby shy-design » Thursday September 27th, 2012 2:15pm

great scott this is awesome. I am excited to sink my teeth into these quests. great work Thrawn.

oh and thanks to Daria for mentioning this in a different thread... which linked me here in the first place.


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Re: [Preview] [Quest Pack] [12 Quests] - WAAAGH!!!

Postby Daedalus » Friday September 28th, 2012 2:27pm

Is this series of Quests worthy of inclusion in the Quests link from the Homepage? Seems like, but I haven't played it. Any opinions from someone who has tried it?
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