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Reworked Core Quests

PostPosted: September 11th, 2014, 4:02 pm
by JasonMCM
Hi all.

Since coming back to the Inn I have renewed my efforts to finish my reworking of the core quests. (about 25% complete at this time)

Goals for my reworked quests
-Maps made for both the standard HQ board and for a Modular board.
-New Artifacts, Chaos Spells, Monster Cards.
-Equipment Cards, and Spell Scroll Cards
-Reworked quests. (They are in a different order, some are harder, some are easier, some are barley recognizable.)
-Reworked story. (I have taken the 2 story lines from the original quests and expanded them into campaigns. 8 quests in the 'Black Mountain Orcs' and 7 quests in the 'Quest for the Spirit Blade' [Names are filler right now] )
-3 New quests, to help flesh out the campaigns.

You can see the first quest being play-tested here:
http://forum.yeoldeinn.com/viewtopic.php?f=162&t=2220

Sneak peak at one of the new quests:
Image

Let me know what you guy are thinking so far.

Re: Reworked Core Quests

PostPosted: September 16th, 2014, 5:33 pm
by Daedalus
The modular board option is nice. Is the reworked Quest Map for the standard board also new with basically the same room features?

You went with a lot of scrolls. Is the standard rule in play for scroll use, meaning any Hero may use them? I mention this because it would be cool to buff up the Wizard at this early point, but general scrolls won't necessarily accomplish this. Are your reworked Scroll Cards restricted to the Wizard or spell casters in some way, or do you simply favor awarding scrolls?

Also, did you go with a Heal Body scroll over a Potion of Healing so that a card could be awarded, possibly saving the need to record the treasure?

Re: Reworked Core Quests

PostPosted: September 17th, 2014, 9:17 am
by JasonMCM
Daedalus wrote:Is the reworked Quest Map for the standard board also new with basically the same room features?

For the standard quest board the maps will be very similar to their original counterparts (if they existed), with a few changes thrown in for either story sake or level balancing. (The quests are played out of order compared to vanilla HQ so some balancing was needed.)
For example Quest 1 has had all the green skins removed and had them replaced with undead. Also the number of enemies was slightly reduced and a few extra treasures were thrown in.

Side Note: I misplaced the traditional board versos for the preview map (damn new computers not having the old computer's files and damn old computers for dying and not being backed up, and damn the computers' owner for not properly backing them up.) and in trying to recreate it I am having a whale of a problem getting all the rooms to fit nicely. They may not correspond as much as I would have liked. :-)

Deadalus wrote:You went with a lot of scrolls. Is the standard rule in play for scroll use, meaning any Hero may use them? I mention this because it would be cool to buff up the Wizard at this early point, but general scrolls won't necessarily accomplish this. Are your reworked Scroll Cards restricted to the Wizard or spell casters in some way, or do you simply favor awarding scrolls?

This quest had a lot of scrolls due to story reasons so I don't want to go into my reasoning to heavily and ruin the story. :-) I can say that at this time I plan on scrolls playing like they do in RotWL and KK. I'm hoping to minimize the rule changes that are needed.

Deadalus wrote:Also, did you go with a Heal Body scroll over a Potion of Healing so that a card could be awarded, possibly saving the need to record the treasure?

It never even crossed my mind to replace the Heal Body scroll (which has no story relevance) with a Potion of Healing, though they have the same effect... I think I might switch that. Thanks!

Re: Reworked Core Quests

PostPosted: September 29th, 2014, 2:32 pm
by JasonMCM
Good News, Quest 1 is completed and was even play tested... By myself, and it seems that I may have found a better balance for the quest. (My current play by post version still seemed too hard.)
With that being said, here is the static board...
Image
and here is the modular board.
Image
and here are the special cards needed to play the quest.
ImageImageImageImageImageImageImageImage
Note: Because I made the spreadsheet used to make the spell cards in open office and then exported an excel file, the ends of some of the spells has been cut off. At this time there is nothing I can do about it as the card maker program is no longer working for me at all.
Second Note: If anyone is skilled in art making and would like to make some new art for these spells I would not complain and would be very thankful. :)

Let me know what you think.

Up next is Q2 The rescue of Sir Ragnar, and the board I currently have killed Ragnar twice out of two tries (again with just me playing) and if that is the case then I need to do some tweaking.

EDIT: Uploaded new cards with proper full text as well as a bit of rewording.

Re: Reworked Core Quests

PostPosted: October 1st, 2014, 10:01 am
by Daedalus
Try posting your art request in the Artist's Guild>Archive Request forum. It will likely get attention longer there.

The wording of the monster summoning spells feels awkward to me: "Place a skeleton/zombie/mummy on the board in a square that is both adjacent to and in the casters line of sight." Isn't a monster placed adjacent to a caster always in the caster's line of sight anyway? I'd simplify it to "Place a Skeleton/Zombie/Mummy on the gameboard in a square space that is adjacent to the caster."

Re: Reworked Core Quests

PostPosted: October 1st, 2014, 10:28 am
by JasonMCM
I have a friend who always argues that adjacent isn't blocked by walls because it isn't in the rules anywhere. I have never bothered to look it up so he could be full of *lemony goodness*, but instead I have just started wording all my spells to preemptive strike his whining.

I agree the wording is odd and I would have made a nicer version of the spells for upload on the inn but as mentioned earlier in this thread and in the card maker thread the card maker is not working on my new computer.

Re: Reworked Core Quests

PostPosted: October 2nd, 2014, 10:19 am
by Daedalus
Now I see. If you ever care to correct your friend's misunderstanding of the rules, use this:

On p.13 of the Instruction Booklet, under Action 1--Attack:
    "As a Hero, you may attack any monster
    that you are adjacent to. You are adja-
    cent if you are directly to the side,
    front, or rear of another square...."
From the the most relevant directly entry regarding spaces at Dictionary.com:
    "5. without intervening space; next in order:"
An adjacent square thus may not have a wall in the intervening space. To illustrate this to him, give him a mug of beer. Explain that while he could hold his hand adjacent to the beer, his hand isn't wet with beer because it isn't directly adjacent. He'd have to actually touch the surface of the beer within the mug to have his finger directly adjacent to it.

Similar to touching the top surface of the beer, adjacency is defined in Hero Quest as a (square space) position directly to the side, front, or rear of another square. A wall blocks this definition of adjacency like the mug blocks beer from your skin while you hold it in your hand.

Re: Reworked Core Quests

PostPosted: October 2nd, 2014, 10:30 am
by Teldurn
Daedalus wrote:Now I see. If you ever care to correct your friend's misunderstanding of the rules, use this:

On p.13 of the Instruction Booklet, under Action 1--Attack:
    "As a Hero, you may attack any monster
    that you are adjacent to. You are adja-
    cent if you are directly to the side,
    front, or rear of another square...."
From the the most relevant directly entry regarding spaces at Dictionary.com:
    "5. without intervening space; next in order:"
An adjacent square thus may not have a wall in the intervening space. To illustrate this to him, give him a mug of beer. Explain that while he could hold his hand adjacent to the beer, his hand isn't wet with beer because it isn't directly adjacent. He'd have to actually touch the surface of the beer within the mug to have his finger directly adjacent to it.

That is quite possibly one of the most creative demonstrations I have read about in recent memory. |_P

Re: Reworked Core Quests

PostPosted: October 3rd, 2014, 12:04 am
by JasonMCM
Just fixed the poorly worded spells if anyone cares. Also redid the 2 monster cards but you probably will not notice the difference, but I wanted them to match all future monster cards I make.

Re: Reworked Core Quests

PostPosted: October 4th, 2014, 5:40 pm
by crom_atlantian
can I ask what are you using for your modular board? this is something I want to look into.