Anderas wrote:Wow they are fast!
Indeed, but that was the speed officially given them in a White Dwarf article.
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Anderas wrote:Wow they are fast!
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Drew wrote:Its a great job! Must have been quite hard to convert it like this. However for a not so experienced player like me all these new tiles and new fancy traps are kinda confusing. I think it would be useful to add a page explaining those, maybe the monster stats too, etc. like when something new is introduced to a quest pack or expansion.
j_dean80 wrote:Drew wrote:Its a great job! Must have been quite hard to convert it like this. However for a not so experienced player like me all these new tiles and new fancy traps are kinda confusing. I think it would be useful to add a page explaining those, maybe the monster stats too, etc. like when something new is introduced to a quest pack or expansion.
That’s the plan. Just haven’t had the time to finish.
Davane wrote:I owned AHQ, and a big part of the game was the random dungeon generation system. The idea was that the average dungeon would have three levels, with the third being the special level drawn out. The Prison of Ice was an exception, as this was a surprise dungeon taking place immediately after the fourth piece of the Shattered Amulet was found.
AHQ included rules for a random playthrough using the HQ board, and to get the full authentic version of the Shattered Amulet, you might want to consider using these to travel through TWO dungeons before doing these quests. It's also advised that you use the rules for mercenaries too.
The included solo quest was never mapped out, instead you had to complete a random three level dungeon without leaving, as you could normally.
AHQ quests were generally given as an objective, and you were expected to explore random dungeons, with the GM deciding if there was to be a mapped area or not. The GM could design the map, or simply pregenerate it, if they wished.
It's worth noting that WHQ uses cards to generate random dungeons, and the majority of those quests are also simply objectives. As such, you can play those quests in HQ using random generation fairly easily, especially if you are willing to abandon using the HeroQuest board. Both AHQ and WHQ are excellent random dungeon generation systems, and a perfect to use with HQ solely for this purpose.
j_dean80 wrote:I studied AHQ extensively making this. I was converting it to HQ style though, so the random dungeon doesn’t fit. HQ is great because of the simplicity.
The Admiral wrote:j_dean80 wrote:I studied AHQ extensively making this. I was converting it to HQ style though, so the random dungeon doesn’t fit. HQ is great because of the simplicity.
I played AHQ quite a lot when it first came out and really loved it, but over time I found the random generation system got boring. Apart from those first few months I have never played it again. Whereas HQ has been an almost constant for 30 years! So I totally agree with your approach.
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