Redacted Heroquest
So here's my "new" HeroQuest topic.
This editorial redaction of the game is intended to: introduce expansion-pack rules to the basic game, incorporate better player interfacing, adjust values and functions found to be dysfunctional during actual play, intensify current play modes, include more self-referencing play-aids (cards, etc). It will also include the reformatting of most play-aids.
I will not be adding new play modes not present in the game originally, such as experience gain or scalability.
Simply put, I am going to present new ways to use the same original information.
I am taking all the components of the game and its expansions and unifying their theories. Nothing done here will be representative of provocation experienced outside of an active play. Its all just better (and easier) ways of doing the same things.
Every redaction will be self-referencing and will not require revision to the rules-as-written or to any officially published quests.
The ironic goal of this is to remove the most compelling reasons people have for making home-rules.
Here are examples:

This inspired format instructs the player what to do with cards (there will be more cards for things), conveys attributes not already incorporating equipment, instructs the use of cards, and has the card become a more functional object in play. It takes two concepts (character sheets and cards) that are both present in the game but incorporated poorly. Also introduced are exceptional abilities designed to make play more interesting, but not ultimately different.



Its just new ways to look at old play items, and new ways to experience regular game-play. Each hero now shines particularly well at something previously routine. Though all the heroes are mostly unchanged, the most unchanged is the Wizard.
This editorial redaction of the game is intended to: introduce expansion-pack rules to the basic game, incorporate better player interfacing, adjust values and functions found to be dysfunctional during actual play, intensify current play modes, include more self-referencing play-aids (cards, etc). It will also include the reformatting of most play-aids.
I will not be adding new play modes not present in the game originally, such as experience gain or scalability.
Simply put, I am going to present new ways to use the same original information.
I am taking all the components of the game and its expansions and unifying their theories. Nothing done here will be representative of provocation experienced outside of an active play. Its all just better (and easier) ways of doing the same things.
Every redaction will be self-referencing and will not require revision to the rules-as-written or to any officially published quests.
The ironic goal of this is to remove the most compelling reasons people have for making home-rules.
Here are examples:

This inspired format instructs the player what to do with cards (there will be more cards for things), conveys attributes not already incorporating equipment, instructs the use of cards, and has the card become a more functional object in play. It takes two concepts (character sheets and cards) that are both present in the game but incorporated poorly. Also introduced are exceptional abilities designed to make play more interesting, but not ultimately different.



Its just new ways to look at old play items, and new ways to experience regular game-play. Each hero now shines particularly well at something previously routine. Though all the heroes are mostly unchanged, the most unchanged is the Wizard.


