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Advanced HeroQuest Update Project

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Re: Advanced HeroQuest Update Project

Postby slev » March 22nd, 2022, 5:43 am

Almost finished the big update I've been working on. A bit later than intended as Father Nurgle gave me Covid for my Christmas/birthday/NYE break.

I've been keeping a log of actual rules changes which I'm sure @RECIVS will appreciate.

After our last playtest over the weekend, I'm redicuously happy with the game experience at this point!

I've also completely reformatted the main rules to hopefully make them easier, and one fo my players is currently proofing my work.

Hoping the release should be this weekend!


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Re: Advanced HeroQuest Update Project

Postby slev » April 13th, 2022, 4:55 pm

slev wrote:Hoping the release should be this weekend!

Well, that didn't happen :P

But I am making excellent progress. Only a small list of small but time-consuming updates.

Once these are done, I can get on with the bestiaries.


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Re: Advanced HeroQuest Update Project

Postby Stig » April 17th, 2022, 12:41 pm

Thanks for all the work Slev!


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Re: Advanced HeroQuest Update Project

Postby slev » April 18th, 2022, 5:16 pm

Stig wrote:Thanks for all the work Slev!

No problemo!

Still to do:
3.5 pages to finish up
reviewing the example Hero from appendix 7
the wording in the Intro booklet
Passing through the graphical versions of everything to update them where needed.

I want to get it finished up this week if I can, before the game on teh weekend!


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Re: Advanced HeroQuest Update Project

Postby slev » May 4th, 2022, 5:20 am

I’ve been working like a fiend on the new rule books.

These have been inspired by the modern FFG books, and feature a set of “Learn to Play” rules, and a separate “Rules Reference”.

The Learn to Play rules repeat a lot of info so you don’t have to flip back and forth when learning anything, but don’t go into detail on edge cases and weird stuff. Anything with a tile in the Rules Reference is bolded so you can reference that for more info if needed. Much of the way I explain things was influenced by Gunz’ superb work on Enhanced AHQ.

The Rules Reference, meanwhile, lists a large number of terms and topics, alphabetically by term, and all the terms are bolded in the text just like in the rule book. Each item if explained in full technical terms to make it easier to look up the info you need mid-game.

I’m ALSO putting in layout and art where I am able, then will be updating the appendices to match.

The problem is that this is taking a LOT of time, but will make the game super-accessible, and very visually pleasing.

I’ve also been tweaking and correcting and balancing. Only two or three significant rules changes, one of which is simply something new to Reforged which has been popular elsewhere.

Super excited to share this with you all, I think it’s going to be amazing!


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Re: Advanced HeroQuest Update Project

Postby slev » May 27th, 2022, 6:06 am

Well, this took a LOT longer than expected!
I have thoroughly re-presented the rules.
Just a little presentation work to sort out, hopefully getting a release out in early June.

On the plus side, some of the re-wording has resulted in better ways to do the same things, which open up all manner of interesting new ways affect the Heroes.


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Re: Advanced HeroQuest Update Project

Postby RECIVS » June 2nd, 2022, 2:12 am

slev wrote:some of the re-wording has resulted in better ways to do the same things, which open up all manner of interesting new ways affect the Heroes.

Great! Can you provide an example?
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Re: Advanced HeroQuest Update Project

Postby slev » July 5th, 2022, 4:50 am

RECIVS wrote:
slev wrote:some of the re-wording has resulted in better ways to do the same things, which open up all manner of interesting new ways affect the Heroes.

Great! Can you provide an example?


Example: I've removed Wounds from the Characteristics block and moved it to Value Pools. You now don't lose & heal Wounds, you take & discard Damage, caused usually by Damage Dice.
If your Damage = your wounds, you drop.

This is a lot more intuitive for a lot of players, many who got very confused by the original system.

However, if a magic item adjust your Wounds, and you pass that item off to another Hero, the effects now don't require a full explaintion. Effects just work.

I've done something similar with Fate too!

And this changes the training possibilities on both!


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Re: Advanced HeroQuest Update Project

Postby slev » July 5th, 2022, 5:36 am

I was planning to get the update out in June but RL got in the way again.

I am VERY close to finished. Art to put in the two rule books, twelve pages to update (though mostly the sample Heroes & Henchmen, and the rest is updates to two appendicies from playtest notes), seven pages to write (entirely effect tables), and I'm finished.

I'm then going to get working on the graphical versions fo the bestiary, before getting on with the a bonus Quest I have in mind, possibly two if I can figure something out that's vexing the plan for it!


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Re: Advanced HeroQuest Update Project

Postby slev » August 5th, 2022, 4:23 pm

So damnably close to finishing the update! Just sample characters to update and I can publish.


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