Solo/Co-op play
a couple of years back i remade warhammer quest (see link in my signature)
from our first game we played..we really didnt like it. i had spent best part of 3 years on and off. making new artwork. printing. painting etc. and when it was time to play. we ran a few dungeons. died everytime! it bordered on comedic.
i added the advanced rules. and still we didnt like the game. i'm not quite sure of the nostalgia it gives people. because when that game came out. i was a teenager. too interested in the female of the species to even want to get interested in WHQ.
advanced heroquest was and always has been the very definition of what a dungeon crawler should be for me. having done some work with slev over the years on his Reforged supplements. i wanted to make something that could tack on alongside slevs work.
and the things we did actually like in WHQ that were lacking in AHQ
I written n some very simple rules for Co-op play with very simple additions to create that more immersive feel without having a GM. also all of the additions are plug and play worthy so if you dont wish to use one or the other..you dont have to.
Simple travel system
No way as labour intensive as the WHQ version. with no amount of rolls based on settlement. its 1 roll. thats it. however some results may force you to diverge on your journey and cause more, but the base jounrey involves 1 roll. and is intended to be a lot less fatal to the heroes.
Random settlement events.
just a bigger chart. more things that can happen, more things to immerse your heroes in. but also like above. also make it less harsh and damning to the players
Quest Generator
in addition i am working on fleshing out the quest generator found on terror in the dark. taking the original method and enhancing it somewhat with more resolute quests that feel less sand boxey but also adding more quests
also. im bouncing the idea around of more epic campaigns that can be taken as the heroes in increase in fame. simple 3 quest level campaigns to more epic 5 quest campaigns possibly. again all under the guidance of a more compact set of quests that are straight forwards and only varied based on the dungeon and its inhabitants.
fleshing out each of the original to have 12 options each to give 60 options for basic quests
Rescue!
Retrieval!
Race Against Time
Exploration
Revenge!
as for epic quests...skies the limit right?
Race Specific dungeons
more compact method of rolling up monsters on matrices.
race specific hazards
also i took the idea even further of "what if' the hazards and things you uncover are more specific to the monsters n the dungeon? for example i really like that slev introduced corridor hazards..imagine as a rattle of whirring cogs and machinery is heard at the end of the corridor as a a doomflayer whizzes towards you, or discovering a master moulders experimental labratory, again ideas to fully immerse a co-op play and them it towards the race within the dungeon.
i think all of the above would be able to work very nicely and plug into the system as a whole regardless of what ruleset you use.
so interested to know within the very small fanbase of AHQ what your guys thoughts are?
from our first game we played..we really didnt like it. i had spent best part of 3 years on and off. making new artwork. printing. painting etc. and when it was time to play. we ran a few dungeons. died everytime! it bordered on comedic.
i added the advanced rules. and still we didnt like the game. i'm not quite sure of the nostalgia it gives people. because when that game came out. i was a teenager. too interested in the female of the species to even want to get interested in WHQ.
advanced heroquest was and always has been the very definition of what a dungeon crawler should be for me. having done some work with slev over the years on his Reforged supplements. i wanted to make something that could tack on alongside slevs work.
and the things we did actually like in WHQ that were lacking in AHQ
I written n some very simple rules for Co-op play with very simple additions to create that more immersive feel without having a GM. also all of the additions are plug and play worthy so if you dont wish to use one or the other..you dont have to.
Simple travel system
No way as labour intensive as the WHQ version. with no amount of rolls based on settlement. its 1 roll. thats it. however some results may force you to diverge on your journey and cause more, but the base jounrey involves 1 roll. and is intended to be a lot less fatal to the heroes.
Random settlement events.
just a bigger chart. more things that can happen, more things to immerse your heroes in. but also like above. also make it less harsh and damning to the players
Quest Generator
in addition i am working on fleshing out the quest generator found on terror in the dark. taking the original method and enhancing it somewhat with more resolute quests that feel less sand boxey but also adding more quests
also. im bouncing the idea around of more epic campaigns that can be taken as the heroes in increase in fame. simple 3 quest level campaigns to more epic 5 quest campaigns possibly. again all under the guidance of a more compact set of quests that are straight forwards and only varied based on the dungeon and its inhabitants.
fleshing out each of the original to have 12 options each to give 60 options for basic quests
Rescue!
Retrieval!
Race Against Time
Exploration
Revenge!
as for epic quests...skies the limit right?
Race Specific dungeons
more compact method of rolling up monsters on matrices.
race specific hazards
also i took the idea even further of "what if' the hazards and things you uncover are more specific to the monsters n the dungeon? for example i really like that slev introduced corridor hazards..imagine as a rattle of whirring cogs and machinery is heard at the end of the corridor as a a doomflayer whizzes towards you, or discovering a master moulders experimental labratory, again ideas to fully immerse a co-op play and them it towards the race within the dungeon.
i think all of the above would be able to work very nicely and plug into the system as a whole regardless of what ruleset you use.
so interested to know within the very small fanbase of AHQ what your guys thoughts are?
