kyrrahn wrote:We normally have them follow the same guidelines set out for the final quest in WoM. We reveal areas as the monster goes there but there's no searching for treasure and no trying not to be all "Benny Hill" and lead the heroes on a non stop chase. It's more about giving the EW options so that the game can have a bit of cat and mouse. I saw it being abused once and it ruined the game but in its defence if you're playing against experienced players it forces them to adapt their tactics. Like most home-brewing it can be broken if you abuse it but it adds to the game if done right.
I can't get on board with what you are writing here. A rule is a rule. There is no abusing it or not. A player should play out the best way it can be played. If i'm thinking i'm not going to do something because it will ruin the game, but it can be done, that means that mod/rule is broken and shouldn't be there.
Put another way... Imagine playing soft then just at the point you start to lose you whip out this 'new' rule that was there all along but didn't want to use it. That's going to upset many players and seem like you're just making it up as you go along.
If you make mods, as the modder, it's your responsibility to balance them.
Like we know players can abuse waiting outside rooms, rerolling into multiple turns for high movement (not that i've seen this but it can be done) so we introduce things like Chaos Tokens/Deck or Hazard on rolling double 1's. Mods that add fun to the game but are actually 'secretly' fixing ways experienced, purely mechanical players can 'abuse' the original rules, with out changing the original rules... As that is very UN HEROQUEST. Not welcome! lol!!!
As modders we have to think of the ways the rules can be abused and work away that abuse, with out ruining the fun or over complicating things. NOT, just simply not doing something to play more fairly. That is the very definition of BROKEN!