Re: Search – The Binding Topic

Let’s consider ‘searching’ through this lens of plausibility, consistency with in-game logic, and smooth and simple ‘mechanisms of play’ to minimise risks of breaking a players immersion.
Searching for Treasure
So it clearly involves movement, but we don’t roll the dice to move as usual, movement is assumed, ok a bit different but still plausible. It involves looking, ok I’m already familiar with that concept in the game, it has already been introduced, we use it to reveal what is in a new room or corridor, as part of movement. However treasure isn’t revealed by just looking, if a pile of gold coins were just sat in the middle of an otherwise empty room, then they would have been laid out when I first looked into the room, clearly here we are looking at treasure that is hidden, out of sight, located inside furniture, in cupboards, chests, desk drawers or in other items within the room, like piles of old clothing, the toe of an old boot, within a flask hung on the wall or on a shelf, hidden in plain sight, so we are not just talking about standard movement and looking, we are talking about something extra, rummaging through stuff, opening drawers and cupboards, popping open flasks and bottle and having a sniff. This all makes perfect sense and explains why this has a different name ‘searching’ (for treasure) rather than just moving or looking.
The only inconsistency that I can see within the search (for treasure) action is that whilst in involves movement and in a large room with plenty of furniture, quite a lot of movement, I don’t need to cover every inch of a 6x5 room, but still a proportion of 30 squares is significant when compared to my usual upper limit of 12 squares, and yet I can combine this action with the ability to take my movement as usual all within the same turn. This problem is easily resolved, and I think we are all agreed on this – search is a whole turn action – on your turn you may ‘search’ or move and take an action. So far so good.
Searching for Traps
Now we turn to ‘searching for traps’ and immediately hit problems. Traps like treasure are not put out on the board when I look into a new room or corridor, they are hidden, so I can’t see them by just looking, fine we are on familiar ground here, but I can still spot them, how? Maybe I get the chance of seeing them whilst I’m moving and looking as standard but only when I get really close to them, after all they are deliberately concealed. That would make sense. But no in HeroQuest I have to carry out a distinct explicit action “searching for traps”. This involves movement and looking as we would expect but presumably something extra (otherwise it would just be standard movement and looking but we already have those). What is the something extra, well whilst moving and looking as usual I’m also paying particular attention to anything that might indicate a trap is present. Surely in a poorly lit unfamiliar and dangerous environment filled with monsters trying to kill me, hidden monster waiting to ambush me, potentially lethal traps and hazards, I would be moving cautiously and keeping my eyes peeled as standard, wandering around such as environment with my eyes closed or day dreaming would be a guaranteed way of ensuring that my Hero never survived passed his first Quest.
Bearing in mind that nothing about a room or corridor indicates the possibility of a trap, then as a Hero you must assume that either I am always on the look out for them or that I am never on the look out for them, the idea that sometimes I keep an eye out for them (perform a search for traps action) and at other times I just wander round oblivious doesn't make sense.
Searching for Secret Doors
Equally ‘search for secret doors’ contains a pretty much identical set of circumstances and problems, in the UK editions a secret door was found in an open state whereas this was modified in the US edition so that secret doors were found in a closed state (even though no closed secret door tile was provided).
I understand the issue here, being able to find a secret door 20 squares (~100ft) away from you and having that placed in an open state potentially leading to monsters spewing out of this revealed room with no one close enough to do anything about it, but I also understand the logic that finding a secret door, opens it, after all you may suspect that you have found a secret door many times in a Quest but it turns out that it isn’t, the only way that you can know for sure is to pull the lever, push the sticking out brick, tug the book in the bookcase or whatever and confirm that you indeed discovered a secret door by opening it.
‘Fixing’ this issue by making the secret door ‘closed’ on discovery is, for me akin to a situation where you take your car to a mechanic and explain that you have a problem because the suspension is broken so when you hit a bump in the road at speed the impact causes your front bumper (fender) to fall off. The mechanic ‘fixes’ it by removing your front bumper. Technically you could argue that the problem you were complaining about is now fixed, it certainly won’t happen again, but I don’t think in that situation it would be unreasonable to expect the mechanic to fix your broken suspension.
In the same way I would expect the real issue of the rules allowing my Hero being able to find a secret door, that is concealed from sight (‘looking’), 100ft away from him down a poorly lit corridor, when he can only move up to 12 squares ~60ft in that turn (thus breaking the game's internal consistency around movement). Just making a modification so that secret door is closed when found doesn’t really cut it for me!
Pausing this line of thinking for a moment and turning to how searching for (and disarming) traps actually works in Hero Quest and we discover the following:
UK First Edition
In UK FE a Hero states that he is using his action to ‘search for traps’ and then something, possibly magical and certainly odd, happens. He scans the entire room he is in, or corridor, or if he is on a junction that overlaps then both corridors, in its entirety, not only revealing the location and type of every trap contained within, but also springing these traps (yes in UK FE and SE, searching for traps also sprung those traps – causing spear trap to no longer exists, pits and falling block/blocked square tiles to be placed). This ability common to all Heroes that can be done on every turn of the game if desired sounds more like some Predator like scanning device (and it would be plausible to have an artefact with this ability in HQ, but our Heroes haven’t got one, or one each) or astral projection ‘magic’ and again it would be plausible within HQ to have a spell with this effect, but then a spell could not be cast by all Heroes and could not be cast every turn, so even that option breaks the in-game magic logic.
Disarming traps, or more specifically the pit and fallen block, in UK FE Hero Quest wasn’t what we would think of as a ‘disarm’ it was more of a mining activity, the Dwarf or a Hero with the Toolkit (the Toolkit presumably being a pick and shovel and the Dwarf had a built-in one) could simply fill in the pit or dig out the fallen block removing them from play as if they had never existed. This piece seems fairly plausible but then the Dwarf was able to do this for any pit or fallen block in the same room or corridor (flying remote controlled pick and shovel?). The tool kit equipped Hero was able to use the toolkit to remove a pit or fallen block but needed to roll a combat die roll, skull and the trap went off and he lost a BP (which was curious as the trap had already gone off at this point anyway and if it was a fallen block trap then it should have done 3DD rather than losing just 1BP), otherwise the trap that had already gone off, didn’t go off again and whatever he rolled the pit/block was removed. No indication within the rules where he had to be located to do this, so maybe the toolkit - pick and shovel were also remote-controlled flying versions?
UK Second Edition
In UK SE the rules were pretty much the same, but they did modify them to state that the Dwarf or Toolkit armed Hero had to be adjacent to the pit or block to ‘disarm’ it, so I guess they found the remote-controlled flying pick and shovel to be a little too far fetched even in a fantasy game.
Falling Block trap was upgraded from causing 1 BP to rolling 3 CD with no defence, which also introduced a distinction between the Falling Block and the Pit Trap. I agree with this modification but personally would take it one step further and ‘upgrade’ the Pit Trap to be a 2CD damage with no defence
Introduced ability to jump a pit, so that if disarming wasn’t an option, then you could at least tackle it another way, again I think an improvement.
In neither version does it state that disarming is an action, but SE did state the Dwarf could only remove 1 trap per turn so it may not have been an action but at least it behaved like one, although there was no such restriction on the toolkit equipped Hero.
US Edition
Turning now to the US edition.
• In the earlier versions traps were either ‘hidden’ so they appeared on the Quest Notes but not on the board, no marker required, logically makes sense, or they were in a sprung status (arguably no traps at this point, but I’ll leave that alone) in which case they appeared on the board with a marker to indicate type and location (aside from a spear trap that once sprung, has no lasting effects). Two states simple and clear. The US Edition introduced a 3rd state – ‘hidden’, ‘sprung’ and now ‘found but unsprung’ in which the location and type of trap were revealed but no markers existed to record that information. Whilst the concept of a 3rd state adds complexity, I don’t think it was necessarily a bad idea it just wasn’t implemented very well
• Disarm was called out as a specific action and changed so that it is no longer a digging or shovelling activity as per the earlier version but now applies only to the new 3rd state of found but unsprung traps, which makes sense to me.
• Separate tiles introduced for fallen blocks and blocked squares (presumably so that you could tell the difference between the two, which is required in the earlier editions where there is no distinction between the tiles, as you CAN remove a fallen block but not a blocked square, but amusingly the distinction ISN’T required in the US Edition as you cannot now remove either type, in-game they are identical so no distinction required but they introduced one anyway)
• Introduces a new rule to make an exception to the one figure per square rule by allowing square sharing in pits and the spiral stairway (although there is no reason for allowing sharing squares on the spiral staircase, and there are simpler ways to resolve the situation of trying to jump a pit with a Hero already in it – you can’t!) and unforgivably introduced the ability to search for treasure within pits (why oh why)
• Splits search for secret doors and traps into two distinct actions – why, does the Predator-like scanner/astral projection have two different modes, one for traps and one for secret doors?
• Allows multiple searches in rooms, four different Heroes can search a room once each, but no hero can search it more than once. Questionable logic here, if a Hero can search a room but not find everything (if he did then there would be no point in someone else searching) they why can’t he search it again on his next turn? Also, the handling around rooms indicated as empty in the Quest Notes wasn’t made clear whether that meant no Heroes would find anything, although that does seem logical.
• Jump expanded to cover jumping over unsprung traps, although no markers provided to indicate their location so there is a danger here that you end up jumping the wrong square and onto rather than over a trap, no rules provided for jumping unsprung traps in corners, or for jumping unsprung traps where the only landing squares are occupied by monsters (presumably you just have to voluntarily walk onto the trap and trigger it)
• Secret doors found are now found closed and must be opened when adjacent even though no closed secret door tile was provided
I have a background in business process improvement and one thing that I have learned is that before you start to work on improving a process you really must ensure that the process adds value to the operation, there is absolutely no point wasting time and effort improving a process that achieves nothing, just scrap it.
I get the problems with ‘searching for traps’ and ‘searching for secret doors’ as do many, many others and the urge to modify and improve it, but back to where we left of a long, long time ago, this ‘search for traps functionality’ adds no value to the game, the locating and disarming of traps (and the locating of secret doors and their opening) can be handled entirely within the movement or search (for treasure with its assumed movement) actions that already exist.
Searching for Treasure
So it clearly involves movement, but we don’t roll the dice to move as usual, movement is assumed, ok a bit different but still plausible. It involves looking, ok I’m already familiar with that concept in the game, it has already been introduced, we use it to reveal what is in a new room or corridor, as part of movement. However treasure isn’t revealed by just looking, if a pile of gold coins were just sat in the middle of an otherwise empty room, then they would have been laid out when I first looked into the room, clearly here we are looking at treasure that is hidden, out of sight, located inside furniture, in cupboards, chests, desk drawers or in other items within the room, like piles of old clothing, the toe of an old boot, within a flask hung on the wall or on a shelf, hidden in plain sight, so we are not just talking about standard movement and looking, we are talking about something extra, rummaging through stuff, opening drawers and cupboards, popping open flasks and bottle and having a sniff. This all makes perfect sense and explains why this has a different name ‘searching’ (for treasure) rather than just moving or looking.
The only inconsistency that I can see within the search (for treasure) action is that whilst in involves movement and in a large room with plenty of furniture, quite a lot of movement, I don’t need to cover every inch of a 6x5 room, but still a proportion of 30 squares is significant when compared to my usual upper limit of 12 squares, and yet I can combine this action with the ability to take my movement as usual all within the same turn. This problem is easily resolved, and I think we are all agreed on this – search is a whole turn action – on your turn you may ‘search’ or move and take an action. So far so good.
Searching for Traps
Now we turn to ‘searching for traps’ and immediately hit problems. Traps like treasure are not put out on the board when I look into a new room or corridor, they are hidden, so I can’t see them by just looking, fine we are on familiar ground here, but I can still spot them, how? Maybe I get the chance of seeing them whilst I’m moving and looking as standard but only when I get really close to them, after all they are deliberately concealed. That would make sense. But no in HeroQuest I have to carry out a distinct explicit action “searching for traps”. This involves movement and looking as we would expect but presumably something extra (otherwise it would just be standard movement and looking but we already have those). What is the something extra, well whilst moving and looking as usual I’m also paying particular attention to anything that might indicate a trap is present. Surely in a poorly lit unfamiliar and dangerous environment filled with monsters trying to kill me, hidden monster waiting to ambush me, potentially lethal traps and hazards, I would be moving cautiously and keeping my eyes peeled as standard, wandering around such as environment with my eyes closed or day dreaming would be a guaranteed way of ensuring that my Hero never survived passed his first Quest.
Bearing in mind that nothing about a room or corridor indicates the possibility of a trap, then as a Hero you must assume that either I am always on the look out for them or that I am never on the look out for them, the idea that sometimes I keep an eye out for them (perform a search for traps action) and at other times I just wander round oblivious doesn't make sense.
Searching for Secret Doors
Equally ‘search for secret doors’ contains a pretty much identical set of circumstances and problems, in the UK editions a secret door was found in an open state whereas this was modified in the US edition so that secret doors were found in a closed state (even though no closed secret door tile was provided).
I understand the issue here, being able to find a secret door 20 squares (~100ft) away from you and having that placed in an open state potentially leading to monsters spewing out of this revealed room with no one close enough to do anything about it, but I also understand the logic that finding a secret door, opens it, after all you may suspect that you have found a secret door many times in a Quest but it turns out that it isn’t, the only way that you can know for sure is to pull the lever, push the sticking out brick, tug the book in the bookcase or whatever and confirm that you indeed discovered a secret door by opening it.
‘Fixing’ this issue by making the secret door ‘closed’ on discovery is, for me akin to a situation where you take your car to a mechanic and explain that you have a problem because the suspension is broken so when you hit a bump in the road at speed the impact causes your front bumper (fender) to fall off. The mechanic ‘fixes’ it by removing your front bumper. Technically you could argue that the problem you were complaining about is now fixed, it certainly won’t happen again, but I don’t think in that situation it would be unreasonable to expect the mechanic to fix your broken suspension.
In the same way I would expect the real issue of the rules allowing my Hero being able to find a secret door, that is concealed from sight (‘looking’), 100ft away from him down a poorly lit corridor, when he can only move up to 12 squares ~60ft in that turn (thus breaking the game's internal consistency around movement). Just making a modification so that secret door is closed when found doesn’t really cut it for me!
Pausing this line of thinking for a moment and turning to how searching for (and disarming) traps actually works in Hero Quest and we discover the following:
UK First Edition
In UK FE a Hero states that he is using his action to ‘search for traps’ and then something, possibly magical and certainly odd, happens. He scans the entire room he is in, or corridor, or if he is on a junction that overlaps then both corridors, in its entirety, not only revealing the location and type of every trap contained within, but also springing these traps (yes in UK FE and SE, searching for traps also sprung those traps – causing spear trap to no longer exists, pits and falling block/blocked square tiles to be placed). This ability common to all Heroes that can be done on every turn of the game if desired sounds more like some Predator like scanning device (and it would be plausible to have an artefact with this ability in HQ, but our Heroes haven’t got one, or one each) or astral projection ‘magic’ and again it would be plausible within HQ to have a spell with this effect, but then a spell could not be cast by all Heroes and could not be cast every turn, so even that option breaks the in-game magic logic.
Disarming traps, or more specifically the pit and fallen block, in UK FE Hero Quest wasn’t what we would think of as a ‘disarm’ it was more of a mining activity, the Dwarf or a Hero with the Toolkit (the Toolkit presumably being a pick and shovel and the Dwarf had a built-in one) could simply fill in the pit or dig out the fallen block removing them from play as if they had never existed. This piece seems fairly plausible but then the Dwarf was able to do this for any pit or fallen block in the same room or corridor (flying remote controlled pick and shovel?). The tool kit equipped Hero was able to use the toolkit to remove a pit or fallen block but needed to roll a combat die roll, skull and the trap went off and he lost a BP (which was curious as the trap had already gone off at this point anyway and if it was a fallen block trap then it should have done 3DD rather than losing just 1BP), otherwise the trap that had already gone off, didn’t go off again and whatever he rolled the pit/block was removed. No indication within the rules where he had to be located to do this, so maybe the toolkit - pick and shovel were also remote-controlled flying versions?
UK Second Edition
In UK SE the rules were pretty much the same, but they did modify them to state that the Dwarf or Toolkit armed Hero had to be adjacent to the pit or block to ‘disarm’ it, so I guess they found the remote-controlled flying pick and shovel to be a little too far fetched even in a fantasy game.
Falling Block trap was upgraded from causing 1 BP to rolling 3 CD with no defence, which also introduced a distinction between the Falling Block and the Pit Trap. I agree with this modification but personally would take it one step further and ‘upgrade’ the Pit Trap to be a 2CD damage with no defence
Introduced ability to jump a pit, so that if disarming wasn’t an option, then you could at least tackle it another way, again I think an improvement.
In neither version does it state that disarming is an action, but SE did state the Dwarf could only remove 1 trap per turn so it may not have been an action but at least it behaved like one, although there was no such restriction on the toolkit equipped Hero.
US Edition
Turning now to the US edition.
• In the earlier versions traps were either ‘hidden’ so they appeared on the Quest Notes but not on the board, no marker required, logically makes sense, or they were in a sprung status (arguably no traps at this point, but I’ll leave that alone) in which case they appeared on the board with a marker to indicate type and location (aside from a spear trap that once sprung, has no lasting effects). Two states simple and clear. The US Edition introduced a 3rd state – ‘hidden’, ‘sprung’ and now ‘found but unsprung’ in which the location and type of trap were revealed but no markers existed to record that information. Whilst the concept of a 3rd state adds complexity, I don’t think it was necessarily a bad idea it just wasn’t implemented very well
• Disarm was called out as a specific action and changed so that it is no longer a digging or shovelling activity as per the earlier version but now applies only to the new 3rd state of found but unsprung traps, which makes sense to me.
• Separate tiles introduced for fallen blocks and blocked squares (presumably so that you could tell the difference between the two, which is required in the earlier editions where there is no distinction between the tiles, as you CAN remove a fallen block but not a blocked square, but amusingly the distinction ISN’T required in the US Edition as you cannot now remove either type, in-game they are identical so no distinction required but they introduced one anyway)
• Introduces a new rule to make an exception to the one figure per square rule by allowing square sharing in pits and the spiral stairway (although there is no reason for allowing sharing squares on the spiral staircase, and there are simpler ways to resolve the situation of trying to jump a pit with a Hero already in it – you can’t!) and unforgivably introduced the ability to search for treasure within pits (why oh why)
• Splits search for secret doors and traps into two distinct actions – why, does the Predator-like scanner/astral projection have two different modes, one for traps and one for secret doors?
• Allows multiple searches in rooms, four different Heroes can search a room once each, but no hero can search it more than once. Questionable logic here, if a Hero can search a room but not find everything (if he did then there would be no point in someone else searching) they why can’t he search it again on his next turn? Also, the handling around rooms indicated as empty in the Quest Notes wasn’t made clear whether that meant no Heroes would find anything, although that does seem logical.
• Jump expanded to cover jumping over unsprung traps, although no markers provided to indicate their location so there is a danger here that you end up jumping the wrong square and onto rather than over a trap, no rules provided for jumping unsprung traps in corners, or for jumping unsprung traps where the only landing squares are occupied by monsters (presumably you just have to voluntarily walk onto the trap and trigger it)
• Secret doors found are now found closed and must be opened when adjacent even though no closed secret door tile was provided
I have a background in business process improvement and one thing that I have learned is that before you start to work on improving a process you really must ensure that the process adds value to the operation, there is absolutely no point wasting time and effort improving a process that achieves nothing, just scrap it.
I get the problems with ‘searching for traps’ and ‘searching for secret doors’ as do many, many others and the urge to modify and improve it, but back to where we left of a long, long time ago, this ‘search for traps functionality’ adds no value to the game, the locating and disarming of traps (and the locating of secret doors and their opening) can be handled entirely within the movement or search (for treasure with its assumed movement) actions that already exist.