by Kurgan » December 27th, 2022, 9:31 am
In HeroQuest, furniture is simply decoration (pretty obstacles that take up space)... until it isn't. To me it's not so much that unmarked chests break the game, that they make it boring and they reveal an obvious oversight on the part of the writer. Why place a Treasure Chest at all unless you planned to put a note with it? The designers of the EQP did this often enough that the Avalon Hill remake team addressed it in the book itself, and I am glad they did, not because the game was unplayable or we couldn't have fixed it ourselves, but it seems to lower the quality we expect from the game without it.
Meaning, the real deal in HeroQuest are the quest NOTES. These can be almost anything the quest writer desires. He can make all sorts of exceptions to the rules here too. Sometimes in a rush, one forgets to put the notes connected to the letter, leaving that particular encounter generic, even boring. A goblin in a room is just a goblin in a room until you add "H: This Goblin is a wizard who can cast firestorm and tempest." Suddenly the event is vastly different. But goblins aren't expected to have magic, so this is more of a surprise or plot twist. Treasure Chests on the other hand suggest hidden treasure so it's more about expectation...
All the Treasure Chest plastic piece is, is a suggestion, clue, hint, etc. that there may be a special treasure here. Yes, there are chests that are "empty" (that's what the note says) meaning the first person to search gets nothing. The other people who search get to draw a card as they would in a completely undecorated room or one with any other combination of furniture.
Other times you run across examples of treasure "hidden" inside a cupboard, or whatever, so it's not as if Treasure Chests are the only rooms that may have special (notes) treasure, it's just a suggestion, a tease, a hint... that by tradition Treasure Chests either contain something special that's good or bad (maybe both as in the case of a furniture trap that also contains a potion or something).
To me it's a bit like having a Weapons Rack, but every single time the weapons are chipped, rusted and broken there is nothing here the Heroes would want. At some point I'm going to want there to actually be a good weapon that can be found by searching, or else why would they even bother? (except to get that first "useless" search out of the way so that the other three heroes can start drawing cards, hoping for a potion or gold rather than the hazard or wandering monster!).
"Unmarked chests" is when using the NA rules the quest designers put a treasure chest in a room, especially if they surrounded it with powerful monsters... AS IF they were guarding something that when searched, provided a big reward (past tradition) and yet there is no note at all. A clear oversight. Even if the note simply said "sadly, the chest was a decoy, there's nothing new inside it" at least that would be something. The designers forgetting to put a note there leaves it open for Zargon to put whatever he likes, yes, but he can also change what might have been printed there. "A potion of healing? No way, I say it contains 5,000 gold coins and a potion of speed!"
Taking the game literally with no intervention or editorial oversight by Zargon (which is his perrogative) yes, an unmarked chest simply means "draw a treasure card" when searching (since there is literally no note, so no special treasure or trap), but that's the most boring solution, most I think would agree.
Some Zargons like to modify the quest and make it their own (or sometimes are forced to make adjustments on the fly due to some oversight of the writers). Others like to just play it as written.
Now in the draft notes for BQP/EQP/etc it seems the designers were toying with the idea of implementing some kind of targeted searching... such that you could search each individual piece of furniture of itself (I guess similar to how you can search a pit trap that you are in as a room unto itself) but no further details were given. Some might choose to play this way just as some choose to make acquiring the contents of a treasure chest an action (you have to "walk up" to the chest and then use an action to open and take whatever out... even though in the official rules picking things up is not an action or is a free action if you will).
Some little details in this game annoy people, while to others its a nostalgic part of the game. I'm not sure who really enjoys treasure chests that are just background decoration. No, most of the time you get excited because it might be something cooler than a card that says you found 25 gold coins (and in theory that card is still out there waiting for you to draw it, since the treasure chest search was its own unique thing, via the quest notes).
Rewards:
