Bareheaded Warrior wrote:This is an interesting question and my position has changed over the decades.
I find it interesting that I had a similar experience.
I started out with the UK 2nd edition rules (Australian to be precise). Later I lost my rulebook, so had to play by memory.
When I discovered the North American edition though the wonders of the internet, I assumed it was superior and started using it instead... although in practice I used a mix of NA rules and half-remembered UK rules, plus UK questbooks.
I also added extra Body points for monsters, though not as many as the NA rules added. (2 BP for Fimirs, Mummies and Chaos Warriors; 3 BP for Gargoyles.)
However the more I used the NA rules, the more they irked me. For one thing, I found them overly verbose. (You can see the same thing in Milton Bradley's NA edition of Thunder Road compared to the UK version, so maybe it was just the style at the time.) In many cases, as you say, their attempts at improvement just introduced extra complications that caused new problems not present in the original. You just have to look at all the topics here on the Inn about rules snafus that are specific to the NA version and don't really come up in the UK edition.
When I finally got hold of a replacement 2nd ed UK rulebook, I was surprised at just how clean and elegant most of it was. I've gone back to using it for almost everything. The two exceptions are extra body points for bosses, and the Chaos Spells. I never knew Wizards of Morcar existed as a kid so I never had access to those monster spells. (I don't think it was even released here in Australia, which sadly means my current copy has a flimsy cardboard box rather than the sturdy Australasian top-lid boxes of my other three classic expansions.)
Even 1 BP for ordinary monsters now seems more sensible to keep the game moving. The last few times we played with multi-body-point monsters, we tended to groan whenever a Fimir or Chaos Warrior showed up because of the tedious grind that would ensue to kill it (as well as needing to remember which ones had lost a BP).
As others have said here and elsewhere, but is always worth reiterating because many people don't realise it:
The biggest difference between NA and UK editions is the basic philosophy behind the game.
The UK version is balanced on the assumption that the players (i.e. kids, assumed to be boys because it was the early 90s) will compete with each other, go off in different directions, race each other to the treasure and even attack each other when sufficiently annoyed. If played this way, even with adult players, the base game quests work well. However, if and when the players learn to cooperate, or there's only one player controlling all the heroes, the UK base game becomes too easy. It's presumably why the expansions started throwing hordes of monsters at the players and generally upping the challenge level. Early reviews seem to have identified this problem right away. I think it was the Games International review that specifically offered house rules based on whether your players were competitive or cooperative.
The NA edition enforced cooperation in its rules: prohibiting player attacking player, dividing gold rewards equally and so on. Therefore it had to increase the challenge level from the start in order to compensate. However, the bones of HeroQuest weren't built that way. Not the base game quests, at any rate. It feels to me as if it was twisted (by Chaos?) into a gameplay style it wasn't really intended for.
It annoys me that a slightly modified NA version has now become the global standard thanks to the Hasbro edition. It's the Chaos Warrior edition, I tell you! Or maybe the Dark Elf edition, since they live in the equivalent of North America in the Warhammer world. It's gone to the dark side!
And I don't think I'll ever be able to take the name 'Zargon' seriously.
