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Heroquest remake by Hasbro - The BIG discussion thread

Discuss general topics relating to HeroQuest that don't fit well in the categories below.

Re: Heroquest remake by Hasbro - The BIG discussion thread

Postby Orc26 » October 9th, 2020, 8:55 pm

I get the feel that their guest designers haven't played HeroQuest...
HQ has a very good/bad alignment structure. There are goodguys and badguys. Sometimes the goodguys get corrupted and become badguys, and sometimes badguys get decapitated and become undead badguys. Why do you have to add misunderstoodguys? How does that make it better?

[apology to all the non-guys who feel left out of my silly forum post about morality in HeroQuest]
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Re: Heroquest remake by Hasbro - The BIG discussion thread

Postby j_dean80 » October 9th, 2020, 9:09 pm

Pretty sure I read the designers came straight over from D&D. Most likely no HeroQuesting background. As popular as this game still is and they couldn’t hire a fan? Boris?
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Re: Heroquest remake by Hasbro - The BIG discussion thread

Postby elvyler » October 9th, 2020, 9:12 pm

That's upsetting. Not saying there's anything wrong with the designers, I'm sure they can produce some great D&D content. Would have been nice to have people who have a familiarity with HeroQuest though.
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Re: Heroquest remake by Hasbro - The BIG discussion thread

Postby Kurgan » October 9th, 2020, 10:04 pm

Let's not forget Stephen Baker was one of the original designers, but other than his influences that survive in the core content, it's just the recently funded $2Mill Quest book he's being credit with this time around.

We're still using D6's and the NA rules seem more or less intact, so despite whatever D&D connections may or may not happen, at least that seems like a stable and good foundation to build upon. If they introduce some weird mechanics that players don't like, we can still home brew rules like we always have... unless they have some kind of official tournaments that insist upon a literal interpretation (again, that IF they introduce anything crazy... so far nothing says we HAVE to choose these new Heroes.. even if they gave us a solo quest for one of the new ones, we could still swap out another character if we wanted).

Since this isn't a video game, you can toss the rule book behind you, if you want, and you can use the minis and board however you wish, including playing D&D with them if that's your desire. I agree though, for new players, I'd like it to be a good presentation of the classic game, so they won't be confused when I say I like Hero Quest. :ugeek:


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Re: Heroquest remake by Hasbro - The BIG discussion thread

Postby Leathaface79 » October 9th, 2020, 10:57 pm

Day 1: $1,000,000 (actually hit 1 million 30min before 24 hours)
Day 2: $267,000 in Sales
Day 3: $151,000 in Sales
Day 4: $102,000 in Sales
Day 5: $65,000 in Sales
Day 6: $52,500 in Sales
Day 7: $39,698 in Sales
Day 8: $43,647 in Sales
Day 9: $38,097 in Sales
Day 10: $34,048 in Sales
Day 11: $26,248 in Sales
Day 12: $24,049 in Sales
Day 13: $21,848 in Sales
Day 14: $20,448 in Sales
Day 15: $15,799 in Sales
Day 16: $19,899 in Sales
Day 17: $134,741 in Sales

Total: 2,055,910 @1:30 PM

Been a Slow trickle, only 15k since 1:30. The overseas #'s must still be manual input. I'm surprised that NZ and AUS for 3 days didn't make the jump higher. I get UK was only a day but we only jumped up ~$110,000 from US numbers with the addition of 3 countries? The US sold 1 million in a day and NZ & AUS did only 10% of that number? I wonder if they are holding back the numbers to make the climb seem slower and keeping everyone "refreshing" the Pulse page.
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Re: Heroquest remake by Hasbro - The BIG discussion thread

Postby Pancho » October 10th, 2020, 2:38 am

Orc26 wrote:I get the feel that their guest designers haven't played HeroQuest...
HQ has a very good/bad alignment structure. There are goodguys and badguys. Sometimes the goodguys get corrupted and become badguys, and sometimes badguys get decapitated and become undead badguys. Why do you have to add misunderstoodguys? How does that make it better?

The new writers and artists don’t understand Heroquest in my opinion. I was reading the intro by the the D&D guy who’s writing the Spirit Queen Quest and he is keen to introduce orcs as allies, as well as hark “back to a time when orcs had powerful magic” or something. What, he’s never heard of Grawshak or played Wizards of Morcar? Heroquest had weight behind it because it was based in a grim Warhammer world which already had a lot of flesh on it. You knew the orcs were evil and could be spell-casters. You certainly didn’t have to worry about their feelings or listen to them sing.

Folks are glad to get new content after all these years, but I stand by the comment I made weeks ago that just because it’s got the official label slapped on it, it won’t necessarily be something you’ll want to play. So far we’ve had an orc bard Hero, a gym-going Druid based on a succulent, and a Halfling that’s infected with a demon who can fly all over the dungeon. It’s all over the place conceptually.

I’m still really looking forward to Bakers quests though.


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Re: Heroquest remake by Hasbro - The BIG discussion thread

Postby Goblin-King » October 10th, 2020, 3:47 am

Pancho wrote:
Orc26 wrote:I get the feel that their guest designers haven't played HeroQuest...
HQ has a very good/bad alignment structure. There are goodguys and badguys. Sometimes the goodguys get corrupted and become badguys, and sometimes badguys get decapitated and become undead badguys. Why do you have to add misunderstoodguys? How does that make it better?

The new writers and artists don’t understand Heroquest in my opinion. I was reading the intro by the the D&D guy who’s writing the Spirit Queen Quest and he is keen to introduce orcs as allies, as well as hark “back to a time when orcs had powerful magic” or something. What, he’s never heard of Grawshak or played Wizards of Morcar? Heroquest had weight behind it because it was based in a grim Warhammer world which already had a lot of flesh on it. You knew the orcs were evil and could be spell-casters. You certainly didn’t have to worry about their feelings or listen to them sing.

Absolutely agree with everything being said here. They are really missing the target with these.

Pancho wrote: a gym-going Druid based on a succulent

Funny thing, when I read the designer's thoughts behind the character (before we saw the model) it seemed like a lot of thought had went into the design.
Succulents are very hardy plants, so that made sense to me. How would she incorporate that into the hero? Some sort of plant armor? small pots with sprouts? So much you can do with this. How is she gonna make the hero really "seep" succulent?

Oh, she won't... never mind... :cry:

Worst part is; This is another druid she has drawn. She is definitely talented enough, but boy did she phone in the design for the HQ druid.
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Re: Heroquest remake by Hasbro - The BIG discussion thread

Postby Pancho » October 10th, 2020, 4:52 am

I really like that Druid, pretty much everything about it.


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Re: Heroquest remake by Hasbro - The BIG discussion thread

Postby j_dean80 » October 10th, 2020, 8:03 am

I want that one for HQ...
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Re: Heroquest remake by Hasbro - The BIG discussion thread

Postby BStewart80 » October 10th, 2020, 9:08 am

Honestly, I try to remember that this game aimed at 12 to 14 year olds and older. 12 to 14 year olds might be more interested in barbarians, dwarves, elves and wizards. When I create characters, I try to go for the cool factor. Not the "subvert everybody's expectations" like a Last Jedi thing. For instance, I created Paladins, Witch Hunters, Sorceresses, extra dwarves, elves, knights, warriors, wizards and the such. Orc bards, halflings, treehuggers and the such doesn't spark their (12 to 14 year olds) interests. And based this forum, not ours either. I'll check out the new characters when they arrive but will probably just create my own. I think the ones behind this at Hasbro may not be the right ones for this game.
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