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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?


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









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