Oftkilted wrote:Chests obviously have to be opened. “You search a room” Yep it’s a room and there’s a chest in the middle of it. You can’t stand in a corner and poke at it with a stick from across the room.
And the great debate continues!
I play it your way and always have. But it's equally arguable--as Kurgan says--that you're meant to use the abstract 'search for treasure' mechanic instead.
Kurgan wrote:I explain the Treasure searching NA mechanic like this... yes, your character doesn't "move" (he moves right onto the trap square when disarming though!), but this action is him searching the entire room, which would include any bits of furniture. That's why if there's a trapped bit of furniture (including a chest), if you didn't search for (and disarm) any traps first, then you'll end up stumbling upon it and paying the consequences.
I suspect that's how it was
meant to be played in the EU version as well. But it wasn't made clear, so a lot of people play it the intuitive way, which is to move to the chests and open them. Searching is rather abstract in comparison and a lot of us would have been puzzled by it.
Eh, they're both excellent choices. Whatever floats yer boat. - some robot
As kids we used a weird hybrid version of the rules in which you had to physically move up to chests and open them, but searching for treasure would
tell you what was in the chest without actually getting it. Like some kind of magical X-ray. It made no sense in story terms, but it worked pretty well in terms of gameplay.
"I search for treasure."
"There's 100gold in that chest."
"Cool!" *moves up to the chest and opens it*
TRAP!
"I fell for it! I should've known!"
Kurgan wrote:The BQP stuffs this up a bit by actually putting a perfectly safe Treasure chest in a room, and then putting a row of Trap TILES around it (which would only make any sense if you were using rules that required you to stand next to the Chest to 'Open' it). Usually the Quest notes indicate "if one searches for Treasure without first disarming the trap..." Or what if you have multiple trapped furniture in the same room? Then with that you'd have to disarm them both before searching for Treasure or your unprotected search is going to spring one or both of them and harm you (do Furniture Traps end your turn? that would answer that question).
And after searching, you quietly return to your original square, with your loot in your hands (and possibly some wounds too if you forgot to disarm the trap first!).
At least some of the EU quest designers disagreed about how treasure chests work too. There are several in Kellar's Keep with pit traps around them--presumably to catch players who move up to the chests.
Kurgan wrote:"Eliminated" sounds much more gamey than RPG adventurey.
Funny you should mention that. The EU rules also tend to use boardgame terms like 'remove his playing piece from the board', as if it's chess.
Having recently read through some 80s Basic D&D rulebooks, I was struck by how strongly the way they're written reminds me of the North American HeroQuest rules. "Zargon, you should do this... Zargon, you should make sure the players enjoy this... Zargon, be careful not to do this..." All very RPG gamesmastery.
The EU rulebook, on the other hand, reads like a
boardgame rulebook. There's very little in there about making sure the players enjoy themselves, being some kind of referee / host, or things like that. You roll your dice, you win or you die, you get more gold than your brother and punch the air (and then he punches you), you pack it up and play something else.
The more I look into the history of the game's development--at least, what little we know about it--the more I suspect that the NA and EU editions of HeroQuest were based on fundamentally different philosophies. This might explain some of the acrimony behind the Milton Bradley / Games Workshop split.
NA HeroQuest--and probably Stephen Baker's original prototype--was meant as an introduction to pen-and-paper RPGs like Dungeons and Dragons.
EU HeroQuest on the other hand--which was the first published version, with Games Workshop's help--was meant to be a boardgame first and foremost. Probably from GW's point of view it was meant to introduce kids to more complex wargames, tabletop miniatures games and the like. Competitive games with win conditions. Which just happened to be the kind of games GW sold. (Edit: or was increasingly moving toward selling.)
My hunch is that Baker's more D&D-ish prototype was stripped down by GW for the published release--which made it 'better' from a market boardgame player's point of view. For the NA edition, Baker may well have put a lot of the D&Dism back into it again--which made it 'better' from an RPG player's point of view.
I don't have much evidence for this apart from what Baker said in that Kaos interview, contrasted with the rather cutting comments made by Bryan Ansell on a certain blog post a few years back. But the fact that there's three search types in the NA version, rather than the more streamlined two in the EU version (traps and secret doors are a single search), makes my spidey sense tingle. That feels like something fiddly from the original prototype that was refined for publication by GW and then defiantly put back in again for the NA version because it's more D&Dish, dammit.
All of this has mildly troubling implications for international reception of the new Hasbro remake...