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Overview of the Old World

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

Re: Overview of the Old World

Postby Davane » March 4th, 2021, 3:37 pm

Cael Darkhollow wrote:Sure, an official setting isn't essential and you can just make one up, but will it be anywhere near as good as the original?
I don't think so.


Heroquest is so primitive that it's not important to have a setting, when the whole premise is simply to explore a dungeon and kill monsters. The exploration and the killing are what makes HQ important, as the loot and character advancement through equipment are negligible at best.

The Old World helped give a sense of purpose, and a greater meaning as to why you were doing things, but it wasn't really necessary for the game itself.

Heroquest will be poorer without the Old World, and I doubt Hasbro will do the work to create a new setting for the franchise, so you will end up with a somewhat bland game with almost meaningless background.

That said, I doubt that will stop fans either continue using the Old World or whatever world they are using, or to simply create a generic fantasy world as a background should they need more.

The biggest purpose for background is to help inspire quests, so you could just as easily set it in the lands of Hyrule (The Legend of Zelda) as you could the Old World, or Forgotten Realms, or whatever...
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Re: Overview of the Old World

Postby Kurgan » March 4th, 2021, 4:36 pm

A map where you actually moved from point to point might be interesting, but unless each point is mapped out, who is to say your new adventures are going to be any different on some other point, named or not? Maps are a cool visual, but the sort of snippets of history and culture add a little flair it's true. We get that in Hero Quest in the little bookends of the quest books and the instruction manual. "Inspiration" is the key here. Reading the short novels gives that too. Nobody looks so closely as to say "hey wait a minute, you can't be in that town yet, you have to cross X land first.... YOU'RE GOING THE WRONG WAY!!" unless it was laid out in front of them, I suppose. The storyteller (GM) makes the world.

I predict they just won't give us a world at all ("deep within another dimension / high adventure in a world of magic") because that's about all we got with the NA edition. Yes, there's descriptions of things in the text about the Empire and the Chaos Wastes (Dread Wastes now I presume), so we can expect that. Will more detail come in the new "quest books"? We'll have to wait and see.

Davane, would you be more upset if there was no map provided in the remake, or if we DID get one that looked very similar to the "Old World" but with the land masses deformed a bit and with no text, or changed names?

Or how about this crazy idea... what if they just gave us a blank page and said "draw your world of Hero Quest here!" ;) Doubt they'd be that creative.

Worse, and I'm not trying to scare anybody here, what if it was a D&D map (Forgotten Realms/Dragonlance?) since they own that IP ?

Again I'm kind of just assuming they won't have any maps and if we get anything new at all it will be passing references in the new quest books, IF that. Maybe they just won't expand the lore at all, and we'll just be revisiting old locales and meeting the same old characters (if the one Baker quest intro is any clue). That would be a "safer" choice I suppose.

Sorry, we were talking about the Old World. If Hasbro doesn't have the rights to use it, then I guess its going to be a homebrew thing one way or the other, for those who care. My dream is that Hasbro and GW will here the cry of the fans (and see dollar signs) and we'll eventually get some supplement to make it more like classic HQ in these ways. Because they should know fans are going to do that anyway, this is their chance to get an extra cut...


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Re: Overview of the Old World

Postby Davane » March 5th, 2021, 5:25 am

Kurgan wrote:Davane, would you be more upset if there was no map provided in the remake, or if we DID get one that looked very similar to the "Old World" but with the land masses deformed a bit and with no text, or changed names?


To be fair, the lack of a world map wouldn't bother me, because there's more of the Old World in HeroQuest than a single map. The issue with the map isn't that it's a map of the Old World, but rather it's a very iconic piece of registered GW art that has been featured in several Warhammer products by GW over the past several decades.

By today's standards, the various names used in HQ would be registered product identity for the Warhammer World, to the point that most people who have experience with both will see the similarities. It's this product identity that has seen Hasbro err on the side of caution, and change Chaos to Dread, and change Fimir to Abominations.

A dedicated fan base has led to Games Workshop becoming one of the few gaming companies that can actually rival Hasbro, and give Hasbro pause for thought in simply just rereleasing HQ as is. With GW's increasing recognition in the US, Hasbro couldn't get away with what MB did and downplay GW's involvement in the game and setting design in the states.

Ironically, the Old World itself is a deformed map of Europe, so trying to deform a map of the Old World would just see most people confuse it with Europe anyway. As such, for any sort of map to be included, Hasbro would have to actually work on developing a setting for HeroQuest, which they don't seem so inclined to do.

Everything that Hasbro has designed thus far for HQ can be best summed up as lazy, like they are just phoning it in. Perhaps I am just being nostalgic (or I was young and naive), but the HQ of the past never struck me as lazy, in the way NuHQ does...
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Re: Overview of the Old World

Postby Kurgan » March 5th, 2021, 10:30 am

Well there you go, what if they flat out just used an actual map of earth? Surely there's some of those that are public domain! How boring would that be? So maybe best if they just didn't use a map at all, and said nothing that would even hint at contradicting the old game. Everything would be 1:1. They gave the Fimirs the day off and hired these fish guys instead (or mutated them beyond all recognition).

It seems to me, so far, that the lazy part is the part people appreciate most right now, because the "new" part is the one being viewed as wrong-headed. I figure if you're going to put together a team to do a remake, IF you lack the talent (or legal license) to make new additions up to par with the quality of the classic core, then best that part be left alone and go for mere cosmetics. Just don't hire anybody who worked on Star Wars or Star Trek for his project... !


Yes all of us who said we wanted the game re-released, we said we wanted new material too (right?), and most seem willing to give Stephen Baker a chance due to the goodwill he's earned (as do I), but we still don't know precisely what we're getting. We also pretty much assume despite his place of honor, he's not calling the shots on the whole project (correct me if I'm wrong).

Is it going to be more of the same, or something shocking that will really shake people up? I like surprises, but handled correctly to truly expand and enrich the lore, and most importantly extending the play value, not shock for its own sake. Granted also the long passage of time makes things that would have been shocking in the early years more acceptable than things introduced today... and that's where Stephen Baker giving it the thumbs up goes a long way, then again it doesn't forgive everything, witness the criticism George Lucas got with his Star Wars prequels (which many fans have at least partially forgiven him for with what has happened since, enough on that, I mention it only by way of comparison).

Their laziness is our opportunity to remain calm, and their failure is our opportunity to repair, but as pointed out many times, if their new stuff sucks, that hurts the brand, damages our loyalty, and risks any future projects based on the property, so while I'm all for taking risks, they need to know what they're doing. Hopefully ol' Steve has some tricks up his sleeve that are worthwhile and they follow his lead, honorary as it might be. Hopefully they continue to listen to feedback from classic fans too. I'm of both the mind that a classic franchise owes a debt to the community that kept it alive, while at the same time should have creative freedom... it's a tricky thing, but its possible to do and I hope HeroQuest will serve as a model on how to do that, as opposed to some other popular franchises that have been revived for nostalgia cash-in purposes.

Rogar's Hall didn't introduce a lot of new ideas other than showing how much one could really beat up the Heroes even more than "The Trial" (not sure if adult players would handle failure any easier than kids... unless they were diehard veterans like us who will try just about anything and know what the game CAN be). Sure we got a random Chaos spell, and a variant on a monster as a wandering monster which isn't anything too new. Putting Mentor in the quest as a character was new as he only had a brief cameo in the Dark Company (if I recall correctly).




You guys convinced me to buy one book. I'll give it a read and see what I think. Maybe I'll post my thoughts and you can react to either how wrong I got it, or give praises for having won a convert. Nothing's for sure... :lol: If nothing else it may spur development of my de-magicified version of the world, for all it's needed.


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Re: Overview of the Old World

Postby Cael Darkhollow » March 5th, 2021, 1:19 pm

Kurgan wrote:You guys convinced me to buy one book. I'll give it a read and see what I think. Maybe I'll post my thoughts and you can react to either how wrong I got it, or give praises for having won a convert. Nothing's for sure... :lol: If nothing else it may spur development of my de-magicified version of the world, for all it's needed.

As far as maps go, the worlds of Robert E. Howard's Conan and J.R.R. Tolkien's Middle Earth are both based on a pseudo-history of real world Europe. A forgotten age of the earth was a popular device in early in the 20th century in fantasy literature.
Games Workshop's Old World setting is an amalgamation of medieval Europe, Middle Earth, Hyperbrorea, and Michael Moorecock's Elric stories mythos with D&D ideas mixed in, and the map of the Old World reflects that except many of the pseudo-towns and "countries" are more renaissance era/ Holy Roman Empire than medieval.

Because the Old World setting is largely derivitive of other fantasy settings or real world geography, it is easy to populate it with races such as pseudoFrench or pseudoEgyptians or Norse or their equivalents in the regions where we know they occur, it gives it a level of realism and pseudohistory that auto-fills out large portions of the map. Far in the distant East of Tolkien's, Howard's or GW's map is you guessed it, a Far East culture. It also means you already "know" it as it is, in the broadest sense the basic generic fantasy setting, with a few copyrighted races such as fimir, skaven, chaos warriors and IP protected town names sprinkled in.

Warhammer's blatant "homage" of Tolkien's fantasy became problematic when they actually acquired the rights to Hobbit and LOTR to do a Warhammer style armies tabletop miniatures battle game. It was somewhat embarrassing that their flagship Warhammer fantasy game was clearly a ripoff of Tolkien's Middle Earth already. All they did basically was change The Shire to The Moot. People have always wanted to explore Tolkien's newly created fantasy genre, Game developers knew it, and they were going to do it whether they owned the rights or not. D&D (TSR) actually got sued by Tolkien's estate and had to change a few names because of it in the early days. GW skated the same line but wisely didn't use the names like D&D did (or learned from their mistake,) but look at any early artwork for Warhammer and its hard not to see Middle Earth.
To solve the problem, Games Workshop scaled and proportioned the minis differently for the LOTR/Hobbit game to make them largely incompatible with WH, then focused on Warhammer 40K releases instead of WH fantasy, which contributed to its ultimate cancellation.

Hasbro wouldn't, couldn't or shouldn't copy a copy of a copy of a map or distort one, it would be too obvious. Same boat that GW was in when they partnered with the Tolkien estate, it would be embarrassingly obvious if they just further distorted the GW/Tolkien/Howard/Europe map again.

As Davane said, HQ is so "primitive" it doesn't need a setting by itself to play. It was a boardgame that was in a setting used by many other games that all used various levels of detail of that setting. Being one of the least complex games using the setting, HQ didnt need more than a quick overlay of the Old World setting to get the story premise for the board game quests and race types and their basic goals and dispositions. So Hasbro will almost certainly play it safe with a generic setting or more precisely no setting development at all, it simply isn't need to play the game. They will just swap some terms with thesaurus magic and change a few figures and done.

The basic fantasy world was invented by Tolkien, expanded by Dungeons & Dragons, made into board and tabletop games by GamesWorkshop and added to or shamelessly copied by every fantasy author or video game developer (looking at you Warcraft) since is alive in all of our minds as a permanent part of the zeitgiest or collective conscience as the generic "fantasy setting" now forevermore.

There still are those who would attempt to claim ownership of parts of it though. That likely means the Elf Quest Pack will never see the light of day as a rerelease because the GW Warhammer/HeroQuest elf realm (and the Forgotten Realms D&D elves realm for that matter) are obviously derivitive of Tolkien so it would be hard not to exclude fantasy fans of those entrenched tropes by going a completely different direction (look at the backlash the orc bard got for going against established Tolkien/basic fantasy orc tropes) or too obvious if they went in the same direction as GW which could cause static with lawyers from Games Workshop. Although I doubt any of the established elf tropes are copyright protected IP that could win in court beyond proper noun names. Still not worth it for a boardgame release to find out. I'm sure the GW people are watching the HasbroQuest rerelease very closely for any actionable IP theft. HasbroQuest will thence be GenericQuest, it has to be. More the pity, the Old World gave HQ a fun if familiar Tolkienesque style.

The Old World book will be a fun read. There is a reason Warhammer caused a few blokes living out of their car or a shared flat running a small game distribution/design mail flier company to become a millions of dollars revenue gaming industry giant; they did it with an Old World fantasy setting that spanned 3 decades and hundreds of products that was immensely popular and made a lot of money before GW decided to end it. A decision they clearly have remorse over now due to fan negative response and revenue impact, as they are bringing the Old World setting back. The Games Workshop Old World setting is certainly worth a look, HeroQuest fans will love it, they already do, some of them just don't know it yet.
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Re: Overview of the Old World

Postby Davane » March 5th, 2021, 1:46 pm

Kurgan, you have this annoying habit of nitpicking over ambivalence, and then running off with it as if it's some kind of win, whilst seeming to completely miss the point. It's fascinating to watch...

The Old World isn't "lazy" - sure, it started off as a variation of Earth, but so have many other fantasy settings. However, it has grown over time, building up in layers of detail that weren't just "let's make an Earth knock-off."

The Empire started off as your standard Medieval Earth setting, but evolved to become more like Germany during the Holy Roman Empire. Guest commentary in the latest incarnations of the Enemy Within campaign for WFRP include facts about how and why things were named. It seems that the GW design team at the time had a perverse fascination for puns, and things just kind of evolved from there.

Turns out the Riekland wasn't actually meant to be German-esque, but was simply an anagram of the main designer, Rick Priestly. It was literally "Rick Land". When sound it out, they found it funny to pronounce it with a heavy German accent, which is quite funny for a bunch of ENGLISH nerds that only ever took a few German lessons at school, and were trying to seem clever. It's amusing that a few years later, as GW spread into Germany, many fans ended up writing to the studio explaining what various places in the Empire actually meant, and that a few of them are actually real places in Germany - typically remote villages that the design team never heard of.

From that, they slowly added other areas, and slotted them in to the setting. They did this, and thus the world grew, and then they realise they had effectively made a fantasy version of Europe, so that's how they created the map. In a very cyclic way, fans and other designers got the joke, and thus the rest of the world was slowly developed. A lot of places began as little more than a name and grew from that - Bretonnia, Tilea and Estalia, Kislev, Norsca, Albion, Araby, Cathay and Ind, Nippon, Lustria. The design team at GW realised that they could slot the world into a fantasy version of Earth, because a lot of fantasy culture have been obviously inspired by real world cultures.

GW was founded selling D&D in the UK as the TSR distributors (although previously they made Backgammon sets), but would evolve to create their own wargame - Warhammer - amid making a whole bunch of games. They founded Citadel Miniatures to primarily make miniatures for their games, alongside miniatures for other games in a variety of settings. The first edition of Warhammer was based more on the models that Citadel Miniatures created than any sort of setting. It wasn't until the "big change" of 1991 that GW would decide to focus solely on GW IP like Warhammer (up until the 2000's, when GW acquired the LotR miniatures license).

From this point on, they designed settings primarily for miniatures, and not the other way around. The aesthetic of the models would define the theme and culture of the armies, as they fleshed out the world in background and lore, through art and fiction. They wanted Warhammer and 40K to be generic, so they primarily added what they thought was missing, and still use this approach sometimes today - right up until they realised that there's so much lore about the Warhammer World that the books essentially write themselves, as it's mostly just filling in the details of bits that have been mentioned in other sources.

There is no Armybook for Nippon, for example, but we all know what a Nipponese Army is like, because we know how Nippo fits into the Warhammer World from other sources. We know that Nippon would slot in around about where Japan would be, and feature a kingdom of shogun, samurai, and ninja. It would be a classic oriental setting, and all of this comes from the mention of Nippon in other sources, such as describing Clan Eshin Skaven assassins and night runners.

There was a point when GW decided that give in and embrace the fact that Warhammer was a fantasy version of Earth, which made sense because the design team back then were serious History buffs. That's why the deep dived into the cultures of places that had already been named and briefly described in other sources. For example, Bretonnia is a mixture of English and French culture, because it's based on the Normans who brought castle-building as we know in what we thing of as medieval, to England. Technically, Bretonnia isn't exactly France, it's the region of Brittany that English and French royalty fought over for centuries.

When the Empire became Germanic, largely due to the influence of Rick Priestly's infamous "Rickland," that pave the way for the Empire to become more Holy Roman Empire, and advance from simply medieval to pre-renaissance, where gunpowder exists but isn't strictly stabilised to the point where you got anything more potent than handmuskets and cannons from the forges of Nuln. This actually took the Empire OUT of the generic medieval fantasy setting it started as, and became a much more enlightened civilisation.

A lot of this is down to the design from WFRP, where the idea of Chaos cults and a gritty adventuring environment called for a setting that was as much about the social issues of the times than it was about killing monsters. There's a clear caste system in the Empire as it has evolved out of feudalism. You have the distinction between the bastions of safety that are cities, full of burghers, compared to the harsh realities of rural villages where horrors do genuinely lurk in the dark. The aristocracy and political elite are practically alien to the lower classes, and both academics and merchants are becoming forces of power in their own right. Then you have the clergy and the mages, with their powers and the will of the gods, dealing with forces known to imperil mind, body, and soul. Finally, you have adventurers, which muddy these waters, as they come from all classes, create dramatic change, and defy all order that would otherwise exist.

I don't think you can call that setting lazy. It's had over 40 years of evolution and development based on what the designers loved most of all - Earth History and Culture. The didn't name their great explorer that discovered the New World Marco Columbo because they were lazy. They did it because they were paying homage to explorers like Christopher Columbus, John Cook, and Marco Polo, who have become famous for discovering the distant places on Earth. The only difference is that in Warhammer, these three great explorers (and others) have all been combined into the great explorer Marco Columbo.

The world of HQ stayed static, whilst the Warhammer World hasn't, despite both being the same world. HQ is a snapshot of what the Warhammer World was like back in 89, compared to what it was before GW decided to throw it under a bus for Age of Sigmar. Many people prefer how the Warhammer World was in the late 90's, when WQ was released, and for many the original WQ is the spiritual successor of HQ because of the setting, and how it had evolved (compared to the Warhammer Quest brand now, which is a bit *lemony goodness*...). This golden age would also include when Mordheim was released, which started as Warhammer Skirmish, but effectively became a narrative skirmish game set in the ruined city of Mordheim (in the Empire), that bordered on being as close to a cross between a roleplaying game and a wargame as you could get. GW would go a bit further in this direction, with Inquisitor but never released a fantasy version of that game (which some think is a damn shame).

Compare that to what Hasbro has done, and you can see why there's a lot of angst and such a deep feeling of loss regarding NuHQ. The bar has been set so high by GW, and it appears that Hasbro hasn't even bothered attempting to get over it. They've deliberately faulted, or just conceded that they couldn't do any setting that was as good as the Old World, so haven't really bothered. I know Steven Baker, Teos, and the other devs had some "good" ideas, but they never really had any sort of shared setting in mind. HeroQuest is the brand, and NuHQ is going to see a bunch of questbooks, which will be a reprint of the original Old World quest books, and some new quest books which are going to be set in whatever area the authors decide to make up for their quest book to possibly make sense.

The problem isn't that NuHQ won't be set in the Old World. The problem is NuHQ won't be set in ANY world as far as Hasbro seems concerned. GW went from making games to making worlds, and their IP has grown over time. But Hasbro makes Toys and Avalon Hill makes games - they don't do worlds AT ALL. Neither of them have really had to - the closest Hasbro has come is to make IPs to sell action figures, and AH's primary classics are set on EARTH. So the closest we will get is some kind of ambiguous Earth/Old World hybrid, that can't be too much of either, but also can't be a perfect blend of both because that's essentially the Warhammer World is.

It's kind of like trying to find a colour between Yellow and Orange, without being able to use either Yellow or Orange, or anything related to them, because both Yellow and Orange, and any associated colours to both, are product identity. So instead, they won't specify the colour, and basically lampshade the whole damn thing...
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Re: Overview of the Old World

Postby Davane » March 5th, 2021, 2:08 pm

The issue with GW acquiring the rights to LotR wasn't that WFB was a ripoff of LotR, but that GW was the undisputed master of fantasy wargaming, with WFB being the market leader, and therefore it was hard to see how GW could make LotR different without cutting into the profits of either game too much. In the end, LotR featured many of the narrative elements which would later become part of WFB and AoS, which kind of worked, because the focus was always put more on the models than the game in LotR, knuckling down on IP because of the popularity of the movies.

My understanding is that GW are bringing back Warhammer, since it's gained increased popularity because of the Total War games using the world, just as they canned it to provide the backstory of AoS. Many players, heavily invested in WFB, continued to play what was largely dubbed "Oldhammer" rather than start over by reinvesting in AoS. It's a shame, because the lore building in AoS is top notch, and makes for an interesting setting.

This is just speculation, but it could be that AoS came about because they needed an epic ending to their Storm campaign, whatever that was called, and because the newer fans started questioning the validity of the Warhammer World being a fantasy version of Earth, and therefore seen as "lazy"...

Personally, there's room for AoS AND WFB to coexist side-by side because of how different they are, both in terms of mechanics and lore, as can be demonstrated by the fact that C7 holds the licenses for all THREE IPs, and have developed a roleplaying game devoted to each. The depth of their work on Warhammer is fantastic, nearly rivalling GW themselves, and it's a shame that I don't have the funds to invest in all three lines...
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Re: Overview of the Old World

Postby Kurgan » March 5th, 2021, 2:29 pm

Lawyers are the true monsters here? :|

If Hasbro decides to "erase" the Old World in Remake HQ, will that do more harm to Hero Quest or to Warhammer? I would say neither ultimately, because HeroQuest is all about the individual quests not some vast history or lore (it's enough to know who the antagonists and protagonists are, that their actions have consequences), and Warhammer fantasy is its own thing and is unaffected by what happens in this 2021 game. That may be a controversial opinion, and you can curse me six ways from Sunday for holding it, but that's how it is. If I change my mind I'll let you know. I think I said as much awhile back, but for those who do absolutely cherish those ties, I hope for your sake, that the damage is minimal. I'm not happy to see someone's childhood memories get trashed by mismanaging companies.

The safest course of action for Hasbro, would be just to avoid mentioning it as much as possible, leaving it open for those who want to "remember" and those who can't be bothered or fill it in with their imagination. IF they came out with a richly textured revised history, and released several new editions over the course of a few decades, I guess they'd divide the fandom at that point. If enough time goes by and its buried in enough paper, perhaps people will start thinking of the "new" version more than the old. Is that going to happen? I guess it all depends. If they perceive that this is a cash-cow again and the fans are demanding it, and there's no prayer of GW getting involved for the good, and it keeps selling that way, maybe that would happen. The two franchises would grow apart more and more. I didn't say I wanted that, but I could imagine something like that happening someday. Or maybe the success of the remake will get people to discover the "history" and demand more of that be brought back, and if they're smart, they'll find a way to reconcile it and bring that forward, maybe not as "perfect" as it once was, but in a way that will satisfy a lot more fans.

Or maybe it will just be a one-off, an embarrassing moment in history, during "that board games resurgence fad" and nobody will be nostalgic for it at all. Maybe it will just be something that gets tossed in the trash and then becomes a collector's item rather than a game people actually enjoy. If it stinks, but shows enough potential, it might still prompt players to check out the classic material, communities like this, and maybe create another generation of homebrewers, who might contribute to the next "heroquest".

Most entertainment franchises that go through changes encounter some resistance from fans... who differ with the creators or owners on the direction it is going. Its probably easier to dismiss changes when its perceived to be implemented by those who don't have a direct link with the original creators and don't share the same spirit or purity of vision. That's why it will be interesting to see how Baker's contributions are received. His legacy certainly won't insulate him from criticism if fans don't think it's up to snuff. In some other fandoms I've been accused of being a "hater" for not liking everything that comes out of the brand or agreeing with everything the creator(s) approved, and I understand their perspective as well. But for me, that's just how it is, in the end its still a product I'm buying (or not). I can respect an artist's freedom even if I think its not worth my money. For the sake of their bottom line I would hope they'd make wise decisions and not set out to beat up on their fans, but I don't see that happening here.

We'll see if my positivity survives this fall. I hope our worst fears are not realized, that what seems bad now will be improved. We can still have plenty of things to argue about even if it turns out to be a complete flop, or a smashing success.

Back to the Old World...

So while I don't plan to read [the Warhammer book] with a big red pen in hand to "correct" what I think needs fixing, I'll be making mental notes when I see something I like and want to use, or tweak into something of my own, just like I would do when visiting the forums... and seeing what comes of that harvest of good ideas. Will post my review when finished, whenever that might be, guaranteed. :2cents:
Last edited by Kurgan on March 5th, 2021, 2:35 pm, edited 1 time in total.


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Re: Overview of the Old World

Postby Cael Darkhollow » March 5th, 2021, 2:35 pm

Davane wrote:Kurgan, you have this annoying habit of nitpicking over ambivalence, and then running off with it as if it's some kind of win, whilst seeming to completely miss the point. It's fascinating to watch...

The Old World isn't "lazy" - sure, it started off as a variation of Earth, but so have many other fantasy settings. However, it has grown over time, building up in layers of detail that weren't just "let's make an Earth knock-off."

The Empire started off as your standard Medieval Earth setting, but evolved to become more like Germany during the Holy Roman Empire. Guest commentary in the latest incarnations of the Enemy Within campaign for WFRP include facts about how and why things were named. It seems that the GW design team at the time had a perverse fascination for puns, and things just kind of evolved from there.

Turns out the Riekland wasn't actually meant to be German-esque, but was simply an anagram of the main designer, Rick Priestly. It was literally "Rick Land". When sound it out, they found it funny to pronounce it with a heavy German accent, which is quite funny for a bunch of ENGLISH nerds that only ever took a few German lessons at school, and were trying to seem clever. It's amusing that a few years later, as GW spread into Germany, many fans ended up writing to the studio explaining what various places in the Empire actually meant, and that a few of them are actually real places in Germany - typically remote villages that the design team never heard of.

From that, they slowly added other areas, and slotted them in to the setting. They did this, and thus the world grew, and then they realise they had effectively made a fantasy version of Europe, so that's how they created the map. In a very cyclic way, fans and other designers got the joke, and thus the rest of the world was slowly developed. A lot of places began as little more than a name and grew from that - Bretonnia, Tilea and Estalia, Kislev, Norsca, Albion, Araby, Cathay and Ind, Nippon, Lustria. The design team at GW realised that they could slot the world into a fantasy version of Earth, because a lot of fantasy culture have been obviously inspired by real world cultures.

GW was founded selling D&D in the UK as the TSR distributors (although previously they made Backgammon sets), but would evolve to create their own wargame - Warhammer - amid making a whole bunch of games. They founded Citadel Miniatures to primarily make miniatures for their games, alongside miniatures for other games in a variety of settings. The first edition of Warhammer was based more on the models that Citadel Miniatures created than any sort of setting. It wasn't until the "big change" of 1991 that GW would decide to focus solely on GW IP like Warhammer (up until the 2000's, when GW acquired the LotR miniatures license).

From this point on, they designed settings primarily for miniatures, and not the other way around. The aesthetic of the models would define the theme and culture of the armies, as they fleshed out the world in background and lore, through art and fiction. They wanted Warhammer and 40K to be generic, so they primarily added what they thought was missing, and still use this approach sometimes today - right up until they realised that there's so much lore about the Warhammer World that the books essentially write themselves, as it's mostly just filling in the details of bits that have been mentioned in other sources.

There is no Armybook for Nippon, for example, but we all know what a Nipponese Army is like, because we know how Nippo fits into the Warhammer World from other sources. We know that Nippon would slot in around about where Japan would be, and feature a kingdom of shogun, samurai, and ninja. It would be a classic oriental setting, and all of this comes from the mention of Nippon in other sources, such as describing Clan Eshin Skaven assassins and night runners.

There was a point when GW decided that give in and embrace the fact that Warhammer was a fantasy version of Earth, which made sense because the design team back then were serious History buffs. That's why the deep dived into the cultures of places that had already been named and briefly described in other sources. For example, Bretonnia is a mixture of English and French culture, because it's based on the Normans who brought castle-building as we know in what we thing of as medieval, to England. Technically, Bretonnia isn't exactly France, it's the region of Brittany that English and French royalty fought over for centuries.

When the Empire became Germanic, largely due to the influence of Rick Priestly's infamous "Rickland," that pave the way for the Empire to become more Holy Roman Empire, and advance from simply medieval to pre-renaissance, where gunpowder exists but isn't strictly stabilised to the point where you got anything more potent than handmuskets and cannons from the forges of Nuln. This actually took the Empire OUT of the generic medieval fantasy setting it started as, and became a much more enlightened civilisation.

A lot of this is down to the design from WFRP, where the idea of Chaos cults and a gritty adventuring environment called for a setting that was as much about the social issues of the times than it was about killing monsters. There's a clear caste system in the Empire as it has evolved out of feudalism. You have the distinction between the bastions of safety that are cities, full of burghers, compared to the harsh realities of rural villages where horrors do genuinely lurk in the dark. The aristocracy and political elite are practically alien to the lower classes, and both academics and merchants are becoming forces of power in their own right. Then you have the clergy and the mages, with their powers and the will of the gods, dealing with forces known to imperil mind, body, and soul. Finally, you have adventurers, which muddy these waters, as they come from all classes, create dramatic change, and defy all order that would otherwise exist.

I don't think you can call that setting lazy. It's had over 40 years of evolution and development based on what the designers loved most of all - Earth History and Culture. The didn't name their great explorer that discovered the New World Marco Columbo because they were lazy. They did it because they were paying homage to explorers like Christopher Columbus, John Cook, and Marco Polo, who have become famous for discovering the distant places on Earth. The only difference is that in Warhammer, these three great explorers (and others) have all been combined into the great explorer Marco Columbo.

The world of HQ stayed static, whilst the Warhammer World hasn't, despite both being the same world. HQ is a snapshot of what the Warhammer World was like back in 89, compared to what it was before GW decided to throw it under a bus for Age of Sigmar. Many people prefer how the Warhammer World was in the late 90's, when WQ was released, and for many the original WQ is the spiritual successor of HQ because of the setting, and how it had evolved (compared to the Warhammer Quest brand now, which is a bit *lemony goodness*...). This golden age would also include when Mordheim was released, which started as Warhammer Skirmish, but effectively became a narrative skirmish game set in the ruined city of Mordheim (in the Empire), that bordered on being as close to a cross between a roleplaying game and a wargame as you could get. GW would go a bit further in this direction, with Inquisitor but never released a fantasy version of that game (which some think is a damn shame).

Compare that to what Hasbro has done, and you can see why there's a lot of angst and such a deep feeling of loss regarding NuHQ. The bar has been set so high by GW, and it appears that Hasbro hasn't even bothered attempting to get over it. They've deliberately faulted, or just conceded that they couldn't do any setting that was as good as the Old World, so haven't really bothered. I know Steven Baker, Teos, and the other devs had some "good" ideas, but they never really had any sort of shared setting in mind. HeroQuest is the brand, and NuHQ is going to see a bunch of questbooks, which will be a reprint of the original Old World quest books, and some new quest books which are going to be set in whatever area the authors decide to make up for their quest book to possibly make sense.

The problem isn't that NuHQ won't be set in the Old World. The problem is NuHQ won't be set in ANY world as far as Hasbro seems concerned. GW went from making games to making worlds, and their IP has grown over time. But Hasbro makes Toys and Avalon Hill makes games - they don't do worlds AT ALL. Neither of them have really had to - the closest Hasbro has come is to make IPs to sell action figures, and AH's primary classics are set on EARTH. So the closest we will get is some kind of ambiguous Earth/Old World hybrid, that can't be too much of either, but also can't be a perfect blend of both because that's essentially the Warhammer World is.

It's kind of like trying to find a colour between Yellow and Orange, without being able to use either Yellow or Orange, or anything related to them, because both Yellow and Orange, and any associated colours to both, are product identity. So instead, they won't specify the colour, and basically lampshade the whole damn thing...


Thanks Davane, you more clearly and eloquently stole the ideas out of my head to post here. Thanks for that, exactly the sort of message I was trying to convey, with all this setting discussion. Now here is a summons from my lawyer for IP infringement.

The colors analogy is especially apt.
Hasbro can't use Warhammer Orange or real earth history Yellow or Tolkien Red, for a setting, or invent a new shade of orange, and they can't just swipe the races and fantasy trappings from GW or LOTR and dump them on a brand new map like Warcraft did either. To invent completely new fantasy worlds like Hyrule would take too much effort for just a boardgame rerelease it would become designing a new game entirely.

There only options are A) rely on previously established fantasy tropes and use no setting, just the collective basic fantasy "setting" established as a genre.

or B) use an IP setting they own but didn't develop themselves such as Dungeons & Dragons (perhaps purple in the color scheme, Tolkien Red plus Gygax Blue) invented by TSR, bought by Wizards of the Coast, now bought by Hasbro.
D&D might be a setting option because they own it and it already is developed safe from any GW or Tolkien estate claims but still the familiar established fantasy setting. Seems they hedged that way anyway with the new character development for the bard, druid and warlock clearly 5th edition D&D even without clearly establishing a setting for new HeroQuest.
Last edited by Cael Darkhollow on March 5th, 2021, 2:43 pm, edited 1 time in total.
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Re: Overview of the Old World

Postby Kurgan » March 5th, 2021, 2:41 pm

As for calling HeroQuest "primitive" I'd prefer to call it "simple." It all depends upon your POV, but while some I introduce it to consider it complex, they won't make the same complaint about other games that are also complex... if they're interested, they learn it.

Maybe that deserves its own thread (or one already exists, come to think of it), but is there anything really cool in D&D that they should "steal" (they own it) and cram into HQ Remake while they're at it?

Being as how my knowledge of D&D is basically limited to the 80's cartoon, "Mazes and Monsters," and playing the Star Wars version of it a couple of times (oh and the arcade games!), I'd have to solicit the opinion of D&D experts.

I figured it was a convenient well for them to visit if they were trying to make up for the lack of GW approval. When I say "lazy" I don't mean that, obviously it takes work even to screw something up. I meant the fact that they didn't try to rewrite everything, but seem to have kept the rules and everything more or less 1:1 the same, with just a slight blending of the NA & EU elements and only forced to improvise when they were legally hampered from copying classic HQ (compare the way the proposed GZ project was all about expanding the existing material... this is much more sedate in comparison so far). Yes, the real issue is the quality of the "unlock" material, which is where they could end up creating some new history and lore that really grinds our (or your) classic gears.

And yes, for all we know, there's a bunch of hidden crap awaiting us, which will be discovered in the unboxing, if not before...
Last edited by Kurgan on March 5th, 2021, 3:19 pm, edited 2 times in total.


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