I would like to open this new forum in order to deal with something I have been many times thinking about: it would be possible to create a good Hero Quest Quest Pack based in the classic 1989's Golden Axe arcade videogame? and, if possible, also adapt its later sequels and/or other custom fanmade quests, etc. to new quest packs? I am talking about adapting it to the North American rules of Hero Quest.
Why thinking about this? Well, here are my five reasons:
- Reason #1: Although I am not an expert of the Golden Axe videogame, I love it. It would be probably one of the first videogames I played in my childhood and I still remember it today. I played it in several platforms, first in Arcade version at bars/arcade saloons, mostly played the Spectrum version at home which I still owns, a little bit played to Amstrad’s one in a friend’s home and of course I played the PC version and abandonware emulators years later at home.
- Reason #2: I have searched through internet and, surprisingly (or not, we will see…), I think nobody has tried to make an adaptation of Golden Axe to the Hero Quest environment nor other similar one.
- Reason #3: Golden Axe lore is based on a fantasy world, in fact not too much complex, where exist magic, heroes, barbarians, dwarfs, creatures, good people, bad people, etc. like in Hero Quest lore.
- Reason #4: Golden Axe is a videogame, which playing mechanics are simple and basically focused in hand to hand combat with some punctual use of magic, like Hero Quest boardgame.
- Reason #5: Golden Axe videogame follows a simple story line, divided in a few stages, with a final boss to be defeated, like a typical quest pack of Hero Quest boardgame.
So, why do not doing it? Come on, let’s goooo!!! …. Well, wait, wait. Unfortunately, it does not seem such easy. Of course inventing a direct adaptation of the Golden Axe characters, enemies, etc. should not be to much difficult and it is the first task I have tried to do but, the important aim for me is not creating a Golden Axe Quest Pack… the aim is creating a GOOD Golden Axe Quest Pack, something funny to be played and, I think it is not such easy to create and that’s the reason I would like to share with you my thoughts about it, in order to get ideas or other opinions. Of course I already have some ideas to start working, which I am going to explain later.
Ok, so, making a good Quest Pack I think it should not be easy. Why? Well, Golden Axe videogame and Hero Quest not only have things in common; they also have some differences that could put this dream in risk, which are at least the following ones (their order does not mean importance grade):
- Difference #1: In Golden Axe the heroes fight because they have suffered personal losses while in Hero Quest the heroes fight trying to reach glory and fortune. This means that in Golden Axe, the heroes do not search for gold since they are not supposed to need it to accomplish their mission. In Hero Quest, the heroes search for gold everywhere because they need it to buy equipment, contract mercenaries, etc. and, in fact, they need it to become rich people. In Golden Axe the heroes work for vengeance so they perfectly know what is their mission, nobody tell them how to do it or where the bad guy is because they already know all of it, again they are the owners of their mission. In Hero Quest the heroes try to achieve the missions that a third person, Mentor, more or less on behalf of the Emperor, says/guides them by telling what must be done, which make easier to design new contexts for quests.
- Difference #2: Golden Axe videogame story mainly happens outdoor. This means that there are not dungeons, only some alone castle room or wall, but that’s all, the rest of the time, the heroes in Golden Axe go through forests, paths or villages streets. In Hero Quest 99% of the playing events happen inside a dungeon, with corridors, rooms and all kind of indoor places, but not outside it, so the Hero Quest playing rules are designed to be interesting in such environment.
- Difference #3: Instead of resting in a safe town, Golden Axe heroes like to rest between stages in dangerous forests, where small elven thieves appear every night to steal their magical potions (or, in the other hand, the heroes prefer resting in a forest since they also can steal food to those small elves without alerting nobody else because, although they want to save the world from Death Adder, they think it is a good idea to violate the elves' rights stealing them their food after kicking their ***
- Difference #4: In Golden Axe videogame, there are domestic creatures that can be mounted as horses by both the heroes and their enemies while in Hero Quest not so, no official rules exist about riding animals in the board game nor sharing them with the monsters so, they will be needed to be created.
- Difference #5: The magic in Golden Axe seems that can be casted by any hero, even if it appears to be a warrior while in Hero Quest, only heroes with some kind of magic training knowledge or some race magical background like the Wizard or the Elf, respectively, can cast spells by themselves. Additionally, in Golden Axe, the heroes magic knowledge seems to be only limited to one kind of magic but casted with different levels of intensity; in Hero Quest board game, heroes and evil characters who know magic, use to cast spells of more different types, not always the same one, which leads to a richer playing experience with different playing strategies. Fortunately, in fact, I think Golden Axe heroes don’t know how to 'naturally' cast spells as a magician but, they know how to use those blue magical potions to cast spells which, it could be understood as they know how to use such magical items or artefacts, like in Hero Quest the magical scrolls are used by, for example the Barbarian so, in my opinion this difference could not be too difficult to fit in the Hero Quest rules environment.
- Difference #6: Golden Axe videogame presents its playing mechanics as a game where there is very low interaction between players. They have no equipment to share, they have no spells to launch to each other, they have no traps to disarm to let the other heroes advance, etc. In Hero Quest videogame, all of those cooperation actions and more can be done by players so, the board game is designed as team building is important to achieve the quest objectives and, in fact, some strategic decisions are needed to be made by players.
- Difference #7: Golden Axe presents a linear story where the heroes seem to know very well the path they need to follow through the map. In other words, the players in Golden Axe do not need to explore, they only need to advance because the game don’t allow them to choose any path, there is only one. In contrast, one of the main successes of Hero Quest board game is that players must do exploring tasks through the dungeon since it is the first time the heroes are there.
Well, those are only some differences, probably there are more. I know that many of those differences are motivated due to Golden Axe and Hero Quest where designed for different purposes, one is a videogame which mission is earning coins as fast as possible and the other is a game which tries to entertain a group of people at home during at least one or two hours, so making a good adaptation of Golden Axe to Hero Quest is a real challenge. There are many aspects of Hero Quest game mechanics that makes it a funny and/or interesting game that a direct adaptation of Golden Axe to a board game under Hero Quest environment would not have if we don't design it with care. I am afraid to finally design an adaptation which only consists on how the players advance just by rolling dice and killing enemies in automatic mode like in the videogame and anything else... ok, we honestly know that the original Hero Quest has much of that, sometimes the players waste much time just rolling dice but, we would try to avoid it. Fortunately, in Hero Quest there use to be events like traps, wandering monsters, treasures, exploring options, etc. that change in some way such ‘rolling-dice’ routine so, the final adaptation should also cover in some way a kind of diversity in events if we want to create a good playing experience but respecting the original lore, charm and feelings of the Golden Axe videogame.
Now, it’s late in the Old Continent. This post is the first contact but, as above mentioned, I already have in mind some first drafts and ideas of how all of this could be made, but also many doubts. I will try to separated them by means of different subjects: lore, characters, enemies, magic, game mechanics, design of quests, miniatures, tiles, etc. so, in next posts I will try to separately share and discuss with you my thoughts about all of them.
To be continued…











