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Legacy of Sorasil quest pack?

Discuss Quest creation and share Quests/Quest Packs you've created.

Re: Legacy of Sorasil quest pack?

Postby Anderas » December 27th, 2021, 6:45 am

Pancho wrote:I will say that we need to very careful about trying to force the layout of the video game on to a Heroquest game board. It’s not necessary or practical.


I am thinking about translating the Sorasil original quests to graph (Every room is a bubble, every door is a line between two bubbles) and then to fit the graph as best as possible to the board; then just make furniture and monsters fit as best as possible.
I am currently trying to translate Quest 7 to the board, it does not seem possible without applying brute force.

The first quest looks like this
click me....


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Re: Legacy of Sorasil quest pack?

Postby j_dean80 » December 27th, 2021, 12:13 pm

Anderas wrote:
Pancho wrote:I will say that we need to very careful about trying to force the layout of the video game on to a Heroquest game board. It’s not necessary or practical.


I am thinking about translating the Sorasil original quests to graph (Every room is a bubble, every door is a line between two bubbles) and then to fit the graph as best as possible to the board; then just make furniture and monsters fit as best as possible.
I am currently trying to translate Quest 7 to the board, it does not seem possible without applying brute force.

The first quest looks like this
click me....


Same problem I had translating The Shattered Amulet onto the HQ board. Some people like how I did it and others do not.
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Re: Legacy of Sorasil quest pack?

Postby HispaZargon » December 27th, 2021, 12:55 pm

Anderas wrote:
Pancho wrote:I will say that we need to very careful about trying to force the layout of the video game on to a Heroquest game board. It’s not necessary or practical.


I am thinking about translating the Sorasil original quests to graph (Every room is a bubble, every door is a line between two bubbles) and then to fit the graph as best as possible to the board; then just make furniture and monsters fit as best as possible.

Yeah, that's what I did before making this quest map for the first videogame's level. All the monsters there are in the equivalent room in the videogame, I have also tried as posible to place them in similar places. 95% of the doors there are in the videogame, and 95% of the secret doors there are also in the videogame... Furniture is also the one shown in the videogame which can be represented by an existing furniture or tiles from HeroQuest and its expansions. Artifacts and rewards are placed in the same locations as videogame. I have also explained some of the events from the videogame in the questnotes like the Vampire location after escaping... and so on. The posible paths that heroes can follow in this quest map are 95% the same ones as in the videogame. The only mayor difference from the videogame level are the number of traps which are hardly reduced in this quest map and shape and aspect of the rooms and corridors which not always is possible to use an accurate room for that from que board, but that's all.

Of course, if this master map would be enough faithful, the next step would be modifying it in order to improve the gamming experience (i.e. adapt number of monsters, adapt rewards, etc). I already included some suggestions for that purpose in such previous post.


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Re: Legacy of Sorasil quest pack?

Postby Pancho » December 27th, 2021, 1:52 pm

HispaZargon wrote:
Anderas wrote:
Pancho wrote:I will say that we need to very careful about trying to force the layout of the video game on to a Heroquest game board. It’s not necessary or practical.


I am thinking about translating the Sorasil original quests to graph (Every room is a bubble, every door is a line between two bubbles) and then to fit the graph as best as possible to the board; then just make furniture and monsters fit as best as possible.

Yeah, that's what I did before making this quest map for the first videogame's level. All the monsters there are in the equivalent room in the videogame, I have also tried as posible to place them in similar places. 95% of the doors there are in the videogame, and 95% of the secret doors there are also in the videogame... Furniture is also the one shown in the videogame which can be represented by an existing furniture or tiles from HeroQuest and its expansions. Artifacts and rewards are placed in the same locations as videogame. I have also explained some of the events from the videogame in the questnotes like the Vampire location after escaping... and so on. The posible paths that heroes can follow in this quest map are 95% the same ones as in the videogame. The only mayor difference from the videogame level are the number of traps which are hardly reduced in this quest map and shape and aspect of the rooms and corridors which not always is possible to use an accurate room for that from que board, but that's all.

Of course, if this master map would be enough faithful, the next step would be modifying it in order to improve the gamming experience (i.e. adapt number of monsters, adapt rewards, etc). I already included some suggestions for that purpose in such previous post.

The bride/chasm tile in the top right gameboard quarter; are the ends of the bridge supposed to open out to the rooms immediately adjacent to the left or the right?
If so, you need to put doors there to show this. If not, then I can’t see a way to complete the quest.

Other than that, that’s a very cool map and nicely designed. I’d enjoy playing it I think.


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Re: Legacy of Sorasil quest pack?

Postby therealshrek » December 27th, 2021, 1:55 pm

Hmm, not going to quote , would be two pages of it, haha.
So I will just voice my thoughts. I think everyone is looking at this the wrong way.
"Legacy of Sorasil, IS Heroquest II" The video game was never an expansion of Heroquest, it was Heroquest taken to the next level.
More Monsters, More Spells, More Rewards, Heroes of higher power.....
If we are trying to remake it as intended, then it will not simply be an expansion.

It will be "Legacy of Sorasil, Heroquest II"
A full game system like the Main Box that can be played as a stand alone, or in combination with Heroquest.

This is where we go to the original (HQ2) Advanced Heroquest, and incorporate the Random Dungeon System (allowing for the video games Maps)
The random tables include rules for the standard Heroquest board, both as a stand alone dungeon and also as part of a random Dungeon.

AND all the Monsters could easily be incorporated, There could even be an independent Monster Guide with all new Monsters
as well as all Monsters from all expansions, and show the system for creating champions and bosses for the Monsters.
But miniature wise only include the new ones. And Double Doors would simply become one of the many new additions to the game.

And the XP system would explain the higher power, and ability to have more spells, because it only happens after it is earned.
Using this method, the new heroes could be given compatible stats with the old ones and not the other way around, maintaining the current characters
while making new ones available , because they too would have to earn their "greater power"
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Re: Legacy of Sorasil quest pack?

Postby HispaZargon » December 27th, 2021, 3:38 pm

Pancho wrote:The bride/chasm tile in the top right gameboard quarter; are the ends of the bridge supposed to open out to the rooms immediately adjacent to the left or the right?
If so, you need to put doors there to show this. If not, then I can’t see a way to complete the quest.

Other than that, that’s a very cool map and nicely designed. I’d enjoy playing it I think.

Thanks... No, they are not. This bridge tile and its left room are supposed to be the same room (7x5 squares in total).

If you check page 20 of Against the Ogre Horde questbook, quest "Pit of Chaos", I think you will interpretate my quest map better. There you can find the official interpretation of the same room tile, see picture:

Pit_of_Chaos_bridge_detail.JPG

Extracted from its quest notes...

(C) The center of this room is a bottomless pit, over which one small bridge stretches. Any character or monster who falls into the pit dies. (off-the-topic comment: I never found any situation according to game rules that could push any hero to the bridge pit, but the quest note says that... the same for the Pit of Chaos tile and so on...)

P.D.: I think the idea of having ghosts around the heroes when crossing the bridge is an interesting situation if we assume the ghosts can fly and they can attack from the abyss squares, but the heroes cannot. I suggested in previous post some ideas for the ghosts' special rules.
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Re: Legacy of Sorasil quest pack?

Postby Pancho » December 27th, 2021, 4:14 pm

Hispa-Zargon I know how that tile works in the Ogre pack, I just thought you were going to put doors at the end of the bridge, otherwise I think your quest doesn’t work. Unless I’m being blind?
How are the Heroes supposed to get to the exit? Maybe the blocks at M or J move or something?
Also, less of an issue, the Heroes don’t even need to go into the chasm room and your ghosts are wasted. The bridge just leads to a dead end.


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Re: Legacy of Sorasil quest pack?

Postby HispaZargon » December 27th, 2021, 4:45 pm

Pancho wrote:Hispa-Zargon I know how that tile works in the Ogre pack, I just thought you were going to put doors at the end of the bridge, otherwise I think your quest doesn’t work. Unless I’m being blind?
How are the Heroes supposed to get to the exit? Maybe the blocks at M or J move or something?

Yes, I explained it in the quest notes...:

M: If a hero searches for Secret Doors in this corridor he will find one in this blocking rock tile. If they open it, remove the tile from the board, giving access to the rest of the corridor. If a hero defeats the Skeleton at the other side of the door will find 100 gold coins. (Alternative fanmade solution: Eliminate this reward and considered it covered by rewards from Treasure deck cards)

I did it in such way to avoid using another secret door tile since the basic game + expansions has no more than 12, I guess.

I also thought a fanmade adition which was providing to the Ring of Wonders they found in letter H the ability to move rocks... this will allow them remove such rock, previously explained by runes written there or something similar and it gives some meaning to the ring (honestly I don't know yet what it can be used for in the videogame), but that is only an idea, I have not written it in the notes.

Pancho wrote:Also, less of an issue, the Heroes don’t even need to go into the chasm room and your ghosts are wasted. The bridge just leads to a dead end.

Yes of course, the bridge is an alternative path but as happens in the videogame, such room is where the Vampire escape, and the Vampire has the Ring of Elements which is needed to defeat the Golem... so crossing the bridge could worth the heroes if they want to defeat the Vampire...


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Re: Legacy of Sorasil quest pack?

Postby Pancho » December 27th, 2021, 5:13 pm

HispaZargon wrote:
Pancho wrote:Hispa-Zargon I know how that tile works in the Ogre pack, I just thought you were going to put doors at the end of the bridge, otherwise I think your quest doesn’t work. Unless I’m being blind?
How are the Heroes supposed to get to the exit? Maybe the blocks at M or J move or something?

Yes, I explained it in the quest notes... I did it in such way to avoid using another secret door tile since the basic game + expansions has no more than 12, I guess.

I also thought a fanmade adition which was providing to the Ring of Wonders they found in letter H the ability to move rocks... this will allow them remove such rock, previously explained by runes written there or something similar and it gives some meaning to the ring (honestly I don't know yet what it can be used for in the videogame), but that is only an idea, I have not written it in the notes.

Pancho wrote:Also, less of an issue, the Heroes don’t even need to go into the chasm room and your ghosts are wasted. The bridge just leads to a dead end.

Yes of course, the bridge is an alternative path but as happens in the videogame, such room is where the Vampire escape, and the Vampire has the Ring of Elements which is needed to defeat the Golem... so crossing the bridge could worth the heroes if they want to defeat the Vampire...

Ok sorry, I forgot that you gave us the quest notes a few pages before :lol: it’s been a long Christmas here with probably too many drinks |_P .
In that case it’s a very cool quest. I love it. You’ve obviously put a lot of thought and skill into building it. I have a few minor suggestions, mostly to do with the alternative fan made notes you make in blue text, that I’ll post later if you think it will be helpful.
I’m super happy about this pack now, there’s a lot of work to do but I think it’s going to be great.


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Re: Legacy of Sorasil quest pack?

Postby HispaZargon » December 28th, 2021, 7:28 pm

therealshrek wrote:Hmm, not going to quote , would be two pages of it, haha.
So I will just voice my thoughts. I think everyone is looking at this the wrong way.
"Legacy of Sorasil, IS Heroquest II" The video game was never an expansion of Heroquest, it was Heroquest taken to the next level.
More Monsters, More Spells, More Rewards, Heroes of higher power.....
If we are trying to remake it as intended, then it will not simply be an expansion.

Of course, that's the idea I have, it should not be just a questpack if we would want to cover all the videogame aspects you say. However, I don't see any problem to consider it an expansion... I mean, the only limit I understand we could have are the basic rules of the board game (i.e. combat rules, how works spell casting, how works the searching actions, etc.), if they are not changed, it may be considered an expansion. Adding new spells, adding new heroes, adding new monsters, artifacts, maps, etc. are compatible with the concept "expansion", I think.

therealshrek wrote:It will be "Legacy of Sorasil, Heroquest II"
A full game system like the Main Box that can be played as a stand alone, or in combination with Heroquest.

This is where we go to the original (HQ2) Advanced Heroquest, and incorporate the Random Dungeon System (allowing for the video games Maps)
The random tables include rules for the standard Heroquest board, both as a stand alone dungeon and also as part of a random Dungeon.

AND all the Monsters could easily be incorporated, There could even be an independent Monster Guide with all new Monsters
as well as all Monsters from all expansions, and show the system for creating champions and bosses for the Monsters.
But miniature wise only include the new ones. And Double Doors would simply become one of the many new additions to the game.

And the XP system would explain the higher power, and ability to have more spells, because it only happens after it is earned.
Using this method, the new heroes could be given compatible stats with the old ones and not the other way around, maintaining the current characters
while making new ones available , because they too would have to earn their "greater power"

That's another interesting approach, of course, but it sounds as it would be another board game, with so different mechanics than the classic HeroQuest. I guess the hard challenge here is having everything around Legacy of Sorasil's videogame available to be played just using classic rules's mechanics with some new additions as required as official questpacks do. That's what I would like to see solved one day... If I would need to design or accept using too many new basic mechanics to play it, or randomly generated dungeons and things like that... I would probably play other game.

Pancho wrote:Ok sorry, I forgot that you gave us the quest notes a few pages before :lol: it’s been a long Christmas here with probably too many drinks |_P .
In that case it’s a very cool quest. I love it. You’ve obviously put a lot of thought and skill into building it. I have a few minor suggestions, mostly to do with the alternative fan made notes you make in blue text, that I’ll post later if you think it will be helpful.
I’m super happy about this pack now, there’s a lot of work to do but I think it’s going to be great.

Yeah, of course Pancho tell me, please, this has been jsut a first approach. |_P |_P


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