• Advertisement

Make a small donation to Ye Olde Inn!

Donate via Paypal

Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.

Solo/Co-op play

Topics related to Games Workshops Advanced HeroQuest.

Solo/Co-op play

Postby ampersand » March 11th, 2023, 8:12 am

a couple of years back i remade warhammer quest (see link in my signature)
from our first game we played..we really didnt like it. i had spent best part of 3 years on and off. making new artwork. printing. painting etc. and when it was time to play. we ran a few dungeons. died everytime! it bordered on comedic.
i added the advanced rules. and still we didnt like the game. i'm not quite sure of the nostalgia it gives people. because when that game came out. i was a teenager. too interested in the female of the species to even want to get interested in WHQ.
advanced heroquest was and always has been the very definition of what a dungeon crawler should be for me. having done some work with slev over the years on his Reforged supplements. i wanted to make something that could tack on alongside slevs work.
and the things we did actually like in WHQ that were lacking in AHQ

I written n some very simple rules for Co-op play with very simple additions to create that more immersive feel without having a GM. also all of the additions are plug and play worthy so if you dont wish to use one or the other..you dont have to.
Simple travel system
No way as labour intensive as the WHQ version. with no amount of rolls based on settlement. its 1 roll. thats it. however some results may force you to diverge on your journey and cause more, but the base jounrey involves 1 roll. and is intended to be a lot less fatal to the heroes.

Random settlement events.
just a bigger chart. more things that can happen, more things to immerse your heroes in. but also like above. also make it less harsh and damning to the players

Quest Generator
in addition i am working on fleshing out the quest generator found on terror in the dark. taking the original method and enhancing it somewhat with more resolute quests that feel less sand boxey but also adding more quests
also. im bouncing the idea around of more epic campaigns that can be taken as the heroes in increase in fame. simple 3 quest level campaigns to more epic 5 quest campaigns possibly. again all under the guidance of a more compact set of quests that are straight forwards and only varied based on the dungeon and its inhabitants.

fleshing out each of the original to have 12 options each to give 60 options for basic quests
Rescue!
Retrieval!
Race Against Time
Exploration
Revenge!

as for epic quests...skies the limit right?


Race Specific dungeons
more compact method of rolling up monsters on matrices.
race specific hazards
also i took the idea even further of "what if' the hazards and things you uncover are more specific to the monsters n the dungeon? for example i really like that slev introduced corridor hazards..imagine as a rattle of whirring cogs and machinery is heard at the end of the corridor as a a doomflayer whizzes towards you, or discovering a master moulders experimental labratory, again ideas to fully immerse a co-op play and them it towards the race within the dungeon.

i think all of the above would be able to work very nicely and plug into the system as a whole regardless of what ruleset you use.

so interested to know within the very small fanbase of AHQ what your guys thoughts are?


Rewards:
Created a Hot Topic.
User avatar
ampersand

Orc Shaman
Orc Shaman
 
Posts: 395
Joined: April 16th, 2013, 1:51 pm
Forum Language: British English
Hero:
Evil Sorcerer: Zargon
Usergroups:
Champion Group Member

Advertisement

Make a small donation to Ye Olde Inn!

Donate via Paypal

Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.

Re: Solo/Co-op play

Postby RECIVS » March 14th, 2023, 2:36 pm

ampersand wrote:a couple of years back i remade warhammer quest (see link in my signature) from our first game we played..we really didnt like it.

I hear you. I never really liked WHQ or any other card-driven dungeon crawler for that matter; dice and sheets of paper are more convenient in my opinion. Introducing cards and card-driven mechanics in dungeon crawlers seems more of a commercial decision (to appeal to a broader audience) than an actual development. The results are there in plain sight, as those mechanics seem to dominate the DC scene nowadays.

ampersand wrote:advanced heroquest was and always has been the very definition of what a dungeon crawler should be for me.

Yes, it's a gem, but it does need major fixing. Some weird people (like us) may find that compelling rather than disappointing. ;)

ampersand wrote:so interested to know within the very small fanbase of AHQ what your guys thoughts are?

You know I'm for preserving the essence and feel of AHQ as much as possible.
User avatar
RECIVS

Ogre Champion
Ogre Champion
 
Posts: 195
Images: 0
Joined: July 18th, 2017, 1:36 am
Location: MTY NL MX
Forum Language: English (United States)
Usergroups:
Champion Group Member

Re: Solo/Co-op play

Postby ampersand » March 14th, 2023, 9:41 pm

Yes, it's a gem, but it does need major fixing. Some weird people (like us) may find that compelling rather than disappointing. ;)

im not necessarily talking about fixing anything. but actually adding new content. there are so many different variants of other peoples bodies of work floating around it doesnt need another person attempting it. im happy with what slev has done.
i am however talking about building upon that. but incorporating a more modern style of play. most people prefer a co-op game these days so encapsulating some of the better aspects of WHQ (ie the none dungeon related material) and doing an AHQ style version of. which of course retains the feel and essence because after all. its still the best dungeon crawler ..fixing required or not :P


Rewards:
Created a Hot Topic.
User avatar
ampersand

Orc Shaman
Orc Shaman
 
Posts: 395
Joined: April 16th, 2013, 1:51 pm
Forum Language: British English
Hero:
Evil Sorcerer: Zargon
Usergroups:
Champion Group Member

Re: Solo/Co-op play

Postby Stabsam » March 15th, 2023, 4:52 am

i am currently reading Slev's updated rules and i am aiming to understand his reforged approach compared to the "normal enhanced advanced HQ". But i don't have much time at the moment and i am also still building my miniature base.
Image

I probably will play alone a lot so i am also thinking about good matrices for rdm monster encounters and also how special characters would use their special abilities. But yeah i gotta finish digesting the rules and then make a few test games!
User avatar
Stabsam

Zombie
Zombie
 
Posts: 35
Images: 0
Joined: September 12th, 2022, 3:17 pm
Location: Germany Regensburg
Forum Language: British English
Hero:
Evil Sorcerer: Zargon

Re: Solo/Co-op play

Postby ampersand » March 15th, 2023, 11:53 am

Well i had a few ideas around random encounters amd ways to keep a relatively compact set of matrices to not have to use insane amount of models. But also other ways to introduce different types of bad guys through hazard encounters.

Im currently working on a skaven set.
So any help or ideas around types of skaven hazards would be most appreciated…once i have things together ill post up.
I think my method will plugin to any ruleset . But is generally factored around slevs reforged work. Purely because i helped with some of it. And its the rules i use…i havent however reviewed his new rules. Looks like quite a bit changed! Lol


Rewards:
Created a Hot Topic.
User avatar
ampersand

Orc Shaman
Orc Shaman
 
Posts: 395
Joined: April 16th, 2013, 1:51 pm
Forum Language: British English
Hero:
Evil Sorcerer: Zargon
Usergroups:
Champion Group Member

Re: Solo/Co-op play

Postby RECIVS » March 15th, 2023, 12:43 pm

ampersand wrote:i am however talking about building upon that. but incorporating a more modern style of play. most people prefer a co-op game these days so encapsulating some of the better aspects of WHQ (ie the none dungeon related material) and doing an AHQ style version of. which of course retains the feel and essence

Could you be more specific? On the other hand, what "better aspects of WHQ" are you referring to?
User avatar
RECIVS

Ogre Champion
Ogre Champion
 
Posts: 195
Images: 0
Joined: July 18th, 2017, 1:36 am
Location: MTY NL MX
Forum Language: English (United States)
Usergroups:
Champion Group Member

Re: Solo/Co-op play

Postby ampersand » March 15th, 2023, 4:00 pm

I mentioned them in my very first post and reiterated on the ‘none dungeon’ elements.
These things added to the journey for the players and added a nice rp lite vibe.

You seem to be focusing on any mention of WHQ a little too much.
Of all the things i have talked about only 1 of the points was exclusive to whq (travel)
I think my first post covers your question in its entirity other than what i have actually done to this point. Which once i have fleshed out tue ideas more i will share.
I was trying to create a community vibe so we could bounce ideas around!


Rewards:
Created a Hot Topic.
User avatar
ampersand

Orc Shaman
Orc Shaman
 
Posts: 395
Joined: April 16th, 2013, 1:51 pm
Forum Language: British English
Hero:
Evil Sorcerer: Zargon
Usergroups:
Champion Group Member

Re: Solo/Co-op play

Postby Stabsam » March 15th, 2023, 4:02 pm

I have been playing through the Warhammer Quest Card game with 3 other people and it was soo much fun though we lost. Def. worth checking out!
In one quest the skaven are responsible for a water poisoning below the city sewers. They have warpstone "stuff" in barrels and in this quest the party gets constant damage at the end of the turn, only way to set the damage timer slightly backwards is by searching for a warpstone item in the top 4 cards of the exploration deck. So in order to beat this quest the party has to always be aware of searching for enough treasures to reset the timer with finding the warpstone to make it to the end.
I dunno if that helps.
User avatar
Stabsam

Zombie
Zombie
 
Posts: 35
Images: 0
Joined: September 12th, 2022, 3:17 pm
Location: Germany Regensburg
Forum Language: British English
Hero:
Evil Sorcerer: Zargon

Re: Solo/Co-op play

Postby ampersand » March 15th, 2023, 4:49 pm

Thata exactly the sort of thing that can be used to flesh out the ideas.

I had a warpstone hazard room down as an idea but no real detail to it
Additionally
The whole poisoned sewers is another perfect example of a potential quest
I am trying to avoid race specific quests but it would work for any eace type really. These are the sort of ideas i am trying to build upon. Maybe i should post my quest ideas


Rewards:
Created a Hot Topic.
User avatar
ampersand

Orc Shaman
Orc Shaman
 
Posts: 395
Joined: April 16th, 2013, 1:51 pm
Forum Language: British English
Hero:
Evil Sorcerer: Zargon
Usergroups:
Champion Group Member

Re: Solo/Co-op play

Postby RECIVS » March 15th, 2023, 9:06 pm

ampersand wrote:I was trying to create a community vibe so we could bounce ideas around!

Oh, I see. That explains it.

ampersand wrote:I mentioned them in my very first post and reiterated on the ‘none dungeon’ elements.

Yeah, but there're quite some ‘none dungeon’ elements in WHQ. That's why I asked you to be more specific, as it wasn't clear what we were talking about here.

ampersand wrote:You seem to be focusing on any mention of WHQ a little too much.

For asking what aspects of WHQ were you referring to? really? You seem to be focusing on my opinion of WHQ a little too much.

ampersand wrote:I think my first post covers your question in its entirity other than what i have actually done to this point.

Not really, I'm afraid, but now I know you were just bouncing ideas around, not trying to be specific. My question wasn't about your first post, though.
User avatar
RECIVS

Ogre Champion
Ogre Champion
 
Posts: 195
Images: 0
Joined: July 18th, 2017, 1:36 am
Location: MTY NL MX
Forum Language: English (United States)
Usergroups:
Champion Group Member

Next

Return to Advanced HeroQuest Room

Who is online

Users browsing this forum: No registered users and 0 guests