Bareheaded Warrior wrote:. . .
2) Repeat the original quest, yes that gives the new group an advantage of prescience, but the disadvantage of less kit. Perhaps you could also let them find some, but most certainly not all, of the gold and equipment of their predecessors...and in some of the themed quests you would have to take this option - Quest for the Spirit Blade for example, if our first hero party fails then another will be sent cos we need that damned blade!
The Admiral wrote:It happens. Get a new party and start again. There are now quite a few quest options for a new party. I actually long for those early days of fresh Heroes starting out and building themselves up. The excitement of buying a shield and longsword long forgotten.
Kurgan wrote:. . . Most Artifacts are not required (Spirit Blade is probably the only exception) so it would be up to Zargon. I would take it with a difficulty thing. If the Heroes are almost certainly going to lose again (and again) with the loss of power that comes from losing the artifacts on a difficult quest being replayed, I would want them to be found again quickly. You can make up some storyline bit if you want to, like the bad guys stole the gear but hadn't found a good hiding spot for them yet (or perhaps the hiding itself is the trap, maybe there are guardians around it or its in a trapped chest, which is especially evil if they are starting without toolkits... BUT they still have the Dwarf or Rogue, don't they?).
Bareheaded Warrior wrote:. . .
Handling Failed Quests
If the heroes fail to achieve a quest objective, including if all the heroes die, then the game resets back to the start of that quest. Any Gold, Treasure Cards, Quest Treasures gained in the failed quest are lost, and the Quest must be started again with the original heroes and their associated items, as if the failed quest had never happened.
Some may comment on this being "unrealistic" but for me a better gameplay experience trumps realism in a game very time!
Possible extra rule: Heroes can only use the staircase to exit the dungeon once the Quest objectives have been achieved
I like Bareheaded Warrior's Handling Failed Quests rule for a no-fuss, workable way to get back to playing quickly. I also think rebuilding the strength of a party of Heroes is an opportunity not to be passed upon, so I'd prefer to play the online Quest 0, A New Beginning, upon a first-time TPK. To continue the fun, the Unfinished Quests advice at the end of the NA Instruction Booklet can be combined with seeding a balanced remainder of the defeated party's equipment and treasure into the retry Quest (minus a portion of treasure for retrying the Quest). The Heroes, barely prepared, must endeavor to recover as much of their predecessors' stuff as possible to succeed. This very well may mean retreating to the entrance for yet another retry (or two), but eventually the Quest objective can be accomplished and the new party of Heroes will be properly equipped to continue the planned Quest path.
























= one hit
= one hit & pushback
= cancels one hit








