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Well, I frequently use the term "Gamemaster" (GM) when referring to the player in question here in the forum or in the quests I write. I would call him Morcar were it not for the miserable fact that they renamed him in North America. For me, "GM" is just a simple way to avoid typing "Morcar/Zargon" all the time.knightkrawler wrote:By the way, I always want to puke when I read or hear people talk about dungeon mastering in HeroQuest. It happens a lot, especially among the Germans ('Spielleiter').
There is no dungeon master in HQ.


Big Bene wrote:For the original question, I'd say you should make the quests harder. This can be done by using more monsters of the "grey" variant, and by making some green or undead monsters champion characters with increased stats (plus using more traps and more monsters alltogether). No need to beef up all orcs or to leave orcs out entirely.


I mostly do the first thing in my quests. I only have fun if the heroes have fun. A good quest is one designed so that the heroes can almost make it (maybe one of them dies). If you kill a hero in your first 2 rooms then your quest is hard and the heroes don't have fun. And they don't come back next time.knightkrawler wrote:I always try to be three things when Morcaring:
- The referee: the legislative (I'm wrote the rules), the executive (I play thereafter and stick to them) & the judicative (I interpret if something comes up and have the only voice therein)
- The fifth player: I have the right to as much fun as the heroes do; I know my part and I use my strenghts, trying to explore the players' weaknesseseseses
- The enemy: I am evil, the players are good, I'm khaos, the players imperial, I am legion, the players are four, I am alone, the players cooperate
These three roles I play give me right and yet also the duty to play fair, but as evil as I can, exploring the 'may's' and 'cannots' of the game.




Big Bene wrote:Well, I frequently use the term "Gamemaster" (GM) when referring to the player in question here in the forum or in the quests I write. I would call him Morcar were it not for the miserable fact that they renamed him in North America. For me, "GM" is just a simple way to avoid typing "Morcar/Zargon" all the time.
knightkrawler wrote:Big Bene wrote:For the original question, I'd say you should make the quests harder. This can be done by using more monsters of the "grey" variant, and by making some green or undead monsters champion characters with increased stats (plus using more traps and more monsters alltogether). No need to beef up all orcs or to leave orcs out entirely.
Agreed. To add to that, two quest in Wizards of Morcar are precedence cases for that. Therein Skeletons and Orcs respectively are in general beefed up. They are personal guards for Grawshak and Fanrax. These are just the two quests that spring to mind immediately, and there are many more.
Then there's the option to give monsters crossbows, to let them defend with white shields, or to let them move/attack/move....
Goblin-King wrote:Assuming the damage has been done and you've already let the heroes grow too strong...
Another possibility is to just send hordes of monsters against them.
Sure they may not be particularly afraid of orcs, but throw enough at them and the will slowly be whittled down...
tasoe wrote:Finally, as a way to toughen several monsters or bosses, I give them re-roll instead of adding crazy body points or dice.
Chaos warriors who re-roll their failed defence dice live longer so they deal more damage.
The same way that a boss 6A/6D/6B is not as good as all 5s but re-rollable attacks and defenses.
The problem is that a monster with 6 attack can get a lucky shot in and one-hit-kill an unlucky hero. I don't want that to happen so 4 attacks with re-roll will do at the most 4 body points of damage, while the average result is the same, 3 skulls in both cases. More efficiency and less unexpected lucky/unlucky dice rolls that can destroy a nice afternoon set up for a couple of quests when a hero dies at the beginning of the quest.


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