Teldurn wrote:For those quests that have a board with lots of open space, say for instance a large forest, how do you handle monster placement? Do you treat it as one gigantic room and place all the monsters at once that are in line of sight to the players? Since the original board is fairly insular (narrow corridors, confined small-to-medium sized rooms), combat is pretty straightforward - go down the corridor, open door, fight. Rinse, repeat.
But how do you do it for large open spaces where all the monsters are visible right from the beginning? Seems to me that's a quick path to a Hero slaughter!
Teldurn wrote:Take, for instance, this wilderness geomorph set from Heroic Maps.
http://rpg.drivethrustuff.com/product/1 ... Wilderness
There isn't really much of anything there that would obscure line of sight from one end of the map to the other. How would you use that? Say your Heroes start at one corner of the map and you have monsters sprinkled throughout the map. Do you as the EWP just place them all on the board as soon as they enter the map and then rush them all at the heroes on your turn?
Second what The Road Warrior said about placing all of the monsters working. A Quest wisely designed doesn't require houseruling.
Since Z/M is free to retreat forces and muster for one assault, I'd add that an average assortment of monsters could prove too powerful for a large, open board. Forces would sometimes need to be weakened where the addition of extra monsters in one coordinated combat magnifies monster damage-potential. Slower monsters used at the front of a Quest wouldn't apply to this general nerf, as they could be reached and killed beforehand. Lots of Hero ranged attacks also mitigates this threat.
If available ranged attacks are too few or monsters are fast and plentiful, I'd say the Quest goal should be to mostly engage monsters in smaller groups. This will make use of more of the board rather than ending up with one Z/M-coordinated battle that could have been done in a smaller space in the first place.
One simple way to achieve seperation is to stipulate in the Quest notes that once a monster is placed on the board, it must move towards the Heroes to attack. This can pretty much end up being one big battle anyway, but at least it can be reduced to more managable waves.
Another solution could be to create a Quest map demarked with walled monster zones that aren't seen on the board. When a zone is crossed, the monsters within are placed. Night, blizzard, or fog conditions could explain this reduced line of sight.
A third trick is to place monster traps from the EQP and BQP. If multiple Wandering Monsters were set for a Quest, lots of ambushes would spring up with small groups of monsters. The Wandering Monsters could even be set up to change type as the Quest progresses. For instance, a Monster Card deck could be created with Goblins, Orcs, and Fimirs. After moving onto a monster trap a Monster Card is randomly drawn. Next, roll a red die. The number of monsters is determined as 1-2: 1 monster, 3-4: 2 monsters, 5-6 draw an additional Monster Card and roll again.





























