Decipher wrote:The issue with making any type of unofficial quest, even a single one, is it will somehow overpower the Heroes in one way or another, no matter at what time you play the quest(s). So if you play a custom 4 quest pack between the game system and Kellar's Keep for example, the Heroes will be more powerful going into Kellar's Keep. As far as starting new characters, I don't see an issue with playing something like a 4 quest solo pack with a new character. The SOUL purpose of this whole project is to scratch the HQ itch when a group of players can't get together to play a full game. In a sense, this would be one of those things where you would play on a weekend. You will get the feel of a complete HQ experience tailored just for a single player. Yes, I know, a single player could play all four Heroes, but in my opinion, that is not how HQ is supposed to be played. However, playing solo isn't the way HQ is supposed to be played too. Should this Solo Quest Pack tie into the main Milton Bradley HQ product line? I'd say that's personal preference. I don't think myself or anyone for that matter would be able to insert a generic custom quest pack between official quests/quest packs that could keep the game balanced as it was originally designed while having something that's both fun and challenging at the same time. Removing gold, equipment, armor, weapons a Hero has earned while playing the Solo Quest Pack so he can play the official quest's is not a fair or a cool thing to do to a player.
Like I said, in my opinion, the Solo Quest Pack should be treated just as that, a solo game all on its own. Something that can be played as a last resort if only two people are available to play. I think an average game master could easily throw in some monsters and traps on the fly if he wanted to use the Solo Quest Pack to host a full hero group.
It's your questpack, and your effort Decipher. You should make it exactly as you would like it to be



































