Showing posts with label Heroquest. Show all posts
Showing posts with label Heroquest. Show all posts

Wednesday, November 4, 2020

Heroquest reprint

 If nothing else, it’s cheaper than buying the miniatures and furniture separately, though I’ve already invested in half of that when I cobbled together the pieces for advanced Heroquest out of spare parts.  AHQ also has a solo mode and a set of rules for using the original Heroquest pieces, so I’m looking forward to using them with the reprint. I don’t hate the new art, I’m just glad it’s not a radical redesign, and the Barbarian still exists and is recognizable.

Monday, October 26, 2020

Dungeoncrawling

 I think that pure dungeon crawling works better in a board game, where its more natural to measure distance by counting actual spaces moved by a miniature, and turns by going around the table.

  In a more free-form role playing game, exact measurements of distance and time can get fuzzy, and start to get handwaved away. They're also primarily the responsibility of the dungeon master, who bears the burden of running the whole game, so technical details like that quickly get dropped. It's why 5e has no mention of a dungeon or exploration turn, and a throwaway chart on travel pace.

  Advanced Heroquest and Warhammer Quest absolutely nail the feeling of a tight dungeon crawl to me. The actual "role playing" aspect of the game happens outside the dungeon, when players can interact with NPCs, travel to new areas, and prepare for the next dungeon. 

When I ran 5e, I felt like I was fighting the system itself in order to run any kind of campaign through it, as characters had too many spec...