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welcome
Interesting idea but some more information would be useful ... what rules and mechanics would you be using from each game? A lot the armature game design we do around here taking the bits we like from different games and combining them to create something new that plays in a way we like.
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~The ravings of a single mad Goblin is bad enough, but such a power-hungry, malice-filled creature as Mortis can never hope to be understood~ |
In reply to this post by mo123813
This person is clearly insane.
BURN the heretic. (I like it) |
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In reply to this post by mo123813
Yea, I was hoping for some explanation and discussion in this thread, but nothing seems to have to of it ...
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~The ravings of a single mad Goblin is bad enough, but such a power-hungry, malice-filled creature as Mortis can never hope to be understood~ |
I think it's because the idea of a combined Talisman&Heroquest game is very nice, but at the same time is very hard to develope. I've tried to merge the two games and I see that the Talisman cards (places, events, strangers...), need a complete restyiling or sometime, much of them, must be banned to work fine in a heroquest-like game. For example to combine the two games, there could be useful the creation of a non-modular board with standard rooms (to substitute the various places in talisman), restricted and revisited characters and a new system for spells and movement... I think that in the end of all the conversion process, the result is a sort of Warhammer quest-like game, that could become too repetitive in few maches, this thing kills the heart of Talisman: the variability of each game, despite to the goal of the game that always is the same. I remember that in the "Event deck for HQ topic", Mortis, you hit it on the nail, when you suggest to reduce the casuality of the event deck, with the use of smaller selected decks, depending on the quest genre because the pre-planned nature of heroquest. Maybe the combination between the two games, the one based on the casuality and the other one based on the planning ahead, could auto-destruct the spirits of the two games. "Don't cross the streams" said Egon Spengler! However this idea give me inspiration to a new self-standing game without Game Master, with new rules (something different compared to Talisman or Heroquest), where two or more warbands (each warband composed of two or more players) compete against each other to reach the "powerful thing" in the centre of a "random generated events" dungeon.
+ Other planes lie beyond the reach Of normal sense and common roads But they are no less real Than what we see or touch or feel. +
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Sorry to hear that dude, I though it was strange you posted the start of what I'm sure will prove to be an interesting topic and then disappeared before any discussion started. I look forward to reading about your ideas in the near future. In the mean time why not post an introduction on the cleverly named Introductions Page There is/was a Talisman Dungeon expansion for 2nd edition (now re-worked for 4th) that worked along these lines as a sort of sub-quest/side-quest to the main game (it has it's own board and dungeon event cards). Also TSR had a game out at the end of the 70's/early 80's simply called 'Dungeon' (later re-vamped in the 90's as 'The Classic Dungeon') that is very similar to what you describe. In fact many fantasy board games work (loosely) along a similar principle, 2 others that spring to mind are DungeonQuest (Drakborgen) and The Warlock of Fire-Top Mountain boardgame
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~The ravings of a single mad Goblin is bad enough, but such a power-hungry, malice-filled creature as Mortis can never hope to be understood~ |
I know this expansion and this game! But now, thanks to you, I know theirs mechanics too! By the way, yesterday I was thinking about this post, and I asked to myself: "It does exist a boardgame that simulate a 'deathmach-like videogame'?" I found nothing on the web, so I'm redirecting the question to you... maybe it could be a good compromise between the two games.
+ Other planes lie beyond the reach Of normal sense and common roads But they are no less real Than what we see or touch or feel. +
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It's a little off topic for this thread, but I'll point you in the direction of a game called FRAG by Steve Jackson games. I haven't played it myself but I've been told it's rather good and quite fast playing. Check out: http://www.sjgames.com/frag/ if you want to discuss it further I suggest starting a new thread and seeing if anyone else has played
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~The ravings of a single mad Goblin is bad enough, but such a power-hungry, malice-filled creature as Mortis can never hope to be understood~ |
In reply to this post by mo123813
The Talisman board could perhaps be used as a sort of overland map, with the heroquest/advanced hq board(sections) used when a character enters a dungeon (ala the Talisman Dungeon expansion)? I've thought of using a sort of overland/world map in conjunction with Heroquest (or Advanced HQ), though using the Talisman board never crossed my mind.
“Like the wind crying endlessly through the universe, Time carries away the names and the deeds of conquerors and commoners alike. And all that we are, all that remains, is in the memories of those who cared we came this way for a brief moment.”
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In reply to this post by Marchomer
Actually since making this post I have now played FRAG and I've got to say it's a very good game, expect a needlessly long post about it soon
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~The ravings of a single mad Goblin is bad enough, but such a power-hungry, malice-filled creature as Mortis can never hope to be understood~ |
+ Other planes lie beyond the reach Of normal sense and common roads But they are no less real Than what we see or touch or feel. +
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