Posted by
TheConvenientSkill on
Jan 10, 2012; 1:15pm
URL: http://the-lost-and-the-damned.71.s1.nabble.com/Advanced-Heroquest-is-the-best-tp7172021.html
I have this long held belief that AHQ is the best of the GW dungeon delvers. This really comes from the actual game mechanics, rather than any of the other added on stuff (which I admit WQ does really well).
D12 is just so much better than D6, AHQ really was WRFP without D%, Careers and Fellowship (easily added back in to create a real RPG experience).
One of the things I've been dabbling with is adding in the better elements from WQ to AHQ to create the true dungeon delver that is nearly there in both games.
From my experience these are the settlement and travel events (although modified to remove the complete random nature of resolution), and the card based 'rooms'.
The events are easily added and amended (maybe some day I'll post my work in progress, but they are currently on paper (how 20th Century!)).
The rooms thing I've been thinking lately could be handled thus:
Corridors are generated per the AHQ rules.
Whenever a room is discovered a card is drawn.
This dictates which room is placed behind the door.
If there are additional doors beyond this room some of the cards are placed beyond these doors (exactly like splitting the pack at a T junction in WQ).
This eleviates the problem that characters won't go into rooms because eventually they will always discover the way down/objective room.
I'm currently thinking normal playing cards referenced to a sheet (this avoids the problem of knowing which type of room is next by the quality of the card).
Any comments/critiques.
BTW these are completely untested, maybe one day I'll get 'round to it!