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Re: Advanced Heroquest - is the best?!

Posted by Billiam Babble on Feb 02, 2012; 12:19am
URL: http://the-lost-and-the-damned.71.s1.nabble.com/Advanced-Heroquest-is-the-best-tp7172021p7245179.html

Interesting observations.  Cool ideas.

When I play WHQ now, I love adding rules for extra doors and split the deck repeatedly, but you also have the option to backtrack and so the quest room isn't the final room.  It can make for pretty fast soloplay.

I bought AHQ recently, and I'm fairly impressed at how flexible the dungeon layouts can be, but WQ is just gorgeous to look at.

 There's a lot to be said for *not* limiting the game with cards - not to mention that rolling dice on a random dungeon generator can be lots of fun and very easy to adapt at short notice.  But I still like the idea of splitting the deck and knowing that the quest room is in the second half of the pile.

The WHQ rulebook is huge, but somehow AHQ seems more malleable - more pencil stats and hands-on mapping, also the henchmen are great idea (the original disposable redshirts of D&D!).
 
I'd flesh out the equipment lists.  Both games need a way of shopping / restocking whilst within the dungeon - so I'm probably throw in a sort of magical pedlar/"goblin market" card.  

Also, both games need more recharge zones / healing points / spell top-ups - for those utterly massive rolling megadungeons (I'd probably ditch the between-dungeon events - although forest "dungeons" would not be so hard to create - I made plenty of notes a while back, not to mention simple floor plans).

Both games need more passive-NPC encounters who grant favours, curses, subquests (I used to think this was part of a GW conspiracy to remove narrative or role-play from all gaming, all roads lead to the tabletop fight! ...)  )