Posted by
Billiam Babble on
Feb 03, 2012; 1:15am
URL: http://the-lost-and-the-damned.71.s1.nabble.com/Advanced-Heroquest-is-the-best-tp7172021p7249275.html
The permutations of those AHQ tables can be quite complex - and as random dungeon generators go it's fairly simplistic.*
Mortis has posted up a fair few random dungeon generators, not to mention, the odd ingenious flash program written by other members (insert links here ...)
At least with tables you can have a cumulative turn modifiers - I was reminded of this a while back whilst playing
Chronicles of Arax (blog post), because you added the number of turns or "go"s to the roll which took you to the next numbered location.
In AHQ and WQ this means that the objective/quest rooms would be at the bottom of the table - with a guaranteed number of turns before reaching them. I.e. on a table where a d20 is rolled the quest rooms might be Entries 25, 26, 27, 28 (requiring a minimum of 5 turns or 5 locations to have already been used on a natural roll of 20) Did I imagine that AHQ had a system like this? (I don't my rules to hand)
I'm trying to remember by my extremely small but significant modification to WQ was the "extra entrance" roll of "none" to two extra exits from a room. Ignore this if it's a dead end - i.e. there's no cards left on that branch of the dungeon.
(It was something like ...)
After entering a room/chamber (not corridor) roll 1d6
1-3 = no extra exits,
4-5 = 1 extra exit,
6 = 2 extra exits (rare)
T-junctions had special rules too. Something like:
d6
1-4 no change,
5-6 an archway is added with 2x2 corridor making it an X-junction.
This did however mean that you can finish a dungeon in about three rooms if you're lucky (from a divided 12(?) card deck). Feels like manic roulette of a game! Made for great looking dungeons too.
To non-players of WQ this must all look very tame*, but the effect on the controlled probability and determinism in Warhammer Quest the game was mental!
(*AD&D (1st ed) random dungeon tables, anyone?)