Why Heroquest is awesome!

Stormbringer":24j6c6zt said:
Well, I wasn't so much suggesting that HeroQuest launched the "dungeon-crawl" genre, but more the "four-plastic-heroes-moving-about-on-a-square-based-grid-fighting-plastic-monsters" sub-genre .

:grin: I'd say that was a loose collection of some mechanics and materials within an already established genre rather than a whole new genre in its own right - which focuses on the themes of adventure and combat within a dungeon environment. The vast majority of dungeon crawl boardgames are directly derived from D&D with floorpans and miniatures rather than HeroQuest. You can see some very familiar faces playing D&D in this style here.

There is an interesting comment from Bryan Ansell on Steve Caseys blog about the authorship of HQ. 6th one down.
 
Zhu Bajie":22d5zcni said:
The vast majority of dungeon crawl boardgames are directly derived from D&D with floorpans and miniatures rather than HeroQuest.

I'm not so sure. Although the D&D floorplans/miniatures are the origin of this type of play, I'd suggest that HeroQuest can be credited for turning what was a highly customisable visual aid system into a mainstream, self-contained board game package. Some of the best-selling dungeon-crawl games pay at least some homage to HeroQuest. Warhammer Quest and the recent Dungeon Saga by Mantic are obvious examples.


Zhu Bajie":22d5zcni said:
There is an interesting comment from Bryan Ansell on Steve Caseys blog about the authorship of HQ. 6th one down.

Ah yes, I have seen that before. Very interesting.


whiskey priest":22d5zcni said:
BROADSWORD!!

FIRE OF WRATH!!
 
optimus":29bir7ot said:
Fimm McCool":29bir7ot said:
As the game that first got me into the hobby I have very fond memories of HQ. A few years back I started playing again and whilst in its basic form it is, yes, a bit simplistic its simplicity means it can be customised very easily. I added skills tables, new equipment and spells, xp acquisition and 'Spirit Points' which determines how models react to the characters. I did find the D6s too weighted in favour of the adventurers, so now use D10s to give the monsters slightly more chance of defending and the heroes slightly less. In fact, I have two sets of d10s, one for 'normal' monsters and one for boss baddies which have even white and black shields. I think you can be very flexible as a GM in a game of HQ, it's a question of narrating the story rather than laying down technicalities. You have to give the players leading information and misdirection to lure them into traps and add to the experience. :)

So basically what your saying is the game is awesome, but only if you totally reinvent it? :?

No, basically what I'm saying is that by having a very simple mechanic you can take the game off in the direction you want it to go by adding to it. It's a quick and easy system which means it's easy to customise in a way that more complex games aren't. I like AHQ a lot for much the same reason.
 
Stormbringer":beg9ue0h said:
Zhu Bajie":beg9ue0h said:
The vast majority of dungeon crawl boardgames are directly derived from D&D with floorpans and miniatures rather than HeroQuest.

I'm not so sure. Although the D&D floorplans/miniatures are the origin of this type of play, I'd suggest that HeroQuest can be credited for turning what was a highly customisable visual aid system into a mainstream, self-contained board game package. Some of the best-selling dungeon-crawl games pay at least some homage to HeroQuest. Warhammer Quest and the recent Dungeon Saga by Mantic are obvious examples.

Yeah. I'm just not seeing it. AHQ, WHQ all owe much more of their meat and bones to minis-and-floorplans D&D than HQ. The concept of a D&D-lite boardgame was already proven with Dungeon, Warlock of Firetop Mountain Boardgame and a bunch of others. Basically I can get from D&D to dungeoncrawl games after HQ without needing to pick up anything specific from HQ. Sure it's a well loved example of the genre, but I can't see any significant thematic or design development that makes it important.

With some irony, I'd say that D&D Adventure game, with the pictorial dice and re-use of boards rather than room-tiles is more influenced by HQ. lol!

The best thing about Heroquest is Gary Chalk re-used a lot of motifs from Talisman in the art.
 
Zhu Bajie":2m3x7xgq said:
Sure [HeroQuest] is a well loved example of the genre, but I can't see any significant thematic or design development that makes it important.

I'm sorry Zhu, but HEROQUEST IS THE BEST GAME EVER MADE AND ANYONE WHO SAYS OTHERWISE IS WRONG! :mad:

Zhu Bajie":2m3x7xgq said:
With some irony, I'd say that D&D Adventure game, with the pictorial dice and re-use of boards rather than room-tiles is more influenced by HQ. lol!

We do agree here; that is why I mentioned it in the list of titles that claim spiritual descent. It is probably the closest thing to a to a reprint of HeroQuest that has ever been published.
 
What heroquest brought to the party was production values and more importantly a fan base. Just a guess really but I imagine heroquest has got to be the most popular (as in units sold) fantasy dungeon bash board game of all time.
 
Heroquest is what got me into the hobby, and has been my first love ever since.

HEROQUEST IS THE BEST GAME EVER MADE AND ANYONE WHO SAYS OTHERWISE IS WRONG! :mrgreen: :mrgreen: :mrgreen:
 
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