whiskey priest
Baron
BROADSWORD!!_____________________
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 .
Zhu Bajie":22d5zcni said:The vast majority of dungeon crawl boardgames are directly derived from D&D with floorpans and miniatures rather than HeroQuest.
Zhu Bajie":22d5zcni said:There is an interesting comment from Bryan Ansell on Steve Caseys blog about the authorship of HQ. 6th one down.
whiskey priest":22d5zcni said:BROADSWORD!!
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?![]()
ramshackle_curtis":33gnj263 said:I think they are great games. I love reductionism in gaming and I think both heroquest and SC were super little games.
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.
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.
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!
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