Re: guidance on Heroquests

From: James Sterrett & Corinne Mahaffey <jscm_at_...>
Date: Mon, 22 Jan 2001 18:52:14 -0500

>Yet again> More spoilers ahead.

>Things that some of us on the list thought helped, and
>have been refuted by the designer, are temple size and
>season in which you quest.

Ah-ha! 8)

[much useful advice snipped]

>Oh, and I'm one of those who often does a hero-quest
>in the first few years of the game. I find that often
>even one quest passed can greatly improve the odds of
>survival (especially on the hard game). So I
>generally look through my leaders and decide who looks
>like the best potential quester, then I set out to
>learn that quest, and to prep. Usually it is a case
>of "OK, we know the myth, this year we were able to
>build up a couple of magic points, lets plan on doing
>it next year." So in dark/storm I start doing all the
>relevant things to get ready. I would say the early
>quests that make the biggest difference are: Ernalda
>feeds the tribe for future good harvests, Challana
>Arroy heals the scars for improved relationships with
>neighbours, and Elmal for Elmal's help when the clan
>is attacked. Later on in the game other quests and
>other benefits may be more useful, I just find these
>three especially useful as stabalizing the young clan.

It may be a bad roll of the dice - when we've tried to do an HQ early on, it's always exploded in our faces. Of course, we are still babes in the woods, so player competence may have a *lot* to do with that. 8)



James Sterrett & Corinne Mahaffey
jscm_at_...

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