We played HeroQuest this past Friday.
Some thoughts (none of which are intended to cause rancor):
- I think I may have given the Practitioners' spirit allies and
fetishes high ability ratings. With the fact that they could release
the fetishes and add the value to their own abilities, the
Practitioners were able to outclass the other characters. This is
mitigated by only being able to use the fetishes once per adventure,
but that means the Practitioners will always shine at the most
important point of the story. Again, I think this is due to me
over-rating their spirits, not necessarily a flaw in the game or
anything.
- Wizardry seems underpowered. After going through character creation
with a Sorcerer, I'm hard pressed to explain how he's supposed to be
as well off as a devotee. Maybe I need to reread the section a few
times. Part of the problem was that he deliberately chose spells that
would always receive at least the -5 improv penalty and didn't raise
any above 17. But still...
- Heroforming is cool. One of the badguys heroformed Heracles and
everyone at the table was scared. It's so cool when the players
actually get scared. (they ended up winning anyway, but it was cool)
- My players always want to play different types of magic. I never end
up with all Theists or all Animists. I'm going to need to figure out
how to accomodate them all if I want to run Heroquests.
- The PCs captured the Heroformer. I thought it might be cool to run a
Heroquest where they bring their captive with them and he plays the
role of Heracles. It seems like an interesting thing to do with a
captive, force him into a heroquest in the hopes that his injuries
will make him do poorly and thus give you an advantage. I'm not sure
if I should allow people to be forced into Heroquests though.
Opinions?
Thanks everyone for all your recent inputs and help! HeroQuest is a
lot of fun!