Interesting. I can see how extended contests might reinforce how important hack and slash is to the genre.
My initial idea was to use a map (there are millions available online)with room descriptions and such but have encounters 'float'. The orc guardpost, the ogre turnkey, another party of adventurers - none of them would be tied to a particular location. Instead I'd bring them out at appropriate moments that arise from story considerations and the PCs location on the pass/fail cycle. Guards and such would be reflected by simple contests vs. low resistances to defeat. The chieftain would be an extended climactic contest that occured at the end of the session. Each chapter of the story would represent a level of the dungeon to be explored in a session of play.
Doable?
>
> I don't know if I would try but you can always run the "non combat"
> encounters with HQ2.0 without any adaptation. For combat you can either make
> an extended contest against all those oponents or run every "round" as a
> simple contest until an opponent is not able to stand. The miniatures or
> detailed maps being used as a reference for which contests are actives on
> any given "round". Personnally if I had to I would go for the extended
> contest.
>
>
>
> On Mon, Dec 28, 2009 at 10:20 AM, andrew.d.scott_at_... <
> andrew.d.scott_at_...> wrote:
>
> >
> >
> > What challenges should I expect to meet running a traditional dungeon bash
> > using HQ2? Is such a thing even possible? Should I approach it with maps and
> > keyed encounter locations or something more abstract?
> >
> > If you've done something like this (or are planning to) I'd be interested
> > in throwing some ideas around.
> >
> >
> >
>
>
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>