Re: Re: Dungeon Bashing with HQ2?

From: Manuel MOLINIER <manuel.molinier_at_...>
Date: Mon, 28 Dec 2009 11:05:50 +0100


This is adapting the dungeoneering to HQ2.0 and not the other way around and should be great.

This sounds very doable but not with every players (especially not the one that like hacking for 10 of minutes to a monster HP before it goes to the ground).

My 30 cents.

Manuel.

On Mon, Dec 28, 2009 at 10:59 AM, andrew.d.scott_at_... < andrew.d.scott_at_...> wrote:

>
>
> 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?
>
>
> --- In HeroQuest-RPG_at_yahoogroups.com <HeroQuest-RPG%40yahoogroups.com>,
> Manuel MOLINIER <manuel.molinier_at_...> wrote:
> >
> > 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.
> > >
> > >
> > >
> >
> >
> > [Non-text portions of this message have been removed]
> >
>
>
>

[Non-text portions of this message have been removed]

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