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Registered: 11-2008
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A new old player (or the other way around?)


Hi to all! I'm an old player of Warhammer Quest, back from the days of a Museum at its peak (please, Bruno, don't take it as an offense to your present work! I think I understood what your site passed through and I don't want to underestimate your efforts, but there were times you could use abandoned artwork without having to fear GW getting upset... Anyway, I will always thank you for giving my printer hard times with tons of material). Now I took back the enormous and heavy box from the shelf and I read the manuals again (oh, nostalgia...). I have to play again! But...

Knowing of your promptness and willingness to help other players, I would like to share some doubts with you and maybe discuss them in order to learn how to improve my future games (just a premise: we never used RPG rules, beside the system of characters development, but we always tried to provide a solid story behind our dungeons or campaigns and we never reached levels beyond 4th). Here they are:

Inventory: Clearly WHQ doesn't need rules to make things complicated, so we discarded any idea like giving every piece of equipment a weight rate or whatever. I remember we stuck to a rule of WH40k about what a Warrior can carry: one two-handed weapon and one one-handed weapon; or two one-handed weapons; or one one-handed weapon and a shield (Gee... I hope it's clear...). And no more of a single piece of armour (you can't carry two helmets, or two shields...). I would like to know how you handle the thing. what about the rest? I know, for example, that a warrior can bring ten rings, but isn't it a bit too much?

Unexpected Events: I can guess this could be an old problem, but how do you even out things when Monsters just keep on popping out of nowhere? Sticking to the rules you just have to flee or DIE! We used separated dice for Power roll and UE roll, but sometimes 17 Goblins, 5 Minotaurs and 9 Dark Elves can ridiculously kill Warriors as well as the spirit of the players (not to mention the story of the campaign). We tended to accept heroic death, but we always found this waaaaay too much. Have you found a more fair way to deal the matter?

Wizard: I remember we avoided Resurrection and we limited the power of Healing Hands by letting it restore one Wound to two Warriors out of four. What would you think about making it work only when the Warrior is at 0 Wounds? See? I think the balance is split between the undeniable power of the Wizard and the immense amount of Monsters it can throw upon you.

Campaigns without GM: ideas? I'm talking about things like "A Horror Awakens" but with a bit of more complexity to make a random game more interesting. Any suggestion?

I'd be happy to know your point of view and how you handle these matters. WHQ is a great game but needs to be fixed to meet the needs of every kind of player...

P.S. I'm sorry if my not being an English-speaker made all this difficult
[sign in to see URL]. Are some of the cards of MystifiedMichael definitively lost or can be they shared if someone has got them (they could be very useful)? Spikeinthepit (thank you, man!) has some links but a lot of them don't seem to work...
23/Nov/2008, 12:55 am Link to this post Send Email to the Unbeliever   Send PM to the Unbeliever
 
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Registered: 04-2003
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Re: A new old player (or the other way around?)


Welcome to our communauty

quote:

Hi to all! I'm an old player of Warhammer Quest, back from the days of a Museum at its peak (please, Bruno, don't take it as an offense to your present work! I think I understood what your site passed through and I don't want to underestimate your efforts, but there were times you could use abandoned artwork without having to fear GW getting upset... Anyway, I will always thank you for giving my printer hard times with tons of material). Now I took back the enormous and heavy box from the shelf and I read the manuals again (oh, nostalgia...). I have to play again! But...


Since the death of Steve Hambrook, GW has changed. Warhammer Quest is condamned to survive on ebay or Peer to Peer. This week I receive two new versions of new warriors. We will have an update

quote:

[sign in to see URL]. Are some of the cards of MystifiedMichael definitively lost or can be they shared if someone has got them (they could be very useful)? Spikeinthepit (thank you, man!) has some links but a lot of them don't seem to work...


The IP of GW is so ... that I am not authorize to use layout from Games Workshop... So in the doubt yes material from Mystified Michael is not anymore public on the Museum.
I let Mike answer at this point...

quote:

Inventory: Clearly WHQ doesn't need rules to make things complicated, so we discarded any idea like giving every piece of equipment a weight rate or whatever. I remember we stuck to a rule of WH40k about what a Warrior can carry: one two-handed weapon and one one-handed weapon; or two one-handed weapons; or one one-handed weapon and a shield (Gee... I hope it's clear...). And no more of a single piece of armour (you can't carry two helmets, or two shields...). I would like to know how you handle the thing. what about the rest? I know, for example, that a warrior can bring ten rings, but isn't it a bit too much?


Yes just try to be a bit realistic like not to change the belt during combat. Not to carry two armors.
It depends if we play with GM or not...

quote:

Unexpected Events: I can guess this could be an old problem, but how do you even out things when Monsters just keep on popping out of nowhere? Sticking to the rules you just have to flee or DIE! We used separated dice for Power roll and UE roll, but sometimes 17 Goblins, 5 Minotaurs and 9 Dark Elves can ridiculously kill Warriors as well as the spirit of the players (not to mention the story of the campaign). We tended to accept heroic death, but we always found this waaaaay too much. Have you found a more fair way to deal the matter?


A fan has write combat events it's working well ([sign in to see URL]). Separate dice is very important.
I've played with cards for all events. Cards are print on paper and put in deck protector sleeves. The deck protector sleeves from Yugi-oh are perfect. I have a set for combat event even I love the rule of reinforcement (certainley why I lost many warriors).

quote:

Wizard: I remember we avoided Resurrection and we limited the power of Healing Hands by letting it restore one Wound to two Warriors out of four. What would you think about making it work only when the Warrior is at 0 Wounds? See? I think the balance is split between the undeniable power of the Wizard and the immense amount of Monsters it can throw upon you.


The system of blessing and prayers (like Warrior Priest) is the best one.
Try the Prietress of Shalyllah or the latest Piest of Manaan instead Wizard...
Healing hands seems very powerful but I ensure you the Wizard won't never be always in the corner.
The Witch Magic is very ingenious try her.

As I say to my player overpower and unbalanced things are in part of WHQ...

Last edited by Bruno, 23/Nov/2008, 3:45 pm


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23/Nov/2008, 3:37 pm Link to this post Send PM to Bruno
 
OldWarrior Profile
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Registered: 04-2006
Location: USA, Western hemisphere, earth
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Re: A new old player (or the other way around?)


quote:

Bruno said:

As I say to my player overpower and unbalanced things are in part of WHQ...



I agree that we can never iron out all the imbalance issues. Some ironing is in order, and I think I agree in part with Unbeliever and Bruno on several things.

The separate dice for events and power are a must. I have played both ways and really like the separate dice.

The Combat Events custom table is very helpful. I am currently rolling 1D6 after I roll a 1 for an Unexpected event in combat. If I roll 5+ I roll on the Combat Events table instead of taking an Event Card.

Also, I roll 1D6 for an actual event (instead of monsters) and on 4+ I roll on the Chronicle's D100 Dungeon Events table instead of the RPB Dungeon Events. This helps to lessen the frequency of Take-another-card-after-resolving-this-event Syndrome.

The Wizard... Oh dear! I really would like to revise him. See my Revising the Pit Fighter topic for comments in a reply about this one. emoticon

WHQ lets the Warriors carry a mountain of equipment and treasures, but it does NOT let them wear it all. Armour and weapons are only useful while they are worn. Troll Vomit is very nice for destroying all sorts of treausure armour and espensive common armour. emoticon

One thing I do to help balance out the over-powered nature of so many treasures is that I roll on a variety of treasure tables which include the possibility of getting the RPB and treasure card treasures. I also lessen the chance of getting Objective Room treasures.

See my Objective Room Treasure Type Table found in the famous Museum, or even on my Custom Tables page in Old Warrior's Stronghold (linked logo below emoticon).

Well, I could go on and on telling how I run my WHQ games, but I have other projects... related to WHQ of course... and maybe one or two other games. emoticon

Last edited by OldWarrior, 5/Nov/2011, 10:29 am


---
Old Warrior

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God bless you, everyone!
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