RECIVS' Boardgame Projects
|Posted by RECIVS on December 11, 2020 at 1:00 AM||comments (3)|
The entire text has been revised once again. Besides the usual minor corrections, some simple but significant changes have been implemented:
Generating the Dungeon
*This variant used to follow the Tobaro’s Bane approach to stairways and quest rooms, which is now abandoned in favor of Slev’s system for its more varied results. Therefore, Slev’s default rules for stairs and quest rooms now apply, except for the Quest Room Features, which are now optional when the Party Experience is equal or lower than 12.
*The starting values of the Heroes’ Core Characteristics have been tweaked as a consequence of the new restriction on Specialization (see Heroic Skills below). In previous versions, this variant allowed unlimited training via Specialization at a cheaper price, so most characteristics started lower than in AHQ in order to give room for advancement. However, now that training is limited (as in the original), if the starting values remain as low as before, then most characters will never be able to reach the higher part of the spectrum. Therefore, in order to bring the starting values closer to what they used to be in the original, they have been increased by one point (excluding Speed which has been reduced by one point).
*After selecting Paths, Heroes now increase their Weapon Skill, Bow Skill, Toughness, Speed, Bravery, and Intelligence by adding 1D4 points to each one of those characteristics. It is a combination of the original AHQ system with Slev's, intended to preserve the essence of both.
*Bonus Points are now used normally (as in Reforged); one Bonus Point may no longer be used to increase a Core Characteristic more than once. However, two Bonus Points may now be used on the same Core Characteristic if its starting value is four or less.
*The GM Play Sheet has been improved, and it is now available as a separate download for more convenience. In an attempt to flatten the learning curve, it now also includes a ready-to-play example with the four original AHQ characters. It may save a daunted newcomer hours of preparations.
*Specialization may now be taken only once per Core Characteristic, except Weapon Skill and Bow Skill, which may be increased to the maximum of 12. Also, it now costs 600 Gold Coins for each Core Characteristic point, except Weapon Skill and Bow Skill (which still cost 750 Gold Coins for each point). After some consideration, I decided to preserve the original mechanics as much as possible. I believe limited training goes more in tune with the original feel of the game, and it also makes the Hero-creation process more relevant and varied than before.
A detailed list with the updates is included as usual. Any feedback is greatly appreciated.
|Posted by RECIVS on December 1, 2019 at 1:00 AM||comments (2)|
The whole document has been thoroughly revised and corrected. A detailed list with the updates is included as usual.
After all these years of dedication (some may say obsession) I can say the variant has reached a very decent level of consistency and balance, although some parts may still require more playtesting.
The different game mechanics and elements adapted from other systems and variants are combined with Slev’s rules and our own in order to provide what I believe is a consistent (old-school) dungeon-crawling experience that intends to preserve the essence of Advanced HeroQuest. It also allows purists to simply omit some of the new content for an experience even closer to the original.
Although with V1.7 the core of the variant is now completely defined, I have not even started adding new Campaigns, Equipment, Magic, and Treasure, which would be the next phase of the project. Nevertheless, at this point I can confirm the base system requires no further changes, and those parts I have not yet revamped (but have already worked with) may only need minor compatibility adjustments that do not have an impact on the game itself. In the end, it is an open-ended base system, open to further additions and modifications by other enthusiasts.
I recommend this variant for Reforged players who are looking for an upgrade. While it is obviously not the easiest game to get into, nor do I think it would appeal to someone who does not already like Reforged, it is not that difficult once the player is familiar with Slev's rules. A little patience and dedication may be very well rewarded.
It has been almost five years since I started with this project, which, by the way, took much more time and effort than expected, including the struggle with grammar. It was simply too much work for a single person, but I am not a quitter. I had to make it work as my legacy and tribute to the original game. I am satisfied with the result so far. It ended up being my most immersive experience with a boardgame ever. Perhaps it is time for me to take a break and come back in a year or so with a fresh pair of eyes.
As always, any feedback is greatly appreciated.
|Posted by RECIVS on February 12, 2016 at 12:10 AM||comments (0)|
AHQ Reforged: Revised & Revamped–as the title suggests–is a set of variant rules for Slev’s Advanced HeroQuest Reforged.
A variant of a variant, implemented as a mod. If I had to describe it in a few words, I would say it is essentially a cross between AHQ Reforged and AHQ Second Edition, with a heavy dose of our own house rules.
The project offers a revised version of Reforged (reimplementing the original AHQ mechanics and fixing the bottleneck issue) coupled with a new character-development system inspired by AHQ Second Edition and Descent, all combined with our modifications and adaptations from the other AHQ variants.
At the core level it retains most of the original game mechanics, so it plays more like Advanced HeroQuest than Reforged does. However, the recent implementations (working cohesively with Slev’s system) provide new options that spice up the experience considerably.
It is designed to be a tactical dungeon crawler, light and uncomplicated but varied and engaging at the same time. It is focused on exploring dungeons, fighting monsters, finding treasures, and developing your character(s) in a challenging environment.
The game requires very few components and short set-up times, so the administration is relatively simple and agile even when controlling the whole party of adventurers. Also, we have not yet found another tabletop dungeon crawler that delivers the same sense of tension and unpredictability while playing solo. If we add all the customization options and (of course) the nostalgia factor, we then have features rarely found together in a dungeon crawler these days.
This is a non-profit effort based on shared work. Our goal is to evolve Advanced HeroQuest to the level it deserves as an exceptional and unique dungeon-crawl system ahead of its time. It is a work in progress, so the purpose of the attached document is to share what we have so far (as an open test version) in order to receive comments that may be useful for its improvement. Any feedback will be greatly appreciated.
|Posted by RECIVS on August 28, 2013 at 12:25 AM||comments (2)|
We announce the recent creation of a space dedicated to Advanced Heroquest within this website.
You will find the AHQ categories in this Blog, Forvm, Downloads and Photos pages.
I hope they can be of some use.
Yes, we also play AHQ!