Saturday, March 30, 2013

Hero Quest house rules

Played Hero Quest for the first time in years recently. It holds up well. It wasn't boring, but it also didn't require constant attention like most RPGs, so it was good for board game night.

Got me thinking about a few house rules (because that's how I roll):

--If you search for treasure in a room with the fireplace, tomb, or wizard’s desk, draw two treasure cards and pick one. The other is shuffled back into the deck. 
--The fire spells are resisted by a white die, only a black skull reduces damage. (This makes the fire spells about 50% more effective, which seems needed)
 Some hero-specific rules. I’m thinking a hero has to survive one Quest before they can use these special abilities. That creates a penalty for dying that doesn’t currently exist.
--The Wizard can trade one spell card not used for one spell card that has been used, once per quest.
--If the Dwarf rolls at least two white shields on defense, it does a one damage to the attacker (which can immediately be defended against as normal).
--The Elf can move through enemy squares on its move, as long as it ends its move in an empty square.
--The Barbarian can attack two adjacent targets by splitting his attack dice between them.

Monday, March 25, 2013

Game Ideas

I've got a ton of ideas for campaigns to run:

Castle Ravenloft

A one-shot game, at night, with candles and creepy music. Simple narrative rules (stripped down version of Dungeon World). You can be a Knight, a Vagabond, a Priest, or a Witch. You start with a gypsy fortune card reading, then enter Castle Ravenloft to hunt down Count Strahd von Zarovich.

Inglorious Rebel Scum

I have the Stormtrooper helmet & crossbones jacket, and I thought, what if that was a trophy of the Rebels in Star Wars? You’re part of a special forces team, all with a personal grudge against the Empire, behind enemy lines taking out high-ranking Emperial targets. Star Wars Saga edition rules.

Ar ais chun an Teampall de Eiliminteach Olc
Return to the Temple of Elemental Evil with a Celtic twist. Fight the mysterious cults of air, fire, stone and water who are all trying to summon the ancient demon Crom Cruach. Stripped-down D&D with berserkers, shield maidens, druids, bards, and witches.

Explore fantasy Mars. Play a Earthling with super strength in low-gravity, a Red Martian with advanced light technology, a wild 4-armed Green Martian, or a mysterious Thern with 9th Beam powers. Every party gets a bonus 8-legged dog-thing for free.

Age of Bronze and Blood
The Egyptian d20 article actually got me thinking about an Egyptian campaign, then I remembered I have a setting/campaign book for ancient Mesopotamia. Everyone is a champion of a specific god and gets appropriate magic powers. Search for the lost riches of Ibnath, the city of a thousand gods.