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> I think a lot of the games that are popular have to do with childhood memories and if the games were fun as kids.
I remember reading an article pointing out that it was the parents buying the games, so parents -- and I don't mean gamers -- buy games they're already familiar with. On top of this, pretty much all of these "classic" games are less expensive than hobby ones. And, yeah, you did have fun as a kid, because the adults didn't care about the game, they were there to spend time with you.
I still hope we'll have a high-end version for the hobbyists, and an inexpensive retail version for the kids.
I actually don't mind the prospect of playing something simple or straightforward in that kind of setting.
I can't be the only one who has seen games of Descent crawl onto more than 3 hours a game, with players arguing over minutiae of spells or wargear effects (as good as that game can sometimes be.)
I haven't played Gloomhaven, but from what I have read, it's not one to throw in front of inexperienced gamers or people who wouldn't normally play a tabletop game of this nature.
I'm hoping for something that captures the spirit of the original. Maybe an evolution (rather than revolution) of the rules to include developments of the last 30 years, and some high quality components and board game pieces that you can do a decent job of painting.
Hopefully, that won't be too much to ask!
ced1106 wrote: > I think a lot of the games that are popular have to do with childhood memories and if the games were fun as kids.
I remember reading an article pointing out that it was the parents buying the games, so parents -- and I don't mean gamers -- buy games they're already familiar with. On top of this, pretty much all of these "classic" games are less expensive than hobby ones. And, yeah, you did have fun as a kid, because the adults didn't care about the game, they were there to spend time with you.
I still hope we'll have a high-end version for the hobbyists, and an inexpensive retail version for the kids.
They could provide both basic and advanced rules. If not, maybe this version of HQ could prove popular enough to greenlight a more advanced game, although I'd much rather they put the effort into expansions or even a new version of Space Crusade. I suppose there is always Space Hulk...but there's no "Dreadnought!" to be had.
2020 has taught me to brace for sheer disappointment.
But, my own personal 2020 hell has recently shown a silver lining, so hopefully it’s just wariness.
Even so. All hands, brace for impact
Usually it's the bad news you didn't expect that turns out to be true, so I always try to predict as many poor outcomes as possible, to ensure those don't become reality
We should just brainstorm disappointments to avoid them happening.
- Mobile/free to play game
- Card standees instead of miniatures
- 2022 release date
- Crowdfunded and never delivered
- USA only
- Heroquest re-skin of a terrible game
- No rights to Warhammer lore, therefore no Bloodthirster or Witch King backstory, etc
- No furniture miniatures
- Overall terrible game design
- Priced over $150
- Released in pieces over time
- Terrible miniature quality
This message was edited 1 time. Last update was at 2020/09/21 22:07:02
Casbyness wrote: - No rights to Warhammer lore, therefore no Bloodthirster or Witch King backstory, etc
There was no Bloodthirster in the original Heroquest. There was a gargoyle, that was loosely based on the design of the Bloodthirster of the time, which was loosely based on the design of a D&D demon. It would take the current owners of D&D all of 30 seconds to find an alternate design.
Not a direct reply, but for those interested in the IP history of the HQ trademark...
"Fast forward to 1989. Milton Bradley and Games Workshop jointly published HeroQuest, a boxed adventure board game with miniatures. The generic fantasy game had nothing to do with Glorantha or RuneQuest. I interviewed Greg about this a few years ago and he was surprised they had used the name, but there was nothing Chaosium could do about it. You can't copyright a totally unpublished manuscript. Copyright is not the same as trademark, and you can't easily trademark an unpublished game, especially one that kept getting delayed. Games Workshop applied for the Trademark in 1989, and it was granted in 1992. The boardgame went out of print by 1997 and the Trademark lapsed in 1999 when it was not renewed. When Greg found out the trademark had lapsed he applied for it in 2001, was granted it in 2002, and started using in in 2003. Moon Design Publications is the current holder of the HeroQuest Trademark, having purchased all of Greg's Glorantha/RuneQuest/HeroQuest IP a few years ago. Most Trademarks have a 10 year life span, although they can be renewed easily if the trademark is still in active use." (Post from 2019)
https://basicroleplaying.org/topic/9337-heroquest-ip-history/
A few commented that Haslab, as far as we know, will not make HQ available outside of the US. My random speculation is that the HeroQuest trademark (or the equivalent) is still owned by another party outside of the US (mebbe GameZone, who knows), and Hasbro doesn't see the legal costs and resources are worth it from their crowdfunding point of view. : "Trademark squatting is when one party intentionally files a trademark application for a second party's registered trademark in a country where the second party does not currently hold a trademark registration. They take advantage of the "first-to-file" trademark system (not to be confused with first-to-file patent systems) in that country. While the United States has a "use-based" trademark system where trademark rights are acquired by "priority of use," most other countries around the world have a first-to-file system, awarding trademark rights to the first applicant. When bad-faith filers obtain registrations in a particular country, they are treated as legal trademark owners in that country. A bad-faith filer's intent is usually to get the true trademark owner to purchase the trademark registration."
https://www.uspto.gov/learning-and-resources/newsletter/inventors-eye/dont-sit-and-wait-stopping-trademark-squatters
This message was edited 3 times. Last update was at 2020/09/22 03:59:26
Not just mobile but one that uses cards to determine actions/outcomes, as well as items, and you have to buy digital booster packs to get better options.
This message was edited 1 time. Last update was at 2020/09/22 01:19:07
Amidst the mists and coldest frosts he thrusts his fists against the posts and still insists he sees the ghosts.
Casbyness wrote: - No rights to Warhammer lore, therefore no Bloodthirster or Witch King backstory, etc
There was no Bloodthirster in the original Heroquest. There was a gargoyle, that was loosely based on the design of the Bloodthirster of the time, which was loosely based on the design of a D&D demon. It would take the current owners of D&D all of 30 seconds to find an alternate design.
True, but still - the design was very, very similar to the original GW Bloodthirster model, with just the awe swapped out for a sword and less of a dynamic pose (especially with the whip position/design).
I guess the Fimir might be less generic and more under threat?
Dang this is really casting my mind back to all those nostalgic memories of Heroquest and Advanced Heroquest. The sheer unadulterated LUSTRE of the miniatures, games and lore back then. Walking into a GW store was like stepping into Narnia, so many great times collecting, painting and playing...
True, but still - the design was very, very similar to the original GW Bloodthirster model, with just the awe swapped out for a sword and less of a dynamic pose (especially with the whip position/design).
Yes, I'm aware that it was styled after the Bloodthirster. I said as much. My point was that even if it is a problem for Hasbro to continue to use the GW design that was cribbed from a D&D monster manual to begin with, the current owners of the D&D IP are not likely to have any great difficulty sourcing an alternate gargoyle or demon design. It doesn't actually have to look like a Bloodthirster (and probably makes more sense if it doesn't)... but it doesn't necessarily have to look considerably different, either.
I guess the Fimir might be less generic and more under threat?
Yes, unless the license agreement for the original game was incredibly open-ended (which, given some of the stupid oversights around GW IP that came out during the Chapterhouse case, is certainly possible) Fimir are unlikely to exist in the new game, as unlike the Bloodthirster they actually are a GW/Citadel creation.
I still have my copy in very good shape. Are these worth anything? I remember playing with my friends around a lantern for hours. It was a great time back then. I wonder if I should let it go so others could have great memories. Can’t wait to see what the new game will look like.
True, but still - the design was very, very similar to the original GW Bloodthirster model, with just the awe swapped out for a sword and less of a dynamic pose (especially with the whip position/design).
Yes, I'm aware that it was styled after the Bloodthirster. I said as much. My point was that even if it is a problem for Hasbro to continue to use the GW design that was cribbed from a D&D monster manual to begin with,
just one more step. The D&D monster manual design was cribbed from Tolkien.
Balrog->Balor->Bloodthirster->HQuest Gargoyle.
griffen127 wrote: I still have my copy in very good shape. Are these worth anything?
The base game isn't super-valuable, as quite a lot of them still pop up on the second hand market. Some of the expansions go for silly money, particularly the later, US-only ones which weren't particularly big sellers and so are quite rare now.
Automatically Appended Next Post:
H.B.M.C. wrote: Never played HeroQuest, but am a massive fan of Warhammer Quest.
Is there any overlap there?
I haven't played Warhammer Quest, but from what I've seen of it, no, very little other than some similar player-character archetypes. The Heroquest mechanics are much more boardgamey, and character advancement is really quite minimal - you can collect some weapons and armour that slightly improve your attack or defense, but that's pretty much it.
This message was edited 1 time. Last update was at 2020/09/22 04:41:59
griffen127 wrote: I still have my copy in very good shape. Are these worth anything? I remember playing with my friends around a lantern for hours. It was a great time back then. I wonder if I should let it go so others could have great memories. Can’t wait to see what the new game will look like.
The valuable elements are (in ascending order) the Orge Horde expansion, the Wizards of Morcar expansion, then the very limited 'Barbarian Quest' and 'Elf Quest' sets.
The 'Adventure Design kit' is a weird one - I know some people who consider it common/low value and others who've never even heard of it.
On a related note, the Space Crusade expansion packs are also worth a lot these days. I find this funny since back in the day I bought about ten copies of "Mission Dreadnought" because those advanced Chaos Dreadnought designs and the lascannon turret models were just awesome
One day I'll summon the patience to piece my Wizards of Morcar set back together, I know all the minis and cards etc are around here somewhere...
Just Tony wrote: I'm not forming a single opinion about this until I see miniatures.
All the other HeroQuest products listed their contents as having "finely detailed Citadel Miniatures" (or as "finely detailed" as one could get in plastic back then! ).
Whether it's branded Citadel or not, if it gives me some rando character models for WFB or some soldier models that would be worth purchasing multiple sets, I'll be on board.