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Lords of Waterdeep» Forums » Variants

Subject: Active adventurers variant rss

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nicolas debord
France
Montfort-sur-meu
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Hi,

Love the game a lot
but...

the way the cubes come and go,is a little too fast for me,
to really set up a D&D feeling around the table.

You often take adventurers and one second later, you resolve a quest.
and your lovely adventurers are gone...

so I want to try this...

add a "adventure time" in the game.

when you are able (and you want) to complete a quest,
put all the ressource needed ON THE QUEST CARD FIRST.

adventurers are on their way...

at the beginning of your next round, quest with adventurers and gold on it is now complete (all that is required needs to be on the card).

other players might use (in harbor) intrigue cards to assassinate one or more members of your team on a quest card. (or other effect that can change your crew so the quest remains uncomplete)

during an other round, you can assigne new adventurers (in the "complete quest" moment of your turn ) with intrigue cards or by affecting them from your inn... But, they have to be all together at he beginning of a turn to complete the quest, so you have to wait the beginning of your next round to see if you can really gain this card.

So to complete a quest, you need to have all that is required on a quest card, at the beginning of one of your turn. (multiple quests might be complete in the same turn)

I'll try it to see what's happen for the balance of the game.

bye !
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jflartner
United States
Conshohocken
Pennsylvania
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Innnnnnnteresting....have to give this a try this weekend!!

One thing I love about this game so far is that even though fantasy-dungeony stuff isn't my fiance's favorite, she can still enjoy this one because she just sees it as collecting the resource cubes, and "building" the quest cards, while I can get caught up in the theme.

Though it does hurt that she keeps calling wizards "purple," this will add an interesting gameplay wrinkle, while also adding a bit of theme.

Just thinking out loud here - I don't know if it will affect balance too much, as quests are visible to all players, a player who chose to take their time, and really look at what quests you have active and what you have in your tavern could (and should) still attempt to sabotage your plans with the original rules...

Pretty excited to try this variant out!
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CW Karstens
United States
Nevada
Texas
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That does sound neat to try. I make sure to call wizards, wizards, etc. and I start out reading the quests in a narrator's voice for the first few plays just to help understand there is a story or "real" quest going on in the quests with those adventurers.

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M. B. Downey
United States
Suitland
Maryland
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They originally had a mechanic where you could gradually put your adventures on the quest, but they decided it was too slow.

If you like, you can think of each turn as taking a decently long period of time, on the order of months. After all, you don't build a new building in a day.
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nicolas debord
France
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@downeymb :
I'm curious about this previous mechanic,
how do you know it ? Can you tell more about this ?


about homerule :

I tried,

it's working without too many changes in the game and in its balance.

some notes :

- at the end of a round, if you have adventurers on a quest card, they stay there until the beginning of the your next turn (in a next round)

- at the end of the game, adventurers on a quest (if they are enough to complete it) complete the quest before counting victory points.


a few more games with this homerule and i'll see if I keep it like this...


 
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M. B. Downey
United States
Suitland
Maryland
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Here.
 
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Andrew Bird
Australia
Victoria
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How do Mandatory Quests work in this variant?
 
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nicolas debord
France
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@birdman37 :
Like in the official game.
You have to complete this quest before the other.
So,
If you loose someone and have to try to complete it again on a next turn,
it's still a priority.

 
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nicolas debord
France
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When you are completing a quest
and a player give you a mandatory quest.
according to the rules,
you cannot complete an other quest.
so your quest is freezed.
and you'll have the benefit from the succes only when you can complete the mandatory quest.

in this variant, you can complete multi quest in the same Turn.
so the mandatory and the first quest will be finished in the beginning of the same round.

 
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Chris Wood
United States
Darien
Illinois
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Anyone try this variant yet? How did it go?
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