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Lego Heroica - and further?
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<blockquote data-quote="Celebrim" data-source="post: 5746132" data-attributes="member: 4937"><p>If the true constraint is monetary, then I think the next choice is to make your own game starting from Lego Heroica and using your knowledge of Heroquest, RPGs, and modern board gaming. Not that this would be cheaper, but are you familiar with skirmish games like Necromunda or Mordenheim? </p><p></p><p>Deepen the existing game. Add a tile laying mechanic, creating random expansive dungeons out of legos. Increase the numeric variety using a system inspired by GW d6's mechanics. Allow for persistant heroes with stat increases; again GW's skirmish level games like Necromunda, Mordenheim, or even Bloodbowl provide a good model that is simple enough for a 7 year old. Buy a stack of blank 3x5 note cards and create random event decks along the lines of a monster deck, treasure deck, and trap deck. </p><p></p><p>All of this stuff can be built with legos when you need visual props, which, unless you are fortunate enough to already have a large collection will be expensive in the long run but lets you divide things up incrementally. Plus, when you are done, you'll have more than one use for what you bought.</p><p></p><p>I'm actually reaching a need for that in my own gaming with my girls. I have my own simple RPG system (SIPS: Simple Imaginative Play System) that I built for them. The first 4-5 sessions went fairly well as they largely focused on role-play and imagining acting out tasks, but I've found they aren't able to keep up with spatial/exploration gaming without visual props. So, the next session is going to require a box of legos and some base plates, and probably some stuff borrowed from the box of Playmobile toys.</p><p></p><p>If this sounds more challenging than buying a game, let me say that in the long run its often more satisfying. I was smithing rules from and early age simply because I grew up to poor to afford much of anything. If I wanted to have something, I had to make it. I'd steal rules ideas from books, and go home and make my own game from it. Today, I can hardly encounter a game I don't want to house rule extensively. I think that the truth of the matter is that many gamers can in a pinch do as well as the pros do, and the only reason to pay for the work of the pros is to save yourself time. If the restriction though is on your money, rather than your time, I think investing the time is the way to go. And heck, what are legos for if not inspiring young imaginations to create new things?</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5746132, member: 4937"] If the true constraint is monetary, then I think the next choice is to make your own game starting from Lego Heroica and using your knowledge of Heroquest, RPGs, and modern board gaming. Not that this would be cheaper, but are you familiar with skirmish games like Necromunda or Mordenheim? Deepen the existing game. Add a tile laying mechanic, creating random expansive dungeons out of legos. Increase the numeric variety using a system inspired by GW d6's mechanics. Allow for persistant heroes with stat increases; again GW's skirmish level games like Necromunda, Mordenheim, or even Bloodbowl provide a good model that is simple enough for a 7 year old. Buy a stack of blank 3x5 note cards and create random event decks along the lines of a monster deck, treasure deck, and trap deck. All of this stuff can be built with legos when you need visual props, which, unless you are fortunate enough to already have a large collection will be expensive in the long run but lets you divide things up incrementally. Plus, when you are done, you'll have more than one use for what you bought. I'm actually reaching a need for that in my own gaming with my girls. I have my own simple RPG system (SIPS: Simple Imaginative Play System) that I built for them. The first 4-5 sessions went fairly well as they largely focused on role-play and imagining acting out tasks, but I've found they aren't able to keep up with spatial/exploration gaming without visual props. So, the next session is going to require a box of legos and some base plates, and probably some stuff borrowed from the box of Playmobile toys. If this sounds more challenging than buying a game, let me say that in the long run its often more satisfying. I was smithing rules from and early age simply because I grew up to poor to afford much of anything. If I wanted to have something, I had to make it. I'd steal rules ideas from books, and go home and make my own game from it. Today, I can hardly encounter a game I don't want to house rule extensively. I think that the truth of the matter is that many gamers can in a pinch do as well as the pros do, and the only reason to pay for the work of the pros is to save yourself time. If the restriction though is on your money, rather than your time, I think investing the time is the way to go. And heck, what are legos for if not inspiring young imaginations to create new things? [/QUOTE]
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