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Now That We Have HeroQuest, Do We Need D&D?
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<blockquote data-quote="Alzrius" data-source="post: 8457717" data-attributes="member: 8461"><p>I remember seeing HeroQuest commercials on TV when I was a kid, before I'd discovered D&D, and was intrigued by what they showed. When I saw a copy of HQ (and one of the expansions) at a friend's house, I was eager to take a look at it and see what it was all about.</p><p></p><p>So naturally, I was upset that they wouldn't let me. But that turned into greater intrigue when they explained that the game was one of discovery and unearthing things as part of play, and that only the person running the game was supposed to know that ahead of time (and they couldn't run me through a game without some prep work and a few hours to devote to actual play; in hindsight, I think they just didn't want to go through the trouble). Looking back now, they were invoking the same ideas behind why GMs don't let players read their notes before the campaign starts, but at the time all I knew was that I was more interested in HQ than ever.</p><p></p><p>It would only be a year or two later when I came across D&D though, at which point I was satisfied to explore the myriad worlds and possibilities that game offered. Still, I remain curious about HQ even today. Maybe someday I'll go back and pick up a copy...</p></blockquote><p></p>
[QUOTE="Alzrius, post: 8457717, member: 8461"] I remember seeing HeroQuest commercials on TV when I was a kid, before I'd discovered D&D, and was intrigued by what they showed. When I saw a copy of HQ (and one of the expansions) at a friend's house, I was eager to take a look at it and see what it was all about. So naturally, I was upset that they wouldn't let me. But that turned into greater intrigue when they explained that the game was one of discovery and unearthing things as part of play, and that only the person running the game was supposed to know that ahead of time (and they couldn't run me through a game without some prep work and a few hours to devote to actual play; in hindsight, I think they just didn't want to go through the trouble). Looking back now, they were invoking the same ideas behind why GMs don't let players read their notes before the campaign starts, but at the time all I knew was that I was more interested in HQ than ever. It would only be a year or two later when I came across D&D though, at which point I was satisfied to explore the myriad worlds and possibilities that game offered. Still, I remain curious about HQ even today. Maybe someday I'll go back and pick up a copy... [/QUOTE]
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