Have anyone here tried HorrorClix as some sort of storytelling campaign (part RPG) game with linked scenarios?
I would like to try linked scenarios written for specific cabals with a game master, and I would like to try other formats than the traditional. Perhaps with different rules for victims (why not bystanders?) , plot twists and victory conditions.
I'll try to post some ideas later.
_________________ Great trades with: Billesch1979(x3), Black King, DarkestThicket, Darkzilla, grymm666, HazMatt, ivanev(x2), JeanPaulValley, Kamala(x5), MEsch1974, sayuri, Seewolfe78, sundown.
Glad to see your still involved in the game at a very creative level. This is a game has the ability to keep growing because its limits has never been fully explored by the game designers for whatever reason. Thats just my opinion.
This site is filled with the best of the best campaign style scenarios for Horrorclix. From solitaire to cooperative to traditional. Its all here my friend. Here is the link.
I look forward to seeing some new scenarios you create. If you have a chance check out the Cthulhu 2.0 rules.
http://www.horrorclix.net/viewtopic.php?t=3658
and the other post in this section. Somewhere on this site Uberman has posted conversion chart for Heroclix/ Heroclix:Alpha characters to be used in Horrorclix so that expands you campaign options. (i.e. Dr. Strange versus Cthulhu)
I'm trying to setup variant Zombie Scenarios for a HRC/hC campaign.
like
Night of the Living Dead-Must be Played Indoors. Anytime a friendly figure is adjacent to blocking terrain at the beginning o a turn roll a d6. On a result of 5-6 give the target character an action token if it has none or one
Night of the Living Dead (1990)-Modify all "Survivor" Characters Movement by +2 ("C'mon We Can make it. We can Go Right past them")
Dawn of the Dead (Newer)-All Zombies Are Blooded. When Frenzying Modify ZOmbies movement by +2. You must use the "Mall" map from heroclix. Place Barrier Tokens at the "Front" Entrances. Zombies Start Outside and "Survivors" Start Inside (like SI Punisher, Frenchie Duchamp pog, Amanda waller, Skullbuster, Hitman or any other misc. Figures).
Shaun of the Dead- Replace All Damage Dealt by Zombies with 1.
Some interersting scenarios there. I really like the Darkness of the Heart campaign even though it won't fit for my campaign. I want something that's more story and less rules -- I want an interesting plot and for me it's not that important how squads are evolving.
I think I'll start with an invitation to 2-3 friends and check what (themes or cabals) they would like to play and then I'll start writing. There will be 5-7 scenarios and I would like to include historical settings as well.
_________________ Great trades with: Billesch1979(x3), Black King, DarkestThicket, Darkzilla, grymm666, HazMatt, ivanev(x2), JeanPaulValley, Kamala(x5), MEsch1974, sayuri, Seewolfe78, sundown.
We're sort of stuck in a game with some plot twists that are always there. Like Popcorn Trail and Safety Inspector.
For this campaign I'd like to use only custom plot twists and fewer than normal and more like items for the squad rather than equipment for victims. I would also like to see items/plot twists that are found in the scenario.
_________________ Great trades with: Billesch1979(x3), Black King, DarkestThicket, Darkzilla, grymm666, HazMatt, ivanev(x2), JeanPaulValley, Kamala(x5), MEsch1974, sayuri, Seewolfe78, sundown.
I worked out a pretty intensive Dawn of the Dead thing, but it was more rules heavy and less story-driven. It also got bogged down under it's own weight, and got sort of mangled by a power-gamer type dude and a general lack of theme-play by the group I was playing with.
Still, I liked it. It required a specific map and some advanced setup, but you could take what's in there and use what you like in whatever ways you see fit. I hafta see if I can find it on here and I'll link it.
If you're looking for something more RPGish then I've got some decent ideas that I used to convert Heroclix into more of an RPG. We used the basic Heroclix rules as the combat engine but of course, as with any RPG, you have to allow a little flexibility with some things - there are likely to be cases when the players will want to do something that's not necessarily covered by the rules. Then between battles you can have more free-form roleplaying.
We came up with an advancement system where you gain XP for various achievements and then could spend your XP on dial upgrades (you pay the difference between your current dial and the dial you want to upgrade to) as well as feat cards. Since Horrorclix doesn't have feats maybe you could allow players to acquire Plot Twists as a form of advancement, although you'd have to determine their value on your own.
Additionally, to beef PC's up a bit they were allowed to choose one click out of the whole dial which they stayed on for the entire encounter, but they had HP equal to the total number of clicks on their dial.
For the Heroclix version we had to rewrite some of the rules on action tokens too, but that's not so much of an issue in Horrorclix so it ought to be pretty easy to work around if need be.
You could get pretty creative with Vampirism and Lycanthropy as well, and maybe allow more powerful players to gain minion followers as "sidekicks" or something like that.
Alternatively, if you're not looking for a individual-centered campaign you could have each player control a warband of characters that share a common keyword or cabal or something like that, and battle each other over some end goal.
_________________ No better, no different, than a hundred others I've killed in my time.
- Lobster Johnson
Last edited by Lobster_Johnson on Wed Apr 29, 2009 5:16 pm; edited 1 time in total
Alternatively, if you're not looking for a individual-centered campaign you could have each player control a warband of characters that share a common keyword or cabal or something like that, and battle each other over some end goal.
I guess that's what I'm after.
In our group we always play with themes and we almost never share themes. There's like one slasher player, one Alien player and so on. Anyone can of course play any theme -- it's just our style of gaming (I blame it on Warhammer where you play one army).
We all have several themes and we all have our favourites (I'm a BPRD guy ). For this campaign I'd like to select the themes for the players and I would then pick some of the lesser themes that we don't play that much. New squads and less power gaming. And then of course it's easier for me to write a plot when I have chosen the teams.
I would like to see spirits vs vampires vs faeries.
They will play against me two scenarios each and the final scenario will be a four way dance.
I haven't decided what to play for my self and I'm not sure how much I can post here since my players read here now and then.
_________________ Great trades with: Billesch1979(x3), Black King, DarkestThicket, Darkzilla, grymm666, HazMatt, ivanev(x2), JeanPaulValley, Kamala(x5), MEsch1974, sayuri, Seewolfe78, sundown.
A good gaming system for using RPG style gaming in a miniature wargaming is Mythic. It use it myself.
http://www.mythic.wordpr.com/
I have seen someone (he is actually a writer in Hollywood) use it in a solo game (for Heroclix) where they posted the results online and it created a fun, interesting and original story with lots of twist and turns. After reading his fun with the system in a solo-gaming environment, I ordered it myself (He posted the results in a battle reports/ blog, which is no longer posted for fear someone could steal his story and use it) and love it. Easy to use without adding excessive rules. Like Horrorclix it's story driven. As your playing through the random events that happen more random even can create new storylines that must be resolved in the middle of your scenario. Every unresolved storyline can lead to the next scenario/ gaming session and more sub-winning objective.
It can also be used for solitaire and coop play. You don't even have to prepare a story or scenario with Mythic. Their random story generator is easy, fun to use and can be prepared on the fly by any player/ GM/DM.
One of the best parts of Mythic is it ability to be converted to fit any RPG or Wargaming system. They show you how to do it in the instructions. So you can even Role Play with the character and their existing stats, if you like, converting it to mythic's system.
Also Mythic is its own stand alone RPG. It has it's own rules and everything. If you know how to use it for Minigaming, you know how to use it for an RPG.
In closing, if you looking for a fun, interesting and original gaming system that's compatable with clix, try it. You can drop the plot twist cards and use the gaming system to provide the twist and turns needed to keep the game as spontaneous as when you were first playing. Mythic allows you to stop being a GM/DM and start being a player again in a coop adventures. The system runs the game.
I could go on and on; if you would like to know more please just ask. I do not work for this company in any way, I am just providing an enthusiactics endorsement. Their system has given my new life to my (now defunct) games like Pirates, Rocketman, Star Wars (pocket models) and of coarse Horrorclix and Heroclix.
After rereading your initial post here are some ideas for keeping the game scenario (story) based without adding too many rules. At the same time it allows for the randomizing/ customizing your plot twist. All Plot Twist cards can be used but it will not allow for the same cards to dominate the game. Here how it works:
1) Divide the plot in to 4 piles; When victim is choosen..., Victim is slain/ rescued..., Any monster card..., Ticking Clock Cards (These cards use will be explained below)
2) Shuffle the piles and place them to the side
3) When the particular situation arrises (Victim is choosen, Victim is slain/ rescued, Monster choosen or slain) roll d6. On a result of a 4,5 or 6 pull a card in the category.
4) If the card fits the situation and the player chooses, they can immediately play the card or save it for another time.
5) To add difficulty make the card pulled automatically played. If the text doesn't fit the situation put it on the bottom of the pile. Only remove them from the game when used appropriately. Make the success roll a 5 or 6. Or just a 6.
Ticking Clock Cards (Passing of Time)
1) Place all your Ticking Clock cards in order of time (starting with whatever time you would like or what fits the story) on the side.
2) At the begining of the first players turn roll d6. On a result of 4,5 or 6 Flip the next Ticking Clock card over and the game text automatically applies.
3) Add dificulty or to move time slower make the result 5 or 6. Or just 6. To add variety to a game make one of the victory conditions based on time. Like a Zombie survival horror have the heroes trying to survive for 24 hours (Ticking Clock time). The person with the highest score within that day wins.
Using the Ticking Clock cards this way adds a new level of difficulty at the same time puts use to cards that rarely get used. It also give specific monster types a temporary advantage that is within the boundries of the story. This is story driven because it provides something that every horror movie needs and uses, setting.
Subplots can be placed on a randomized chart and rolled for before the game or determined based on the story being played. The only cards not use are the ones that apply to a turn phase. This type of plot twist are cards that enhance the gaming system but not necessarily the story your playing.
Alternatively, if you're not looking for a individual-centered campaign you could have each player control a warband of characters that share a common keyword or cabal or something like that, and battle each other over some end goal.
I guess that's what I'm after.
In our group we always play with themes and we almost never share themes. There's like one slasher player, one Alien player and so on. Anyone can of course play any theme -- it's just our style of gaming (I blame it on Warhammer where you play one army).
We all have several themes and we all have our favourites (I'm a BPRD guy ). For this campaign I'd like to select the themes for the players and I would then pick some of the lesser themes that we don't play that much. New squads and less power gaming. And then of course it's easier for me to write a plot when I have chosen the teams.
I would like to see spirits vs vampires vs faeries.
They will play against me two scenarios each and the final scenario will be a four way dance.
I haven't decided what to play for my self and I'm not sure how much I can post here since my players read here now and then.
Okay, so what I would do right off the bat is set a point limit for the initial squads. Somewhere in the 200-300 range is probably good, and maybe say rookies only. Then if you want to have figure advancement as an option, determine how you're going to do that. You can say every successful hit is worth xp equal to damage dealt, you could say that simply surviving a scenario warrants an upgrade. Allow rookies to become experienced, and experienced figures to become veterans, etc.
Also come up with how your treating injuries. If a character is taken out in-game, does he recover at the end and participate in the next scenario? If he's dead, can he be replaced with a new figure of the same type (maybe of lower experience)?
You could loosely model it after Mordheim if you're familiar with that game, which was Games Workshop's campaign-style Warhammer derivitive, using warbands instead of armies.
_________________ No better, no different, than a hundred others I've killed in my time.
It can also be used for solitaire and coop play. You don't even have to prepare a story or scenario with Mythic. Their random story generator is easy, fun to use and can be prepared on the fly by any player/ GM/DM.
Mythic sounds interesting. Perhaps I'll look into it later.
Do you just use just the rule book or do you need the GM Emulator book too?
_________________ Great trades with: Billesch1979(x3), Black King, DarkestThicket, Darkzilla, grymm666, HazMatt, ivanev(x2), JeanPaulValley, Kamala(x5), MEsch1974, sayuri, Seewolfe78, sundown.
After rereading your initial post here are some ideas for keeping the game scenario (story) based without adding too many rules.
Great ideas.
I will try to write custom plot twists for the campaign (I would like at least one 19th century scenario) but if it doesn't work (or I don't have the time to do it) then I'll go for your idea for plot twists.
I will try the ticking clocks too... perhaps in another scenario (we will play Guardians vs Zombies soon) as we probably won't have that many keywords that match the ticking clocks.
_________________ Great trades with: Billesch1979(x3), Black King, DarkestThicket, Darkzilla, grymm666, HazMatt, ivanev(x2), JeanPaulValley, Kamala(x5), MEsch1974, sayuri, Seewolfe78, sundown.
I forgot to mention a few things about the plot twist
• Create a max hand size for player who choose to hang onto their cards to play later. 6 cards Usually work well.
• To make things more interesting for time, include more of a particular ticking clock card. For example, if it's zombies include more dawn cards.
• If you want to include Plot Twist in the upgradable part of the campaign; let them choose between increasing their crypt by 1 card or upgrading the figures.
That's all I can think of for now. Also really think about the Mythic RPG it really works with Wizkids products.
Okay, so what I would do right off the bat is set a point limit for the initial squads. Somewhere in the 200-300 range is probably good, and maybe say rookies only. Then if you want to have figure advancement as an option, determine how you're going to do that. You can say every successful hit is worth xp equal to damage dealt, you could say that simply surviving a scenario warrants an upgrade. Allow rookies to become experienced, and experienced figures to become veterans, etc.
Also come up with how your treating injuries. If a character is taken out in-game, does he recover at the end and participate in the next scenario? If he's dead, can he be replaced with a new figure of the same type (maybe of lower experience)?
I'll check out possibilities for advancement and injuries. It depends on what minis my players have. Since they will be playing "lesser themes" it's possible they don't have that many REVs. But I'll go for 200-300 point scenarios.
_________________ Great trades with: Billesch1979(x3), Black King, DarkestThicket, Darkzilla, grymm666, HazMatt, ivanev(x2), JeanPaulValley, Kamala(x5), MEsch1974, sayuri, Seewolfe78, sundown.
I better start working on those plot twists.
I'll start with Goblin Minions and a Goblin Minion Subplot (I will use them through the campaign -- they're not for the players).
_________________ Great trades with: Billesch1979(x3), Black King, DarkestThicket, Darkzilla, grymm666, HazMatt, ivanev(x2), JeanPaulValley, Kamala(x5), MEsch1974, sayuri, Seewolfe78, sundown.
It can also be used for solitaire and coop play. You don't even have to prepare a story or scenario with Mythic. Their random story generator is easy, fun to use and can be prepared on the fly by any player/ GM/DM.
Mythic sounds interesting. Perhaps I'll look into it later.
Do you just use just the rule book or do you need the GM Emulator book too?
Sorry Lex, I completely missed this.
You don't need the rule book just the Emulator. I got the rule book cause it has some neat stuff in it anyway and it wasn't too costly. If your looking to save money just get the Emulator.
Subplot: Goblinwhatever
Whenever any friendly or opposing monster slays a victim, put a Goblin minion in an empty space adjacent to any hindering or blocking terrain. (You don't gain victory points for that victim though the monster becomes blooded).
Goblin Minion 6
Attack 6
Defense 15
1
Range 0
The trick is that you will add Goblin minions to the scenario (they appear from the dark) no matter who slays the victims. You won't get victory points for victims but your opponent will.
_________________ Great trades with: Billesch1979(x3), Black King, DarkestThicket, Darkzilla, grymm666, HazMatt, ivanev(x2), JeanPaulValley, Kamala(x5), MEsch1974, sayuri, Seewolfe78, sundown.
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