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It's interesting that this variant concentrates on applying the victory conditions from MR to RotH, since there has been some criticism here on BGG and elsewhere that the player-defined victory conditions in MR make that game too easy/repetitive. This gave rise to a "Quests" variant for MR (kind of making MR more like RotH in fact).
Anyways, one of the points that MR fans seem to really enjoy is the fact that the randomness of the MR game system almost guarantees that no two games are ever exactly alike. I have never played RotH, (I have read through the rule re-write posted here on the Geek however), but some reviewers seem to think that the monsters/quests that are fixed to the same location in every game creates a weak point and can lead to limited re-playability.
With this in mind, several ways for making RotH more like MR would be to:
1. Figure a way to randomize the locations/placement of the "PA" counters (diceroll?) and other tokens on the board at start, as well as start locations of the players.
2. Have "revealed" monsters prowl within their tile, so players have to contend with unexpected combat situatitions.
3. Have the location/goals/destinations of certain quests change from game to game instead of being fixed.
4. Some kind of game mechanism that would allow tiles to be rotated or re-organized so that the map changes during gameplay.
5. A massive expansion of Magical Artifacts and Spells (using Scrolls whose use is tied to a players 3 basic attributes?) so as to add more variety, and reduce the certainty that each item will always appear in any given game.
Just a few ideas. Hope these suggestions might help someone in creating their own variant.
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- Edited Mon Mar 22, 2010 12:13 am
Posted Sun Mar 21, 2010 11:58 pm












