



HardCore Inspiration
Between 1989-1996 we played HeroQuest to the point it was uninteresting to us, as compared to Advanced HeroQuest, Dungeons & Dragons, Warhammer Quest, World of Darkness, & Cyberpunk, it was too simple.
We all loved HQ though, so we decided to modify the rules for our club in 1996, adding elements from other games that we liked, both table-top, & video-games.
Table-top inspiration mostly came from World of Darkness (1991), Vampire: The Masquerade (1991), & Werewolf: The Apocalypse (1992).
Video-Game inspiration came from The Elder Scrolls (1994), Blood Omen: Legacy of Kain (1996), Diablo (1996).
Later inspiration was taken from Demon's Souls (2009), & Dark Souls (2011).
A key element of all of the inspiration for HCHQ is the use of fundamentally balanced, mathematically calculated systems shown in charts, & tables.
Above you can see some examples charts in the Diablo, Vampire: The Masquerade, & Dark Souls books.
With a balanced system beneath the fluff on the surface, the game is easy to scale. Additionally we use a decimal system for money, making things cost 100s, up to 1000, as it keeps the economy easy to manage.
We also have the conversion charts for automatic HQ enemy statistics generation by assessing the equipment represented on the models themselves. This is another example of why an underlying system is better for serious players than pulling ideas out of nowhere.
HQ was a great game for us as children, but as teenagers it had to grow with us or be left in the past. We decided to carry HQ forwards as HCHQ, & still today we play our way, the way we've enjoyed HQ for 30 years, the HardCore way!