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Dragon Quest

Started by selfdeleteduser00001, September 08, 2014, 06:48:29 PM

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arminius

I agree, that'd be best.

Doom

Wow, that's a blast from the past.

It was kinda-sorta based on other SPI games, like Citadel of Blood and big board/wargame that I had but don't remember.

Combat was just a little too complicated for my taste, with crippling injuries.

The magic system was flavorful, but not particularly useable. If I recall correctly, getting any real use out of it required selling your soul, which gave you 7 years before collection...and even then, you could generally do better with a club.
(taken during hurricane winds)

A nice education blog.

arminius

I think you're referring to Swords & Sorcery, the boardgame. Citadel of Blood may have had some of its setting elements drawn from S&S (both were designed by Greg Costikyan), but I'm not aware of any connection between Dragonquest and those games.

The one connection between DQ and any of SPI's boardgames that I can recall (other than Arena of Death)  is that they published DQ stats for some of the characters and setting elements which had been developed for Albion: Land of Faerie. David James Ritchie wrote both DQ and A:LoF. Among his many credits was another a game that got published in Ares after TSR had taken over, called Omega War. That also had a cool setting that could use an RPG treatment; sadly, I just learned that Ritchie passed away a few years ago at 58.

Doom

Well, I could be wrong, it has been 30 years, after all...but it does seem like there were a few spell names and such that were shared in the games.
(taken during hurricane winds)

A nice education blog.

David Johansen

Now I'm wondering about ways to make Dragon Shadowed Lands more Dragon Questy.  I think the experience levels are too built in an explicit.  I guess since a level is 1000 experience points and 100 % points to distribute and skills and blocks can be increased by three per level you could go with a 10 experience points per skill point and double the cost every three points.  It's a bit cludgy but it gets rid of levels.  Currently experience rewards halve for every level they are below yours but levels cost 1000 experience points.

Oh well, I guess it's always going to be more C&S and Rolemaster really.  I suppose I could use smaller type, case numbering, and shaded text boxes in a three column layout.  Sometimes it's the look and feel of the thing and Dragon Quest did have it's own unique look and feel.
Fantasy Adventure Comic, games, and more http://www.uncouthsavage.com

Omega

Arena of Death Ares issue 4 specifically says it is set in the world of DragonQuest. It is though a tactical board game and was sold seperately I believe. DJ Ritchie designed that. That same issue had an addendum to DragonQuest itself for the option of a quicker combat resolution system.

Citadel of Blood states characters and setting are from Swords & Sorcery. By Smith and Simonsen.

arminius

I see, I was confused--Costikyan designed Deathmaze, which is pretty generic setting-wise, and Deathmaze was the basis for CoB. I thought DM was a harmless dungeon-crawler, but CoB was the only Ares game I got rid of. Clearly my feeling wasn't widely shared.

AoD was indeed sold separately but it basically reproduces the DQ 1e combat system with just a rules framework added to provide a gladiatorial-campaign context.

One difference of detail that isn't often remarked is that AoD (and I think 1e but I'm not going to check right now) includes a bunch of non-Western weapons such as odachi in place of "two-handed sword". 2e has a more "traditional" set of medieval-fantasy-RPG weapons.

selfdeleteduser00001

Well my copy of 2nd ed arrived today.
First thought: my, that's thin, that's not going to take too long to read.

My copy of 3rd ed is slowly getting to me from the USA.

I'll report back.
:-|

Phillip

Quote from: tzunder;786904Well my copy of 2nd ed arrived today.
First thought: my, that's thin, that's not going to take too long to read.
There are a lot of subtleties to digest, though.

QuoteMy copy of 3rd ed is slowly getting to me from the USA.

I'll report back.
I never saw that. I find it more interesting that TSR published it in the first place, than that they omitted some colleges. I gather they also added some, and am curious about those.
And we are here as on a darkling plain  ~ Swept with confused alarms of struggle and flight, ~ Where ignorant armies clash by night.

selfdeleteduser00001

OK. Reading dragon quest 3e. I am confused by character gen for a giant. It seems to refer one to the giant stats in the bestiary but doesn't explain how to make use of those stats in character gen. Help?
:-|

David Johansen

I'm pretty sure you're just allowed to spend points to buy stats in the given range.
Fantasy Adventure Comic, games, and more http://www.uncouthsavage.com

selfdeleteduser00001

However, and oddly for a *very* prescriptive game text, it doesn't explain that in 3e, it just makes a reference to the giant stat block and no explanation.

I shall have to ask for more help from DQ grognards.

I am enjoying reading it, it's quite straightforward, but clunky in bits but quite playable so far.
:-|

David Johansen

The designers probably considered it self evident.
Fantasy Adventure Comic, games, and more http://www.uncouthsavage.com

selfdeleteduser00001

Given that they didn't consider anything else self evident (it's one of the most preachy over explained rulesets I've read) I doubt it.
:-|

Phillip

#44
It seems likely that explanatory text got cut at some point.

Another possibility is that it was an idea that never got blind-tested before publication. A copy editor may have glanced at the section references and merely confirmed that they existed and seemed relevant, without asking the questions a player new to the work does.

Without some modifying rule, Fatigue for a player-character would simply be derived from Endurance.
And we are here as on a darkling plain  ~ Swept with confused alarms of struggle and flight, ~ Where ignorant armies clash by night.