Hullo, Lev,
In a message of March 19th, 2007, Lev Lafayette wrote,
>>>1) John Garcia's art. Not especially fantastic, and
>>>certainly not enough of it to make a difference to the
>>>style rating in any case. The fact that he's been an
>>>illustrator for TSR, SPI and Dark Horse comics doesn't
>>>really change my opinion on that. *shrug*
>>
>> Actually, I disagree. John Garcia's artwork in the main DQ
>>rulebook is actually quite good for the time, and represents what he was
>>doing back in 1979/1980.
>
> *meh* If the range of opinions seems to be from "OK"
> to "Quite Good"...
Perhaps, but you have to remember to evaluate it based on what was
being done at the time, not on what is being done now. Too often
reviews of old products or old rpgs tend to forget that the market has
changed so much (especially since the early 1980's) that it's an apples
vs. oranges kind of thing. Artwork in rpg books is no exception.
>>>3) Lack of a general intelligence/education
>>>characteristic. Personally, I think this is not a
>>>design feature for DQ, but rather a bug. I don't think
>>>the suggestion of using PC is a particularly good one.
>>
>> Frankly, I can't agree with this. One of the biggest problems
>>with any game statistic or characteristic is whether the player can play
>>it, and Intelligence is one of the ones that can is the worst offender
>>in this regard. This debate raged here and on the old DQ lists at one
>>time, but it's moot. What it really comes down to is that the game was
>>created back in a time when that sort of stat wasn't common. Players
>>were expected to use their own intelligence to do things, not one that
>>is a game mechanic. But we can agree to disagree on this point for the
>>rest of our lives, if you like. :)
>
> Sure... Although I am interested in the conundrum that
> is raised by NPCs. Does this mean that the GM should
> be the smartest player? ;-)
Well, you have to remember these games are *roleplaying* games. As
far as I am concerned (and I suspect a lot of the old-time gamers are
concerned), Intelligence is not something that is dice rolled. In games
where the stat exists, such as CoC, early D&D, and others, the players
had the joy of just using the dice to determine whether the character
could solve a riddle, or some such, and this was just too much. In DQ,
I use WP to have a character remember a piece of information the
character might know with a variable DF depending on the length of time
that has passed. After having tried to put that stat into the game, I
realised that it doesn't work very well, and is better left out.
>> As for an Education characteristic, well... I
>>think it has its uses in CALL OF CTHULHU and a couple of other games
>>out there, but how would you incorporate this in a fantasy mediaeval
>>world, where technically speaking, 98% of the popyulation are
>>illiterate (if you go with a somewhat realistic model of the world
>>(another can of worms, I know))?
>
> A combination of "age" and "worldliness" would be a good combination,
>imo.
In which case, the stat should not be called "Education." Most
game systems that have something along the lines of an Education stat
either give the character more points to allot to something, or give the
character a batch of default education- or worldliness-derived skills.
ARROWFLIGHT, and all of the Chaosium systems are good examples of this.
Mind you, I'd *love* to see what you could work out for this! <g>
>> At one time, I actually added an Intelligence characteristic to my
>>DRAGONQUEST game, but I abandoned it some time in late 2000, since it
>>really served no purpose, and players have an inability to play certain
>>INTs. The characteristic serves no purpose in a game such as DQ, in my
>>experience and opinion.
>
> Including a new characteristic should mean integration
> into the game system mechanics, otherwise, yes, it
> will be useless. Because AD&D doesn't integrate CHA
> heavily in the system it is typically used as a "dump
> stat".
>
> For example, using INT to provide an experience point
> multiplier or reduced training times, to act as a
> modifier to various skills (e.g., the various alchemy,
> astrologer, mechanician, merchant, military scientist,
> navigator).
Maybe, maybe not. As things are, characters increase their
abilities too fast as it is in DQ. Especially if one plays the game on
a regular basis.
>>Always did like this concept in DQ, and it was the first rpg to use this
>>Characteristic, too.
>
> Good point. It is indeed one of my favourite contributions by DQ.
Mine too. :)
>>>4) Shields and armour in DQ are comparatively poor
>>
>> The whole business with armour and shields in DQ has been a
>>bugbear (no pun intended) for...well, since the game came out. Some
>>people can live with it, others can't. The real problems that D&Ders
>>and some others who came to the game back in the early days was the fact
>>that they couldn't get used to the fact that armour absorbed damage, and
>>didn't reduce the chance to hit the way it did in D&D.
>
> I think players with Intelligence scores that low shouldn't be playing RPGs ;-)
Ah, but you forget: When a lot of players were discovering the
DRAGONQUEST system and coming over to it from D&D's early
incarnation(s), armour reduced chance to hit through the AC business in
D&D, and DRAGONQUEST's armour reducing damage taken was greeted with,
"What the <bleep>!!??" Sure, it may be common sense, but most rpgs out
there at the time weren't handling it this way.
>> Other than that, I'm going to leave this discussion to those with
>>more experience than I, but I will state that having been part of SCA for a
>>while back when, I was pretty lousy with a shield without having any
>>skill in it. That said, if you want to provide a "revised" set of
>>Shield rules, go for it. I'll certainly look at it open-minded.
>
> My experience with a shield (and it's pretty minimal,
> I'm more of a fencer) is that the general principles
> aren't too much different to other parrying weapons -
> deflect, don't block, protect from the angle of attack
> etc.
Sure, but without being ambidextrous and having no training with
the shield, you're lucky if you can coordinate an attack and a defense.
I know, from personal experience, and have a scar to prove it. :( And
shields are not as light as people make them out to be, comparatively.
But enough on this, we'll leave this to others to deal with. :)
> I'll give it a whirl writing up some alternate rules
> and putting them on the rules-list (rather than the
> news-list)
I'd like to see this, too. :)
I'm going to write a second, separate post about this, and will
comment there.
>>>5) Scalability of characteristics. OK, very few
>>
>> I don't know whether this is true or not. When it comes right
>>down to it, the way you treat the Physical Strength (PS) of a human or a
>>minotaur character (if you were to allow the latter) seems to work fine
>>in the game system. This one I think needs a bit more explanation on
>>your part, since the review pretty much skimped on this one.
>
> Well, the obvious example is from contested PS
> situations which suggests a linear scale, but where
> that isn't applied on creature statistics. For
> example, two PS 20 people shouldn't be considered as
> strong as PS 40 bear.
Frankly, scaled systems for characteristics and the like belong in
superhero rpgs, where you need to simulate Superman's strength versus
that of Jimmy Olsen or whatever. The DQ system works fine, far as I'm
concerned, and has done so for 25+ years. That said, what would the DQ
system be like if it were being designed these days? :)
>>>6) Arbritary restrictions of college and backfires.
>>
>> Frankly, I don't find that the magic system in DQ is all that
>>arbitrary, and it didn't seem that way when we were playtesting the game
>>system (although that was 25+ years ago, so my memories aren't sharp on
>>some of that stuff any more). The Colleges are not restrictive, except
>>in the sense that a Mage who uses magics of earth can't use magics of
>>necromancy, air, fire, and ensorcelments, but this has a lot of credence
>>when it comes to myth, tales, and literature.
>
> I'm racking my brains on this one, and I can't think
> of a *lot* of credence. Sure fantasy and mythic
> wizards specialise, we all do, but usually it's a
> little more open than what DQ suggests. Perhaps a
> restriction on the branch of magic (elemental, entity
> and thaumatugy) would have been a better requirement.
Maybe, I don't know. What I do know is the magic system works
pretty well, and to be honest, with some of the new Colleges of Magic
I've seen out on the web (not to mention the stuff I've come up with
myself), well...you can do pretty much anything you want.
>> As for the backfires, >well...I think every GM that I have ever known who
>>runs DQ tailors their backfires according to the College type and stuff
>>like that. More comments on this are welcome.
>
> *nods* That would be nice...
Nobody's commmented on this yet, perhaps it needs to be in s
separate post. :)
--
JohnK
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