DragonQuest
has been defined by many people in many different ways. For those
unfamiliar with the game, the following is quoted from the 2nd Edition.
Fantasy role playing, as a way to spend one's leisure time, has
come of age in the last five years. Since the days when a small
group of devoted die-hards first uncovered an enjoyable fantasy
role-playing game, the idea has attracted an ever-growing body of
people whose divergent tastes demand innovative and original new
works. Thus, enter DragonQuest.
Three general themes guided the design and development of DragonQuest
and make this game different and (we think) an improvement on all
other role-playing games. First, DragonQuest was designed to impose
as few artificial restrictions on the Gamemaster (GM) as possible.
For example, a character is not limited to a particular group of
abilities (known in the genre as a "character class").
A character class imposes certain arbitrary restrictions upon a
character, forcing him or her into molds which have to fit, regardless
of the inclination of the player. These classes came into being
in other games as balancing tools, to make it just as advantageous
to be a human fighter as to be a dwarven priest. In order for a
character in a DragonQuest world to have as much freedom of choice
as possible, anyone can be anything. Of course, the player
who tries to have as versatile a character as possible will be correspondingly
handicapped when he tries to rise in power. The important effect
of this theme is that any character from the pages of fantasy literature
can be re-created (in game terms) without causing aberrations in
the game system.
Second, almost all creatures and magics are drawn from sources existing
in myth, legend, or literature. We do not pretend that our fantastic
inventions can compete with those reaching across the gulf of time
to us, being the stuff of our heritage. Rather, we have attempted
to imbue as much verisimilitude as we could, to allow those who
play DragonQuest to live on a gaming table those worlds they have
only been able to vicariously experience before. The fantasy of
northern Europe is prevalent in these rules, because it is the common
reference point shared by most of the people who will play DragonQuest.
When a specific mythic creature or type of magic is reproduced,
it is given all the characteristics ascribed to it in legend. When
discussing the imaginary, brief mentions were often thought to be
sufficient; in such cases, we try to explain as best we can. The
few liberties taken were to fill the logical "holes."
Norse legend and the Lesser Key of Solomon (to name but two examples)
are not entirely compatible. We have attempted to give the GM a
solid base to which he may add his own or other cultures' legends
and magics.
A third concept in mind during the design process was to maintain
the game's flexibility, and allow the GM and players to expand on
the original rules. The modular presentation of skills and magic
colleges makes the introduction of new ideas easy; adding a new
skill or college does not necessitate changing the original ones.
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