DragonQuest
Encyclopedia
DragonQuest is a fantasy
Fantasy
Fantasy is a genre of fiction that commonly uses magic and other supernatural phenomena as a primary element of plot, theme, or setting. Many works within the genre take place in imaginary worlds where magic is common...

 role-playing game
Role-playing game
A role-playing game is a game in which players assume the roles of characters in a fictional setting. Players take responsibility for acting out these roles within a narrative, either through literal acting, or through a process of structured decision-making or character development...

 originally published by Simulations Publications
Simulations Publications
Simulations Publications, Inc. was an influential American publisher of board wargames and related magazines, particularly its flagship Strategy & Tactics, in the 1970s and early 1980s...

 (SPI) in 1980. Where first generation fantasy role-playing games such as Dungeons & Dragons
Dungeons & Dragons
Dungeons & Dragons is a fantasy role-playing game originally designed by Gary Gygax and Dave Arneson, and first published in 1974 by Tactical Studies Rules, Inc. . The game has been published by Wizards of the Coast since 1997...

restricted players to particular character class
Character class
In role-playing games, a common method of arbitrating the capabilities of different game characters is to assign each one to a character class. A character class aggregates several abilities and aptitudes, and may also sometimes detail aspects of background and social standing or impose behaviour...

es, DragonQuest was one of the first games to utilize a system that emphasized skills, allowing more individual customization and a wider range of options.

Character generation

Character generation is much more involved than D&D, with the player using 10 sided die to determine everything from the character's race to handedness to the number of points they have to distribute amongst the primary characteristics (Strength, Agility, Manual Dexterity, Magical Aptitude, Endurance, etc.) which determine the character's strengths and weaknesses. Being able to control the value of these attributes enables for greater flexibility in character generation. For example, players seeking a powerful magic user can divert points to Magical Aptitude. Those seeking pure fighters can invest their points in Strength, Agility and Manual Dexterity. By carefully balancing these numbers, fighter/mages, thief/assassins, and other weird combinations can be devised.

Magic

The magic system in DragonQuest is different from D&D in that there are distinct Magical Colleges, with each one carrying its own group of spells and rituals. Player characters who enter magical study are assumed to have apprenticed with a mage of their particular Magic College, and have learned all the basic spells and a ritual or two from their former Master. This precludes changing Magic Colleges in the context of game play, and so it is not allowed. Some of the Magic Colleges include: Earth Magic, Air Magic, Fire Magic, Water Magic, Greater & Lesser Summoning, and Rune Magic. The revised second edition added some colleges and removed others.

Players expend fatigue points to cast spells, and must roll percentile dice to succeed. Many of the more powerful spells have a very low chance of success, and may backfire with random results (many quite unpleasant). By expending experience points, a mage may improve their ability to cast specific spells by gaining rank in them. There are also advanced spells which can be obtained from more powerful mages in ones Magic College. This advanced knowledge may require a substantial cash payment or some kind of quest to obtain, however. Certain spells require expensive or rare elements to work properly, while the majority are merely spoken.

It is possible in the context of the game for player Mages to create magic items (such as rings, amulets, weapons, etc.) for later use by themselves or other party members. Such items are also found on occasion, either "in the field" or for sale at a well-stocked market or shop.

Skills

Any player character may choose to learn various skills in DragonQuest. Vocations such as Ranger, Thief, Assassin, Courtesan, Navigator, Healer, Mechanic, Beastmaster may be acquired by expending the necessary experience points. Certain other skills, such as Stealth, Horseback Riding, or a Language can also be practiced and improved. Characters are not limited to any particular set of skills, and a Halfling Assassin who speaks perfect Elvish is technically possible.

Weapons are learned in much the same manner as Vocations. The limitation is that weapons have various maximum ranks (levels) which can be achieved, while other skills usually top out at rank 10. Magic spells gain improved chances of success and better strength when rank is gained in them also, and this is done on a spell-by-spell basis (e.g. character is a fire mage and has improved his skill to rank 6 in Fireball, but rank 0 in many other spells of his magic college which he considers less important).

Characters are required to spend many weeks training after an experience-generating adventure in order to increase skill levels. Weapons training typically requires the aid of a person of greater skill than the player, and hiring a weapon-master can be expensive as well. Often, a group will return to town laden with gold, only to realize that between the several months spent training (room & board) and the cost of experts to assist them with training, most of the money is already spent! It is also possible that a character may actually be the expert in his/her local area, and thus might have to travel some distance to receive instruction from a person of greater ability.

Combat

DQ uses a hexagonal grid and miniatures for combat. Unlike other systems, where the lead figures are merely placeholders, DQ requires that characters know their facing, as attacks from the flanks and rear are more effective than frontal assaults. Combat takes place in 5-second "pulses" and characters may only move short distances while actively engaged in a meleè.

Each character has a strike chance % based on (mostly) their manual dexterity and the base chance of the weapon used to attack. Additional factors, such as running into an attack or achieving surprise—as in an ambush—modify this base chance. The defender's defensive % is subtracted from this number, and percentile dice rolled to see if a hit is achieved. When a hit is delivered, the attacker rolls a d10, adds the weapon's attack bonus, and subtracts the target's armor rating. In some cases, such as a target with plate armor, few weapons can do much damage directly. Only certain special hits can damage the target severely. But with time, even the most heavily-armored Knight can usually be worn-down.

Unlike other systems, which use "hit points" to tally damage, DQ has a two-tiered system of fatigue and endurance. Normally a weapon does fatigue damage only, but an especially lucky hit may immediately cause endurance damage or even a grievous injury, which allows the attacker to roll again on a table of nasty hits to the eyes, guts, etc. Once a character has lost all of his fatigue, he begins taking endurance damage instead. This is bad, since endurance damage requires magical intervention or extended bed rest to be recovered. Fatigue can be recovered by simply relaxing and getting a hot meal and a good night's sleep. Especially realistic or cruel referees may also check to see if an infection sets in from endurance damage.

Another DQ feature is a three-tiered combat range system: Ranged, Melee, and Close Combat. Ranged Combat typically involves bows, slings, and thrown knives, while Melee is swords, spears, maces and most other weapons. Close Combat in DQ is wrestling on the ground with knives, fists, rocks, etc. DQ allows a party of heroes to be surrounded and ultimately overwhelmed by large numbers of peasants, who rather than attacking singly and being cut to ribbons, will instead seek to surround and leap into Close Combat to subdue and pin down Player Characters. Some weapons, such as daggers, can be used at all ranges, but most cannot and are useless when the character is being shot with bows or engaged in Close Combat.

DragonQuest combat falls midway in complexity between D&D and systems such as Runequest
RuneQuest
RuneQuest is a fantasy role-playing game first published in 1978 by Chaosium, created by Steve Perrin and set in Greg Stafford's mythical world of Glorantha. RuneQuest was notable for its original gaming system and for its verisimilitude in adhering to an original fantasy world...

or Harn
Hârn
Hârn is a world published by and designed for use in fantasy role-playing games . It was designed by N. Robin Crossby, and it was published by Columbia Games in 1983. In 2003, Crossby claimed that the contract between him and CGI had ended...

. It can take several hours to resolve battles. Tactics, choice of weapon, and use of spells are keys to victory. The main drawback to DQ is that novice characters and mighty heroes have nearly the same ability to absorb damage—i.e. they can both be killed fairly easily (unlike D&D in which high-level characters can take remarkable amounts of damage without dying). This requires parties to have a balance of fighting and magic skills, since a party cannot be centered on a single nigh-invulnerable figure (a "Conan the Barbarian" type).

Experience

An experience points system is utilized that enables characters to increase their skill levels in spells and vocations, making their characters more formidable. Experience is spent a la carte, rather than a blanket increase in character skills as in D&D.

As characters grow in skills and abilities, the cost to raise to higher skill levels increases greatly, but the amount of base experience points awarded at the successful completion of an adventure increases as well. In addition, the Dungeon Master may award characters bonus experience points for valiant, clever or outstanding performance during gameplay.

History

DragonQuest appeared in four editions: first edition and second edition, a revised second edition in conjunction with Bantam Books
Bantam Books
Bantam Books is an American publishing house owned entirely by Random House, the German media corporation subsidiary of Bertelsmann; it is an imprint of the Random House Publishing Group. It was formed in 1945 by Walter B. Pitkin, Jr., Sidney B. Kramer, and Ian and Betty Ballantine...

, and a third edition published by TSR
TSR, Inc.
Blume and Gygax, the remaining owners, incorporated a new company called TSR Hobbies, Inc., with Blume and his father, Melvin Blume, owning the larger share. The former assets of the partnership were transferred to TSR Hobbies, Inc....

 when they acquired SPI. As of 2006, the game belongs to Wizards of the Coast
Wizards of the Coast
Wizards of the Coast is an American publisher of games, primarily based on fantasy and science fiction themes, and formerly an operator of retail stores for games...

, a wholly owned subsidiary of Hasbro
Hasbro
Hasbro is a multinational toy and boardgame company from the United States of America. It is one of the largest toy makers in the world. The corporate headquarters is located in Pawtucket, Rhode Island, United States...

, through acquisition of TSR.

The original working title for DragonQuest was "Dragonslayer" (Ares Magazine
Ares (magazine)
Ares was a science fiction wargame magazine published by Simulations Publications, Inc. , and then TSR, Inc., between 1980 and 1984. In addition to the articles, each issue contained a wargame, complete with a foldout stiff paper map, a set of cardboard counters, and the rules.There were a total of...

 #2), but this had to be changed to avoid a conflict with Walt Disney's movie, Dragonslayer
Dragonslayer
Dragonslayer is a 1981 fantasy movie set in a fictional medieval kingdom, following a young wizard who experiences danger and opposition as he attempts to defeat a dragon....

(which was released by Paramount Pictures
Paramount Pictures
Paramount Pictures Corporation is an American film production and distribution company, located at 5555 Melrose Avenue in Hollywood. Founded in 1912 and currently owned by media conglomerate Viacom, it is America's oldest existing film studio; it is also the last major film studio still...

 in North America). SPI later (in 1981) published a board game titled Dragonslayer, a tie-in with the movie.

The DragonQuest trademark
Trademark
A trademark, trade mark, or trade-mark is a distinctive sign or indicator used by an individual, business organization, or other legal entity to identify that the products or services to consumers with which the trademark appears originate from a unique source, and to distinguish its products or...

 prevented the Dragon Quest
Dragon Quest
, published as Dragon Warrior in North America until 2005,Due to the inconsistent usage by sources since Square Enix obtained the naming rights to Dragon Quest in North America. Dragon Quest has been used by sources to refer to games released solely under the Dragon Warrior titles...

video game series from being published in North America under that title. In 2003, Square Enix
Square Enix
is a Japanese video game and publishing company best known for its console role-playing game franchises, which include the Final Fantasy series, the Dragon Quest series, and the action-RPG Kingdom Hearts series...

 registered the Dragon Quest trademark in the US
United States
The United States of America is a federal constitutional republic comprising fifty states and a federal district...

. This trademark abandonment
Abandonment
The term abandonment has a multitude of uses, legal and extra-legal. This "signpost article" provides a guide to the various legal and quasi-legal uses of the word and includes links to articles that deal with each of the distinct concepts at greater length...

by Wizards of the Coast indicates that they have no interest in future DragonQuest publications.

The first SPI edition came in a cardboard box containing three separate, softcover books, "Character Generation," "Magic" and a "Monster/Skills" manual. The second edition came as an all-in-one softcover version published by SPI. The third edition published by TSR came in yet another all-in-one softcover version with different cover graphics.

The differences between editions lies mainly in the addition and subtraction of some magical colleges as well as some modifications to combat mechanics. Most DragonQuest players consider the revised second edition to be the best edition of the game, but many faithful players have been known to combine elements from all editions, creating their own version of the game.

There were supplemental materials released during the game's publication. At least one pre-written gaming module adventure was made for the DragonQuest system. A rolling screen for game masters was offered at one point, bearing helpful charts and tables necessary during gameplay. A large map of the fictional Kingdom of Alusia was released as well, which provided game masters a variety of habitats, environments and islands on which to place the action.

Despite the game's relative obscurity and continued neglect by its copyright holders, the game continues to be played by DragonQuest devotees. Over the years, DQ groups throughout the world have devised and playtested additional secondary skills (such as swimming and hunting), magic colleges, races (rules for half-elves, half-orcs, etc.), and monsters for the game since it ceased being actively published. An unofficial player's association exists online at http://www.dragonquest.org. Additional materials, including newer/untested material not in the original rules can be found at http://www.igs.net/~eric/dq/

External links

The source of this article is wikipedia, the free encyclopedia.  The text of this article is licensed under the GFDL.
 
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