I think part of any game system is a certain amount of storytelling. Games like GURPS and even to a degree 3rd Ed. D&D, reduce the game system much more to merely mechanics.
I would much rather wield a Flame Tongue than a +1 longsword with Keen, Flaming, and Flaming Burst.
DQ somehow has a different FEEL to it. Characters tend to be characters rather than just a sum of their stats and equipment.
Hmm, It's also the game that I have had the most fun dieing in :)
John F. Rauchert
-----Original Message-----
From: manx2600 <johncfranklin@hotmail.com> [mailto:johncfranklin@hotmail.com]
Sent: Friday, January 17, 2003 8:34 AM
To: dq-rules@yahoogroups.com
Subject: [dq-rules] DQ and newer systems
Thanks everybody who replied to my query about how DQ has
held up over the years (sorry for the late reply but ive been
travelling a bit).
I was particularly surprised by the near unanimous negative
reactions to GURPS--which tallied exactly with my own (I thought
it was better regarded by others). I played Fantasy Trip a bunch
when it came out and liked it a lot, especially for its bloodiness.
But when I picked up GURPS and read through the rules, and
even tried running it a bit, I couldnt help being annoyed by how
perfectly the modularity had been worked out. A bit like going to a
second hand bookstore like Powells in Portland Oregon, and the
store knows its stock and the market so well you dont have a
prayer of finding a bargain.
Im also glad to hear that, generally, lots of people think DQ is still
as good as I remember. The very fact that it needs customization
by each referee makes it good, because everyone ends up with
what feels like their own unique gaming world. And yes, the
atmosphere is definitely there, especially in the magic system.
shame about how bad the art was though.
cheers, jcf