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Re: DQ and newer systems
I agree with the general sentiment. The way I have leveraged the
good things about DQ with the good things in other games, is use
their source material. I am currently running a campaign based on
the GURPS Myth source material (from the computer game of the same
name). and one of the main cities in my world is based on MERP
source book Minas Tirith (from Lord of the rings). But I prefer to
take that stuff and use the DQ game.
John
--- In dq-rules@yahoogroups.com, "manx2600 <johncfranklin@h...>"
<johncfranklin@h...> wrote:
> 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