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Re: [dq-rules] DQ and newer systems
On Mon, 20 Jan 2003 15:28:54 -0800 (PST), Steven Wiles
<mortdemuerte@yahoo.com> wrote:
>I've gotten more of a feel of characters as organic,
>living beings who change and adapt as time goes on
>than in any other system. You know, like real people
>do. I suppose this is part of its "class"-less
>structure, but it also feels like more than that to
>me.
It is inaccurate to describe DQ as a "classless" system. It would be more
accurate to say that the classes are optional and non-rigid, but DQ "skills"
(Thief, Merchant, Healer, etc.) are functionally equivalent to "classes" in
games like D&D etc. By this I mean a DQ "skill" is actually a collection of
(vaguely) related sub-skills that are developed together; in a truly
classless system (e.g., RuneQuest) each of those sub-skills would be
developed independently.
Perhaps the best way to describe DQ would be as a class-based system that
permits effortless multi-classing.
>Do others feel that its just some
>ineffable quality of this game that encourages rich
>character development, like I do?
Not really. I think any non-rigid game system will lead to such characters.
It's just that there haven't really been a huge number of non-rigid game
systems for generic FRPGs out there, so any individual such game tends to
stand out from the crowd.
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Canberra, Australia MSTie #72759 SCA #80160
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