I must create a system, or be enslaved by another man's. I will not reason and compare: my business is to create.

- William Blake

Thursday, October 12, 2023

The minimalist beauty of D&D's "Dragon Quest Game"

First, notice there are several products with similar names; in this post, I'm talking about Dungeons & Dragons: Dragon Quest Game.

Contents: "32 page rule book, 24 page adventure book, 4 page booklet, fold-out game board, 4 sheets of cardstock fold-up figures, 6 plastic minis, 6 metal minis, 7 dice, 180 cards" (source).


This is not a "proper" RPG, but a board game for children 10-12 years old who never played D&D.

Still, I found the game immensely fun - despite being "too old" for it and playing GURPS regularly at the time!

And I introduced quite a few people to RPGs with it. I wish I still had a copy to try with children and newcomers.

Today, after being hit by nostalgia out of nowhere, I went online to take another look at the game.

It is apparently less famous than I thought - I found few reviews and it doesn't seem easy to buy.

Anyway, this games is probably lacking as a board game or RPG - the rules are vague, incomplete, and apparently unbalanced. We probably made it work due to experience with other RPGs. 

But...

I have to admire the sweet minimalism of the game.


The rules book has 32 pages, and is full of beautiful TSR art. 

The actual rules are very lean: almost everything is basically "roll under your ability score" (the usual six abilities).

Dwarves can find secret doors rolling under Wis. Halflings hide and thieves deal with traps rolling under Dex. Elves are just wizards with better fighting.

There are no saving throws - a PC affect by poison must roll under Constitution or die, etc.

THAC0 is replaced by a "fighting score", basically 20-level. So a 3rd level MU has a fighting score of 17 - which is better than most versions of D&D, but he can only use small weapons.

Spells do not have levels. You just pick a number of spells equal to your level plus Int or Wis mod. Magic-users pick before elves. I love this scheme.

No XP either - surviving a dungeon (which isn't easy) gives you a level, period.

There are no HD, just HP (6 per level for clerics, etc.).

source.

Treasure and encumbrance are abstracted - each PC can carry two cards (except backpacks allow you to carry more stuff), some treasure cards can be traded by equipment, etc.

Random encounters are drawn from a deck of cards, prepared beforehand for each dungeon.

The cards might be the best thing about this game - full of (not always appropriate) TSR art, they are much better than the 5e versions!

It also had plastic/metal PCs and paper figures for monsters and doors, and a single board that could be slightly adapted for different dungeons.

While I prefer "theater of the mind" RPGs, all these components were great for introducing people to the hobby, and fun to play with.

Lots of interesting ideas that could be applied to ANY version of D&D are scattered through the game: for example, the reaction table takes into account that lawful creatures are more likely to be helpful (which makes more sense here since PCs are never chaotic).

There are a few missed opportunities for balance and fun. Some treasure cards could have different effects (e.g., trade for TWO equipment cards), plate armor (or additional items) could affect movement, etc. The special card are just random luck (nothing the player or PC can do except hope for a good result), and Charisma apparently serves no function in the game.

This game is introductory and always errs on the side of simplicity.

The adventure book has three dungeons and advice to build your own - and even blank cards for the DM to fill!

It also contains some horrible DM advice (e.g., fudge your rolls, ignore random encounters occasionally, and so on).

All things considered, this was a fun introductory game. 

It was released in 1992, but contained ideas that would come back in 3e, 4e and 5e (e.g., everyone has a similar fighting bonus, saves rely on abilities) and even OSR games such as TAAC and The Black Hack (almost everything is "roll under ability").

It makes me wonder if someone could have started with this game and then moved to D&D... only to realize THAC0 charts, percentile thief skills and saving throws did little to improve the game!

Despite being incomplete and not that balanced, I think this is a fun little game - and a bit ahead of its time in many aspects.

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2 comments:

  1. So, a little more D&D like version of Hero Quest?
    Or Dragonstrike minus the jaw-dropping video: https://www.youtube.com/watch?v=FF1_IHliRhI

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    Replies
    1. Yes! Somewhat similar to Hero Quest. I haven't played Dragonstrike, unfortunately.

      I should try to find this old games... They were really fun.

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