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

Showing posts with label boardgames. Show all posts
Showing posts with label boardgames. Show all posts

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 cards 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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Thursday, December 08, 2022

5-Minute Dungeon (and some D&D reflections)

This is not about RPGs. This is my first post (AFAICR) about a board game (that is obviously inspired by D&D and similar games). I'm not a specialist and I'll be brief.

5-Minute Dungeon is a fun cooperative game for 2 to 5 players. It is simple, fast (you're supposed to win/lose in five minutes, although we often ignore this when playing with children), and amazingly "balanced".


You have ten characters to choose from: Ranger/Huntress, Valkyrie/Paladin, Wizard/Sorceress, Barbarian/Gladiator, Ninja/Thief. The party has to face a series of challenges (mainly people, monsters, and obstacles, but also occasional events and mini-bosses) to get to the boss. If the boss is defeated within 5 minutes, you win.

Each pair has a customized deck that focuses on one special "skill" (basically melee, defense, ranged, spells and acrobatics), and some special cards that help them overcome challenges (for example, Wizard/Sorceress have a fireball card to defeat monsters, and Ninja/Thief have a Snipe card to defeat a person). Since pairs are printed on both sides of the same "base" (pictured below), you will not get redundant decks (there is a single green deck for Ranger/Huntress, etc.)

In addition, each character has a special ability which requires discarding part of your hand (usually, a to defeat people, monsters, obstacles, or to allow other players to draw cards, or stop time, etc.).


The abilities, cards, powers and colors (red for the martials, green for nature, yellow for the divine, etc.) feel thematically appropriate, and there is even a vaguely hourglass-shaped box to go with it. Lots of cool "Easter eggs", not only for D&D fans but also about movies, videogames, and internet memes (even some that children should not understand).

It made me wonder why D&D cannot get to this level of balance and straightforwardness. We could, for example, have fewer classes like 2e (warriors, priests, etc.) with sub-classes, each focused on a type of challenge - with some "deck building" to customize the classes (by picking skills and feats).

You see, 5e has three "pillars", supposedly: exploration, interaction and combat. If you think about it, it has also three environments: city, wilderness, underground. Combining them will give you different scenarios: fighting in the wild favors ranged attacks, since you can see your opponent from a distance, etc. There are also three main approaches to problem solving, basically sword, skill and spell. Then there are additional parts such as divine magic, psionics, etc.

One thing 5MD has that is lacking in D&D is the idea that magic cannot solve everything, leaving space for other types of characters to shine. For example, if you say spells cannot create food easily, but the ranger can easily forage when outdoors. Or that no spell is better at killing a single target than an awesome fighter with a sharp sword. A tough sell for some D&D players, but might be worth considering.

[D&D offers some solutions for that. For example, magic is available for everyone in the form of potions, magic items, etc. Spells are limited, so maybe having a thief by your side is useful if you face multiple repeated locked doors and chests. And 4e attempted to give PCs clearer niches and approaches - a worthy goal, even if the result didn't please me.]

Anyway, it's a fun little game, especially for playing with children ages 8+.