I'm guessing that every DragonQuest GM out there has at least a couple house rules for their DragonQuest campaign and I'm no different. Whether they are subtle changes to rules, different interpretations of DragonQuest's sometimes vaguely-worded rules or new skills, spells, weapons and colleges, every campaign has its own rules. This is, of course, true for pretty much any RPG system out there but the collapse of SPI and the disinterest of TSR meant that DragonQuest hasn't really grown and evolved since its release. Any changes or development for DragonQuest has been left to fans of the system through house rules.
Thursday, May 11, 2017
This post is a follow up to the September 2016 post about Vision and Light in DragonQuest. I've gathered together all of my various thoughts and notes of how I run vision and lighting in DragonQuest into a few documents that are part of my house rules. This post includes a link to the document describing the changes and additions I've made to the various magic talents and spells that create light or provide some type of vision.