One of the features of the magic system in DragonQuest is the Backfire Table. Attempt to cast a spell with too little skill and you may end up with a backfire which can have a variety of negative effects from the mildly irritating to the completely incapacitating. It's not easy being an adept in DragonQuest but not just adepts can cast spells. The non-adepts can loose magic spells that have been invested in items. These can also backfire but, to me, many of the backfire results don't make much sense in the case where the spell is cast from an item.
Posts about the early 80's tabletop role-playing game (RPG) DragonQuest from SPI with random excursions into mapping and Virtual Tabletop use.
Monday, January 30, 2017
Tuesday, January 17, 2017
Starting Language Skills in DragonQuest
DragonQuest incorporated languages better than many of the other RPGs around at the time of its release and it still compares favorably to those that came along later. Though brief at 2/3 of a page, the rules section on spoken and written language still manages cover in sufficient detail what it means to have Ranks 0 thru 10 in a language, touches on dialectic differences, mentions changes to language over long periods of time and which creatures would be expected to have their own language. Many of the other Skills available have minimum language skill requirements including Thief and Spy. The rules also detail what language skills a player character starts with. For humans and shape-changers, they start with Rank 8 in both Speak and Read/Write Common. For non-humans they start with Rank 8 in Speaking in their native language and Rank 8 in Speak Common. To me this is where the rules are a bit unfair to humans as well as a bit too restrictive and boring.
Saturday, January 7, 2017
Some thoughts on the Mechanician
As written the DragonQuest rules provide little incentive for an adventurer to take up the Mechanician skill. The brief description of the skill focuses largely on the making of traps, locks and safes. Not things you might make outside of the Mechanician's workshop. There are no abilities ascribed to the skill that might be regularly employed by the adventuring Mechanician. Those devices described in the rules all require tools, materials and, in most cases, a workshop. The Mechanician's ability to create locks, traps and other mechanical devices should give them some insight into disabling or disarming the traditional pit and arrow traps found in dungeons but nothing is said of this in the rules. The skill can definitely use some love in the form of more detailed abilities and some adventuring-targeted abilities.
Monday, December 26, 2016
Using MapTool with DragonQuest
If the reason you aren't playing DragonQuest currently is that your gaming group has become geographically scattered then you might consider using a Virtual Tabletop (VTT) program like the free MapTool from the folks at RPTools.net. VTTs allow you to connect with other players via the internet and have a shared virtual table top through your computer. Even for face-to-face gaming sessions VTTs can be a great gaming tool. MapTool is the VTT I have used for years now and is what I'm going to talk about.
Saturday, December 17, 2016
Using Inspiration Pad Pro v3 with DragonQuest
Tables for generating random loot, encounters, names, dungeons, weather and everything else can be found on the net and as part of the rules for different game systems. Some are generic and can be used for any game system while many are specific to various iterations of Dungeons & Dragons or related d20 variants. Inspiration Pad Pro is a free Windows program (and Android app) from NBOS Software allows you to easily create your own tables or generators to match how things work in your game world and the game system you use. I love it and have created a few tables that I use for generating NPCs for my DragonQuest campaigns.
Friday, December 16, 2016
Gnome and Half-Ogre Player Character Races for DragonQuest
I decided to add the Gnome and Half-Ogre as player character races for my campaigns for different reasons. For Gnomes it is mostly just as a whim. I mean, who doesn't like Gnomes? They are like happy Dwarves. Half-ogres came about as a way to have a more practical Giant race for PCs. As found in the DragonQuest rules, only the Stone Giant at 10' is even remotely reasonable as a character that might accompany adventuring parties into buildings, dungeons or even towns. Look at poor Wun Wun from Game of Thrones. No sleeping inside next to a cozy fire for him.
First the Gnomes...
First the Gnomes...
Sunday, December 11, 2016
Shape-changers and the Moon in DragonQuest
DragonQuest includes as one of its character races, shape-changers. Races other than Human must be rolled for per the rules and the player gets up to three chances at three separate races. Shape-Changers are the least likely race to get as it requires rolling a 4 or less on a D100 roll. So shape-changers comprise less than 4% of the player-character population which presumably is only a tiny fraction of the whole population. Scarcer than hen's teeth in other words.
According to the rules:
Though not Lycanthropes (i.e. were-animals) they are sensitive to the phases of the moon. The rules have this to say:
Farmer's Almanac has a lovely graphic that shows the phases and their names.
Here is a chart I threw together that can be used to determine how many times and for how long a shape-changer may assume animal form
From a visual standpoint the moon appears full to the human eye for three days but as the rules split the changes up by quarters that means that the full moon period, for purposes of number of changes and length of changes, lasts for one quarter of the moons cycle or 7.38 days here on Earth. Not an easy number to work with. Of course the moon (or moons) on your world can have whatever period you desire. Using a lunar cycle of 28 days would give you a nice tidy 7 days per quarter. Even 30 isn't bad as you can put 7 days each on the New Moon and Full Moon phases and then 8 days each on the First and Last Quarters. Or vice-versa.
The important thing is to pick some method of determining when these Lunar events take place within your game world calendar so that Lunar aspected characters as well as Shape-changers and Astrologers have a consistent system to work with.
According to the rules:
[6.9] A shape-changer is a separate genetic strain of human, with the ability to change into the form of a particular animal.These are not humans cursed with Lycanthropy but are instead some kind of human offshoot with the ability to change into a specific animal form. In DragonQuest, the character may have either Wolf, Tiger, Bear or Boar as their animal form and this is determined randomly.
Though not Lycanthropes (i.e. were-animals) they are sensitive to the phases of the moon. The rules have this to say:
A shape-changer may remain in animal form for one-quarter of the night times the phase of the moon; thus, during the full moon the shape-changer could remain in animal form all night. A shape-changer may remain in animal form for one hour times the quarter of the moon during the day. A shape-changer may make one set of transformations times the quarter of the moon.Unfortunately these statements reflect common misconceptions about the phases of the moon and what the terms 1st quarter and last quarter actually mean. Full moon is not the 4th quarter but instead falls in between 1st and last quarters. The term quarter does not refer to the amount of the moon illuminated but how far through the moons orbit around the earth it has progressed.
Farmer's Almanac has a lovely graphic that shows the phases and their names.
![]() |
| From Farmer's Almanac website. |
| Moon Phase | % of Night | Day Hours | Changes |
| New Moon | 25% | 1 | 1 |
| Waxing Crescent | |||
| 50% | 2 | 2 | |
| First Quarter Moon | |||
| 75% | 3 | 3 | |
| Waxing Gibbous | |||
| 100% | 4 | 4 | |
| Full Moon | |||
| Waning Gibbous | |||
| 75% | 3 | 3 | |
| Last Quarter Moon | |||
| 50% | 2 | 2 | |
| Waning Crescent | |||
| 25% | 1 | 1 |
From a visual standpoint the moon appears full to the human eye for three days but as the rules split the changes up by quarters that means that the full moon period, for purposes of number of changes and length of changes, lasts for one quarter of the moons cycle or 7.38 days here on Earth. Not an easy number to work with. Of course the moon (or moons) on your world can have whatever period you desire. Using a lunar cycle of 28 days would give you a nice tidy 7 days per quarter. Even 30 isn't bad as you can put 7 days each on the New Moon and Full Moon phases and then 8 days each on the First and Last Quarters. Or vice-versa.
The important thing is to pick some method of determining when these Lunar events take place within your game world calendar so that Lunar aspected characters as well as Shape-changers and Astrologers have a consistent system to work with.
Subscribe to:
Posts (Atom)
