Dragon Warriors

A discussion forum for the Dragon Warriors RPG and related works
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PostPosted: Mon Jan 25, 2016 8:54 am 
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I think the enjoyable parts of an rpg all fall into the same categories that apply to computer games. That continuous build up in strength over time, more experience, abilities, hardware and all. I suppose some players like playing various roles whether that is the tank or assassin or artillery. The Dragwars magic system to me seems more combat oriented than others.

I suppose the IMAGE and MIRAGE spells might be put to good use with a good imagination. I keep getting that weird urge to expand on what I see in ADnD, the concept of getting more followers which seems like a normal progression of higher level characters. Then again, Dragon Warriors as a table top wargame doesn't seem right.

Perhaps we can think about what makes Dragwars unique compared to other systems? I personally think a lot of it relates to Dave Morris's writing skill and his story elements and npc's. Hasn't he taken these from actual norse and celtic mythology?dware and all.

I certainly loved the combat system over others in the early 90's, over WFRP and ADnD. The ATTACK vs DEFENCE system seemed more reflective of weapon skill and also the various SPEED vs EVASION, MAGICAL ATTACK vs MAGICAL DEFENCE. Perhaps WFRP had a better, if slower and more complex initiative system, which was far superior to the palladium fantasy rpg version.

From what I recall, dragwars book 1 had a simple roll of a d6 system for surprising other parties. I suppose book 4 took this a little further, a big improvement over other systems that I'm familiar with.


Has anyone tried doing some indepth study into what makes Dragwars unique over other fantasy rpg systems?

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PostPosted: Mon Jan 25, 2016 9:38 pm 
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The mechanics aren't original, a low fantasy pseudo-Dark Age setting (with lots of anachronisms) isn't original, the deadly combat system isn't original, there are rulebooks that are written by authors capable of weaving evocative prose as effectively as Dave M can, and RPGs based on Earth mythologies are abound, so what makes DW unique? Probably us...

By which I mean the fans.

Almost every gamer over a certain age has probably heard about Dragon Warriors, maybe even played it and retained fond memories of it. There are no gimmicks, no endless (and costly) new editions, expansions and modules, and no disappointing sections - every page of the original set of novels was worth reading. I'll admit it hasn't aged well, as a system, but thankfully that's not how nostalgia works!

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PostPosted: Tue Jan 26, 2016 10:16 am 
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The stealth vs perception rules were a nice addition. Needed a whole chapter to put in STEALTH and PERCEPTION values for all the creatures in book 4 if I recall correctly. Still, could make it rather complex, and disruptive in a party, when a lone assassin eats up a GM's time whilst everyone else is twiddling thumbs.

I think the rules on falling masonry and dodging things was quite unique. I suppose other systems could resolve them in their own way but I thought it was a good one. I would recommend that an 'EVASION' move takes up a 'move' action, where you can't do anything else. 'move' or 'run' and not in combination with other actions.

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PostPosted: Tue Jan 26, 2016 9:55 pm 
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Kharille wrote:
The stealth vs perception rules were a nice addition. Needed a whole chapter to put in STEALTH and PERCEPTION values for all the creatures in book 4 if I recall correctly. Still, could make it rather complex, and disruptive in a party, when a lone assassin eats up a GM's time whilst everyone else is twiddling thumbs.

Anything that causes the party to split up can be challenging to the GM - how to slice gametime to be fair to all players without neglecting any of them. It's the same in any game system where you have some people good at stealth and others that have to hold back.

There are ways to make Stealth more of a 'group' activity - for example, you get everyone to roll and count the successes/failures and have a threshold at which the whole party is stealthy, regardless of individuals that might have failed (it can be narrated away by the more stealthy characters guiding the others, and warning them when they're about to tread on a dry twig or knock over a vase, etc.)

Making sure everyone has a role in combat, exploring, hiding, and the multitudes of other situations, whilst still ensuring that everyone gets a chance to shine when their character's strengths are in play is a perennial challenge for GMs. It's that challenge (and others) that keeps me inspired to play :).

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PostPosted: Fri Mar 11, 2016 10:37 am 
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Cobwebbed Dragon wrote:
The mechanics aren't original, a low fantasy pseudo-Dark Age setting (with lots of anachronisms) isn't original, the deadly combat system isn't original, there are rulebooks that are written by authors capable of weaving evocative prose as effectively as Dave M can, and RPGs based on Earth mythologies are abound, so what makes DW unique? Probably us...

By which I mean the fans.

There's some truth to this, but I also think the combination of its (largely) unoriginal components is what makes DW unique. Each element taken in isolation is nothing special (although I'd argue that Dave's writing and Legend's worldbuilding are among the best in the entire hobby) but somehow when you put them together it does make something genuinely special.

There are other games that manage to be special despite being composed of derivative components too of course. Tunnels and Trolls is an example, although in a way utterly unlike DW.

Cheers,

-Kyle


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