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Did TSR Sue Regularly?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8248264" data-attributes="member: 82106"><p>It certainly could have SEEMED like it was one to people who didn't actually play RPGs, like business people/managers... </p><p></p><p>My Sister bought a copy and we played the game off and on for a while. There were some interesting features, but mostly there was a lot of combat rules, many many many combat rules, and the total sum of it all was not really so much of a playable RPG. I mostly recall that everything you did was dangerous. Swing a sword, you were pretty likely to lop off one your own limbs. Cast a spell (my character as some sort of necromantic type caster) and you were more likely to do yourself in than harm the enemy. Ultimately, the level-based progression system at the core of D&D was just MORE FUN. So we went back to AD&D and forgot about DQ.</p><p></p><p>Overall it wasn't a particularly great system. RQ's skill-based design was simpler and the game was more evocative. Other games like RM did pretty much the same thing, but better. Skill-based systems were basically a dime-a-dozen, and SPI would have had to really develop some innovative mechanics, plus a more evocative milieu, to capture some of the FRPG market from TSR. I doubt they made money on DQ.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8248264, member: 82106"] It certainly could have SEEMED like it was one to people who didn't actually play RPGs, like business people/managers... My Sister bought a copy and we played the game off and on for a while. There were some interesting features, but mostly there was a lot of combat rules, many many many combat rules, and the total sum of it all was not really so much of a playable RPG. I mostly recall that everything you did was dangerous. Swing a sword, you were pretty likely to lop off one your own limbs. Cast a spell (my character as some sort of necromantic type caster) and you were more likely to do yourself in than harm the enemy. Ultimately, the level-based progression system at the core of D&D was just MORE FUN. So we went back to AD&D and forgot about DQ. Overall it wasn't a particularly great system. RQ's skill-based design was simpler and the game was more evocative. Other games like RM did pretty much the same thing, but better. Skill-based systems were basically a dime-a-dozen, and SPI would have had to really develop some innovative mechanics, plus a more evocative milieu, to capture some of the FRPG market from TSR. I doubt they made money on DQ. [/QUOTE]
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