How to play the game
DragonQuest is a fantasy role-playing game. In a role-playing game, a player is a character in another world. Unlike a
conventional game, the players do not sit around a board and move pieces. The players sit in a semi-circle about the
gamesmaster, each with only a sheet on which is recorded information about his character. The object of a role-
playing game is not for an individual player to win (in fact, there is no winner), but to enjoy a stimulating interchange
between the players as characters and game master (GM). The GM plots the background for an adventure, invents a
segment of a fantasy world, and plays the part of every being not represented by another player. The game flows as a
result of give-and-take between the Gamesmaster and the other players. The GM informs the players of the situation in
which the characters find themselves, the players tell him what their characters are doing, and the GM in turn tells the
players what happens in response to their characters' actions.
DragonQuest can be played in two ways. The first is as an individual session. If played this way, the players are taking
characters for one play session only, and are trying to complete a mission of limited scope. The players are not
interested in a full-fledged role-playing game in this case. It will be sufficient to be a team with a common goal just this
once. However, DragonQuest is best played as a campaign. The game does not end at the conclusion of one of the
players' get-togethers. A player role-plays the same character until the character dies. During a campaign, a
character's personality should be-come more and more evident as he is granted a fief, gets married, declares
blood-feuds, etc. A campaign continues in-definitely, until the players either become separated in the real world, die or
(heaven forbid!) lose interest.

General course of events
The following is an informal sequencing of the order in which the gamesmaster should cause events to occur. What is
written here is not intended to supplant any of the rules in the following Sections.

A.        PRE-ADVENTURE ACTIVITY
The gamesmaster is responsible for preparing an adventure before he and the players game it out.  

1. Adventure Rationale. The gamesmaster must decide what options he is going to present to the players. This can
be done as a series of questions posed to himself: What are the players supposed to accomplish? Where are they
supposed to go? Who (or what) is their adversary? How are they supposed to find out about their mission? Is any
particular non-player character (q.v.) interested in this mission? How much information should the gamesmaster tell the
players?
2. Map Adventure Area.  The gamesmaster must map the land (or sea) area in which he expects the player
characters to travel. This must include the area between the characters' current location and their destination, and
should take in a sizeable portion of the surroundings. The GM must also plan the interior of any structures which will
figure prominently in the adventure.
3. Record Adversary Information. The gamesmaster must prepare a listing for each of the beings who directly
oppose or obstruct the completion of the player characters' mission. Additionally, he must prepare listings for a few
miscellaneous encounters (q.v.), which can be picked at random when the characters are due to meet something other
than their ultimate foe. The gamesmaster will probably wish to append some notes to the descriptions of the characters'
adversaries.
4. Record Update.  The gamesmaster checks that all Character Records are current and that any new entries have
been figured correctly, if he has not done so already. He writes any data about the characters that their players are not
supposed to know in his private campaign record.

B.  ADVENTURE ACTIVITY
The players engage in some initial preparation, and then they play out the adventure with the gamesmaster.

5. Generate New Characters. Any player without a character must generate a new one; any player with a character
may generate a new one. There is no limit to the number of characters an individual player may have; however, a
player may never control more than one character at a time. Someone who likes variety might choose to rotate five or
six characters on consecutive adventures. The gamesmaster should strictly limit the interaction between two characters
controlled by the same player.
6. Organization of a Party. The players must choose a leader (q.v.). They must also inform the gamesmaster of which
non-player characters they wish to accompany them on adventure; the gamesmaster, in turn, tells the players who is
willing to accompany their characters. Any purchases for the upcoming adventure are made at this point.
7. Determine Any Contractual Arrangement.  The players, representing their characters, and the gamesmaster,
representing any non-player characters, haggle to decide how any booty will be split. The standard Adventurers' Guild
contract (see 79.4) is suggested.
8 through 11. Trek/Wait Stage, Encounter Stage, Chase Stage, Tactical Stage.

C.  POST-ADVENTURE ACTIVITY
The players and the gamesmaster wrap up the adventure, and the players decide what to do with their characters
.
12. Experience Point Awards. The gamesmaster awards the characters Experience Points depending on each
player's performance during the adventure.
13. Appeals.  A player who objected strenuously to a decision of the gamesmaster has one last chance to try and
change the GM's mind. All decisions are final past this point.
14. Upkeep Level. The players inform the gamesmaster of how much their characters will spend on upkeep per week,
until the next adventure begins or the character goes broke.
15. Allocation of Time. Each player informs the gamesmaster how his character will use the time between adventures.
This is especially important for increasing Rank (q.v.) and acquiring new abilities.
16. Solo Adventures. If a player wishes his character to undertake any action which requires the attention of the
gamesmaster, he and the GM play it out at the GM's convenience.
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7. Experience Point Expenditures. If the player wishes to increase the Rank (q.v.) or value of an ability, skill or
characteristic, he must have sufficient Experience Points in his character's Experience Point Bank (q.v.) and have his
character perform all prerequisites successfully. He so informs the games-master, and a change is made on his
Character Record.
18. Calendar Update. The gamesmaster marks off the passage of game time on his calendar.
This cycle is repeated indefinitely, as long as the campaign lasts.