2. Requirements for play
The players must have certain equipment and knowledge of the basics of the game before they can play DragonQuest.
The gamesmaster requires additional material and, of course, a thorough familiarity with the rules. The DragonQuest
rules are intended to guide the GM. not to restrict him. The flavor of each and every role- playing campaign is
heavily influenced by the knowledge (or lack there of) and prejudices of the GM who runs it, no matter what set of
"rules" are being used. Some GM's emphasize combat in their worlds, some magic, some monsters, some wilderness
adventures, and some dungeon expeditions. The rules of any game are simply a common set of guides for both the
players and the GM so they may speak the same language and have some base from which their ideas may spring.
GM's should feel free to add or delete any of these rules with the understanding that he does so at his own risk in
terms of play balance and systems interface ability.
A Tactical Display is used in conjunction with the Combat rules
A Tactical Display is used to portray a variety of terrain and interior features that can affect combat between
characters, monsters and/or non-player characters. The Display is overlaid with a hexagonal grid to regulate the
movement and positioning of the playing pieces. Each hexagon (hex) equals 5 feet of terrain from side to side.
The figures occupying the display are either miniatures, cardboard counters, or other suitable markers.
Most often, role players use metal miniatures (available from most reputable hobby stores these days) to represent
their character while he occupies the display. If these are unavailable or undesirable, card- board counters (such as
those used in war-games) are equally useful, if not as picturesque. In a pinch, such markers as chess pieces, toy
soldiers, or other small items (dice of different colors often work well) may be substituted without affecting play. The GM
will need markers of some kind to represent monsters or NPC's which also occupy the display. Doors, chairs, walls,
trees, windows, fireplaces, chests, and other items of importance will also have to be rep- resented. A combination of
small markers and lightly drawn-in features will solve most of these problems. A note should be made of any ambiguous
item or drawing.
Percentile dice will be needed by both the players and the GM. At least one set of two ten-sided dice are
needed for play, and it is most desirable to have three or four sets available at all times. The GM will need to have his
own set with which to roll those checks he needs to keep hidden from the prying eyes of players. With a group of
players numbering three or more, any combat situation will have many die rolls happening in rapid succession, and
play will be greatly slowed if each player has to reach across the table for the only available set of dice.
The players must provide themselves with some miscellaneous play aids.
1. Each player must have a copy of the Character Record for each of his characters. It is suggested that all numerical
values be recorded in pencil, and the rest of the entries in pen.
2. The GM must have a copy of the Adventure Record. The GM should fill this out before the adventure begins.
3. The GM should have a copy of the Strategic Map Hex grid on which the area over which the characters are going to
adventure may be drawn. NOTE: The players are given permission to photocopy or reproduce in any way any of the
above for their private, non-commercial use.
4. The GM must have either graph paper or copies of the Strategic Map Hex grid if he is to draw any structure plans.
5. Each player must have some readily identified marker to represent his character on the Tactical Display. This marker
must have an unambiguous front and back, for the purpose of determining facing during combat.
6. Scrap paper, pens and pencils will also be needed.
The abbreviation "D" stands for "die" or "dice." A jargon for the number of dice rolled has been established in the
role-playing hobby, and this jargon is used throughout the rules. When the players are told to roll "D10" or "1D10", this
means one of them is to roll a single twenty-sided die (since the die is only marked 1 through 0, this will yield a digit
between 1 and 0). "2D10" would direct the players to roll two twenty-sided dice and sum the results, etc. Note that when
a dice code is suffixed with "D10", any result of "0" on a die is treated as a "10". Example: Two rolls of "0" would equal
20 (twenty) when the players are directed to roll 2D10.
"D100", "1D100" or "percentile dice" would direct a player to roll two twenty-sided dice of different colors, treating one
as the first digit of a two-digit number, and the other as the second digit. Thus, if a player rolls a "3" on the first die and
a "9" on the second die, the dice-roll would be "39". Note that a roll of "0" on the first die could not be interpreted
without the use of the roll on the second die. If the roll on the second die is 1 through 9 (e.g., 07), the roll is treated as
the appropriate number 1 through 9. However, if the roll on the second die is "0" giving a result of "00"), then the result
is treated as 100 (one hundred).
If a dice code is followed by a positive or negative number (e.g., D10 + 3, 2D10-4), add or subtract the number as
indicated to or from the dice-roll. Thus, 2D10-1 would direct the players to roll two ten-sided dice and subtract one from
the sum of those rolls (to obtain the result). Sometimes, an addition to or subtraction from a die or dice roll is referred
to as a modifier. All modifiers affect a 1D10 die roll (thus, a "+4" modifier equals "D10+4"). When instructed to roll a D5,
the player should roll a D10 and halve the result, rounding fractions up. The roll on a single or percentile die-roll
may never be modified below 1. Therefore, the result of 2D10 can never be less than 2, the result of 3DI0 never
less than 3. The gamesmaster is advised to keep some information, particularly dice-rolls, secret during
adventure. Suggestions are made throughout the rules as to who should roll dice in a particular situation, but the GM
has the final authority in this matter. Where the very act of rolling dice may give the players more information than the
GM wishes them to know, he should intersperse relevant dice-rolls with meaningless ones to confuse them. The GM
should set up his workspace so that the players cannot see his records or the results of any die he rolls.
3. Game Terms
The terms unique to magic and combat are summarized in their appropriate sections
Ability: Any single talent which a character can perform. One spell or ritual is a single ability.
Adventure: Whenever the player characters organize themselves into a party and seek to fulfill a mission, they are on
adventure.
Campaign: A series of adventures run by the same gamesmaster, presumably with some duplication of players
present on the separate adventures.
Characteristic: A numerical value which describes a facet of a character's make-up.
Encounter: Any time the player characters meet a non-player character or monster not in their party, it is termed an
encounter.
Experience Point: The basic unit of exchange for improvement in abilities, skills or characteristics. Experience Points
are earned at the conclusion of an adventure for the player character's performance during the adventure. A character
keeps Experience Points in his Experience Point Bank (on the Character Record) until he uses them for gain in any
Skill, Spell, Weapon, etc.
Gamesmaster: The referee, or moderator, of the game.
Game Time: The speed at which time passes in the alternate world, relative to the time in the real world.
Leader: The player nominated to be the speaker for the party. Several privileges are accorded to his character for the
extra book- keeping responsibility he assumes.
Mission: The goal the characters wish to achieve to conclude their adventure. Alternately, what must be accomplished
to complete that goal.
Monster: Any being of a race from which a player character cannot come is termed a monster.
Non-Player Character: Any being of a race from which a player character could come (and which is controlled by the
GM) is a non- player character (NPC, for short).
Rank: A numerical expression for character's (or monster's) aptitude in a skill or ability. The greater the Rank, the
better the character (or monster) is at the ability or skill in question.
Party: The player characters and the accompanying non-player characters on an adventure are collectively known as
the party.
Player Character: The analogue for a player in the alternate world. The amalgam of player and character (i.e., when
an action is simultaneously taking place in both worlds) is also referred to as the player character.
Session: The time during which the gamesmaster and all players partaking in a given adventure spend together is
known as one session.
Skill: A skill is a collection of interrelated abilities which are almost always learned together.
Success Percentage: When a character has a chance of doing a particular task properly, the dice range in which he
succeeds at the task is termed the success percentage.