I read Chapter VI of DragonQuest yesterday. This chapter start Book Two, and is called Magic. The way magic works is interesting. There are Talents, general knowledge spells, general knowledge rituals and then there are special spells and rituals. Just like in T&T everyone knows the general knowledge spells. It sure makes it possible to have options even as a starting character. I like that.
But, having read about all the schools of magic, or colleges as they are called, I was kind of surprised not to find any magic items! Looking around I realized there are none to be found. DragonQuest is a bit oddly organized sometimes, but having read it all I know I haven't missed it. So, there is no shopping list of magic items.
Whatever I felt about DragonQuest before, I surely didn't become less fond of it because of this lack. Frankly, I find the way magic items have become commodity is one of the ways the fantastic have been leeched out of some fantasy games. D&D 4th ed soured on me partly because of that. When everyone can look at that list and see all the details and effects nailed down, where are there space left for wonder and mystery?
So, it might mean you have to work a bit more, but DragonQuest have become one of the fantasy rpgs I feel "did it right". I've often heard that claimed, and even though I doubt this is what they meant, I now join the chorus. Since it's out of print, you'll have to buy Tunnels & Trolls instead. :)
Tuesday, November 17, 2009
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