Realism Vs. Awesomeness

Even though most RPGs are based on other forms of fiction that are filled with crazy stunts and action-packed combat scenes, it can be hard to get players to try the reckless, million-to-one odds stuff. Unlike movie characters who can glibly say “never tell me the odds,” RPG players have the odds right in front…

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Number Crunching

  It’s not a big secret that Leighton and I didn’t do a lot of statistical analysis when we wrote QAGS. After all, the system was originally meant for use in pick-up games when we didn’t have time to spend hours on character creation. We never really intended for it to be a “real” system…

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The Price Isn’t Right

The basic QAGS mechanic is apparently way too simple for most gamers. Even though we tell them that the highest successful roll wins, everybody insists on thinking that the Number they’re rolling against has something to do with how well their character succeeds. A few (mostly those familiar with 2nd Edition AD&D’s non-weapon proficiency system)…

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Money & Stuff

In D&D, all characters start the game with a randomly determined number of gold pieces with which to buy equipment. Once the campaign gets started, they keep track of every piece of treasure or equipment they find, buy, sell, or give away, which can lead to very complex accounting and resource tracking once characters reach…

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New Rule: Flaws

Characters in fiction often have disadvantageous quirks and foibles that, while annoying, aren’t really Weaknesses in QAGS terms. Willow Rosenberg’s “frog fear” is a good example of this kind of thing, as is her pal Anya’s fear of bunnies. Such minor disadvantages are not really debilitating to be considered a Weakness, probably should have some…

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