Re: Duelmasters VS Adventurer's Guild From: dconklin@netcom.com (Douglas D. Conklin) Date: Sun, 21 May 1995 00:00:00 +0000 In article <173A55090S86.WCK93001@UConnVM.UConn.Edu> you wrote: : I'd be very interested in hearing what the differences are between DM and : AG. I've played DM before, so am familiar with the turn results and : game mechanics (if you haven't already, check out the DM www site). : I have not seen a turn for AG yet. If somebody could post a battle : scene from their turn, I'd appreciate it. I don't have time to enter a battle scene right now, but I can answer most of you questions. : Here are some problems I found with DM: : 1. You get random character stats and can change these stats very : little. In other words, it IS possible to get a poor character : right from the start that is really doomed to the Dark Arena. There is something to be said about random stats, and that is they discorage cloning, and incourage ingenuity. In AG, you slect every about your character explicity. After design, you also spend experience and knowlege to to inprove you character exactly as you chose. What I have found is that most people try cloning a war machine, then get bored with the idea, and try to experiment with subsequent characters. Add to this, the fact that there are two scenarios, the adventure and the Guild, which make different demands on a character. I would say that not having to sacrifice characters for win % creates much more variety in AG than exists in DM. : 2. DM turns read very poorly. The results are single lines of strikes : and parries, with an occasional sentence from the combatants. : I'd like more detail in combat. In instances of attack and defend, there are frequently several lines describing the attack, the defense, the interaction, the damage, and the damage after armor. What is much more enjoyable about AG turn reports, though, is that not everyone has the same skills. There are many skills which you can pick up to customize your character, most of which have effects which are described in the turn report. Some examples are trip, regenerate, bezzerk, push, and several spells. : 3. There are no races in DM. Okay, there is a size stat and you can : view that as a kind of race stat. Other than that everyone is : human. There is a great deal of difference between races. Starting stats, cost to improve stats, natural armor, starting skills, cost to raise skills, height. : 4. Like Basic D&D, there are only suits of armor. You can't wear : different armor types on different parts of your body, except : for helmets. No help here. As a matter of fact this is one of the few areas DM has over AG. AG does not have any modifier I am aware of for weapon type vs. armor type. AG's control over what your character does is far superior, though. Your input is a full side of paper for improvements, and a full side of paper for your strategy. Add another side for a challenge fight, or two sides for adventuring orders, and you have excelent control. Your orders for a fighter are detailed and concrete, not the vague tendencies you request a DM warrior to follow. : How does AG differ with respect to this list? Any and all information : on AG is greatly appreciated. There are several more aspects of AG which are more important to making it head and shoulders above DM. 1) Hugh Bayer provides the best costumer service I have seen in any business. I'm sure you will hear more about this from others. 2) You can cooperate dirrectly with and against other characters in team fights. 3) You can go on adventers out side the Guild where you fight with your friends against npc monsters of all types, and run into other sorts of occurences. 4) Hugh is constantly upgrading and improving the game. He listens to input from his players, and has added and changes many things as a result. In the 3 years (?) I have been playing he has probably added about 10 or 15 pages in the rule book of new and improved changes to the rules. In addition, he has added several new adventuring sites, and even the capability for adventures to form and run thier own magical research guilds. The players have already created one magic item which Hugh then implemented, and are working on a second. 5) A minor point to some, but if you are a faint hearted sort of player, you can choose to fight exclusively in the guild, refuse challenges, and never run the risk of losing your investment of time and money by death. This is not a rout I have know anyone to take, but it is there. Regardless, you have almost complete control over the amount of risk you take. Unlike DM, where I had two high potential warriors die early in their careers in three tournaments. :-( : : William Clinton Kida : MI: Heoroweard, Beowulf I hope I have given you just a small idea of how honestly, without crowing, superior AG is to DM. If you try it, look me up in Barstow. I am Finieous Fingers, and Varthlokkur. easy, douglas d -- __________________________________________________________________ Douglas D. Conklin | 1 Bosworth St. dconklin@netcom.com | San Francisco, CA 94112-1001 (415) 239 - 4589 | "Tiger, tiger burning bright ..." ------------------------------------------------------------------- Referenced By Up