AG Intro From: burgesmw@cnsvax.uwec.edu Date: Mon, 21 Jun 1993 07:56:20 +0000 Adventurers Guild (AG) started out in January of 1990 as a gladiatorial combat simulation with a fantasy flavor and an emphasis on character development. Since then the game has transformed into a roleplaying experience involving combat and a whole lot more. Players create their adventurer(s) from scratch, much like fantasy roleplaying games. All aspects of the adventurer are under your control, including initial characteristic scores, height, race, alignment, and much more. If you want to ridicule your opponents when you injure them, you are able to do so. Want to become an expert with the bow? You can. The guild is staffed by instructors able to train you in over 75 skills, any of which might mean the difference between success, failure, or even death. Death doesn't have to be permanent though, since resurrection can be arranged for. Whether you want to be a priest, a warrior, a mage, a thief, a bard, a paladin, a combination of any of these, or even a unique "none of the above" � Adventurers Guild is the place to be. At first you might have your adventurer spend all of his or her time learning, practicing skills and participating in training battles. Without the means of defending yourself from dangerous beasts and monsters your adventuring career could be somewhat short. Each turn (a week in the AG world) that you spend training in the guild you'll participate in a round-robin style tournament with seven other guild members (called a battle group). That's seven fights against different opponents, with prizes going to the top three in each battle group. The battle groups are organized according to power level, which assures that you'll be fighting against adventurers that are close to your caliber. After the battles you'll have some limited free time to use as you see fit. You could challenge one or more other guild members to a fight, in hopes of furthering your combat skills (or maybe just to start/settle a grudge). Or the time might be spent studying the many non-combat skills you wish to learn. It's even possible to look for a few hours of employment, which can add to the gold needed to purchase the equipment you'll have to acquire to go adventuring. All in all, there is plenty of action within the guild hall for both the experienced warriors and the newest guild member, so much so that some members spend all of their time there. Eventually though you'll probably want to leave the guild on an adventure. Either alone or in parties of up to eight adventurers, guild members can travel to adventuring sites to fight monsters, encounter deadly traps, and often return with gold and treasure along with many thrilling tales. There are magic items to be found, fell beasts to be defeated, and mysteries to solve. Adventuring parties leave the guild at the beginning of the week, and journey to the ruins, cavern, island, or other adventuring site of their choice. While adventuring, you'll have complete control of how (and if) you want to fight, which path you'd like to take when the party has a choice of directions, and your position in the marching order. Stay towards the back and fire your crossbow, cast offensive and defensive spells, or tangle with the monsters in close combat � the choice is yours. Upon entering a foul-smelling room filled with ten ghouls, your party may decide to retreat immediately. Chances are you'll do so easily, and find a way around them so that you can continue exploring. You'll run into doors that are stuck, locked, or perhaps worse. Traps both mechanical and magical lay in wait for your party. The risks are many, but the rewards await those able to meet the challenge. Would you like to find out more about Adventurers Guild? Available upon request is an introductory brochure, or the rulebook can be had for $3.50 ($2.00 extra if overseas). It's over 30 pages long, with many eye-catching illustrations and a setup form included. AG has a two week turn-around time, but the game has a provision for those who may need three weeks between turns. AG is run by Entertainment Plus, a company which has been involved in pbm since 1987. The address is: Entertainment Plus, P.O. Box 2578, Appleton, WI 54913 USA. Up