Why AG and not DM From: burgesmw@cnsvax.uwec.edu Date: Sat, 31 Oct 1992 23:21:14 +0000 Hi, I find it hard to believe that the big game debated here is Duelmasters. I played for about 4 years and got so fed up with RSI and their lack of concern for the players and game that I gave up. I moved to a game somewhat similar to DM, but far better. It is called Adventurer's Guild. Instead of running a "team" of warriors, you run a single character. I currently run two characters. What attracted me to it (and away from DM) was the game system. You start with 50 points to spend in your four attributes and weapon choice. You can choose your race (human, goblin, dwarf, halfling, ogre, elf, lizardman, minotaur, half-troll), height, sex, handedness. Each race has some restrictions and bonuses. I really haven't seen a "bad" design. You earn experience from fighting and also knowledge points. You use these to raise your stats or train in skills (trip, headbutt, kick, intelligent parry, and others). The greatest thing about it is that there is COMBAT MAGIC. A turn consists of a battle round. You are in a group of eight other characters with power levels close to yours and it is a round-robin "tournament". This means you get seven fights in a turn. You also have the choice of making a challege fight. This is a way of having yet another fight for the turn (and no extra charge). If you want, you can do other things besides the challenge fight. Studying to gain more knowledge points is a popular option. What about adventuring? DM has promised this as long as I played but I never saw it. Adventurer's Guild has it! It also has "teams" or groups. You can form a group and have group fights. You can have up to a 10 vs 10 fight! The average turn output for a character is 15 single-sided pages. You also get a newsletter like Duelmasters. This game has everything that DM promised me during the time I played. The game moderator always responds to any questions or complaints the very next turn. I have never encountered a GM as responsive as Adventurer's Guild. If you like Duelmasters, I am sure you will love Adventurer's Guild. You can get a copy of the rules by sending $3.50 to : Entertainment Plus P.O. Box 1861 Appleton, WI 54913 Or send a SASE for a pamphlet on the game. If you do decide to start AG, I would appreciate you informing Hugh (the GM) that Matt Burgess - Player #143 referred you to the game. If you have any questions or comments about the game, feel free to ask. Matt burgesmw@cnsvax.uwec.edu Up