Overview
DragonQuest is a fantasy role-playing game originally published by Simulations Publications (SPI) in 1980. Where first generation fantasy role-playing games such as Dungeons & Dragons (D&D) restricted players to particular character classes, DragonQuest was one of the first games to utilize a system that emphasized skills, allowing more individual customization and a wider range of options.
System
Character generation
Character generation is much more involved than D&D, with the player using 10 sided dice to determine everything from the character's race to handedness to the number of points they have to distribute amongst the primary characteristics (Strength, Agility, Manual Dexterity, Magical Aptitude, Endurance, and Willpower) which determine the character's strengths and weaknesses. Being able to control the value of these attributes allows for greater flexibility in character generation. For example, players seeking a powerful magic user can divert points to Magical Aptitude and possibly Willpower. Those seeking pure fighters can invest their points in Strength, Agility and Manual Dexterity. By carefully balancing these numbers, fighter/mages, thief/assassins, and other combinations can be devised.
Magic
The magic system in DragonQuest features distinct Magical Colleges, each with its own group of spells and rituals. Player characters who enter magical study are assumed to have apprenticed with a mage of their particular Magic College, and have learned all the basic spells and a ritual or two from their former Master. Player characters cannot change Magic Colleges in the context of game play, and so are all essentially specialists in a college of magic. Some of the Magic Colleges include: Earth Magic, Air Magic, Fire Magic, Water Magic, Illusions, Ensorcelments, Greater & Lesser Summoning, and Necromantic Conjurations. The revised second edition and third edition (released by TSR) added some colleges and removed others.
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