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The Unofficial Dragon Quest Roleplaying System The Unofficial Dragon Quest Roleplaying System is a tabletop RPG that aims to allow players to intimately revisit the worlds of their favorite adventures from the Dragon Quest video game series. Combining staple gameplay mechanics, locales, and monsters with well-proven conventions of dice-and-paper role-playing, above all else the game intends to combine the charm and style of Dragon Quest with the realism-to-fantasy that made successful Dungeons & Dragons so immersive. Below, I discuss what I consider my image for the game and future goals so that you may contribute your thoughts and ideas to the project. The Universe Dragon Quest has taken players on dozens of adventures through hundreds of cities, ruins, forests, caves and even subaquatic civilizations. In fact, the franchise has spanned multiple universes, and then within those universes themselves Dragon Quest games have spanned multiple worlds and then further within them multiple realms! These universes and worlds and realms viewed as a whole create what we call "The Dragon Quest Multiverse". Alefgard of the Erdrick Trilogy, and Zenithia, and the Almighty, the Dracovians, and the Celestrians are all recognized as existing simultaneously within the bounds of The Unofficial Dragon Quest Roleplaying System. However, not all of them -- nor any of them -- need to exist within any world that hosts the player's adventure. Every campaign inhabits its own independent universe inside of The Dragon Quest Multiverse, which runs by its own rules and is governed by its own laws, forces and deities and which is only connected to the rest of The Multiverse by raw chance and the mutual existence of themes, creatures and people shared only by the thread of fate. Thus, players are free to ignore or incorporate any lore from the Dragon Quest series that suits their game world and their narrative choice! The Player Character Player characters will be given a name and a a title for flavor. A section will be provided for players to freely describe hair color and style, eye color, height, weight, and their costume (the outfit the character wears inexplicable despite the equipment they carry with them). Their stats, skills and spells are defined by their Vocations. Vocations are catch-all terms which determine how characters grow stronger as they level up, what weapons they can use, what skill trees they have access to and what spells they learn. The capabilities of a character are determined by their stats. These are: Strength: the character's ability to deal damage with physical attacks. Resilience: the character's ability to sustain physical damage Agility: how fast the character can move, how likely they are to dodge Magical Might: the character's ability to deal damage with magic. Magical Mending: efficiency of healing spells Deftness: the character's ability to deal damage with ranged attacks, critical hit chance and when they act in combat. The Vocation System: All Vocations featured in the Dragon Quest series will appear in The Unofficial Dragon Quest Roleplaying System, and then some! The system present will be a reconciliation of the systems of Dragon Quest VI and VII, and that of Dragon Quests III and IX. Every player character will begin with a single Vocation. Whenever you level up, a die will be rolled to determine how many skill points you earn; these will be allocated to one of five skill trees determined by the player character's Vocation. These make the character more proficient when wielding certain weapons and allow them to gain access to new special abilities using a milestone-like format. Whenever 150 skill points are allocated, the character is considered to be a Master of their vocation. Whenever a player visits an Alltrades Abbey, they may change their vocation. When they do, their level is reset to 1, and all of their stats are equal to the value of their previous Vocation's stats halved, rounded up. This character can use any spells they've ever learned if the new Vocation has it in their spell-list. Furthermore, all Vocations use the same skill tree for a particular weapon, and any progress made in a skill tree in one Vocation will be carried over into any other Vocation that uses the same weapon. The Vocation is negligible if the character has become an Omnivocational Master of their particular weapon (100 skill points in that weapon's tree), allowing them to use the weapon as any other Vocation. Should the player become a Master of two Vocations, they have a chance of gaining access to an Intermediate Vocation, which shares qualities of the two child Vocations! An Intermediate Vocation can cast all Spells learned by the child Vocations, and will learn new ones. They, however, may not necessarily share all skill trees with their child vocations! What Else? This isn't a lot of progress, but it's a start. Unfortunately, though, making a tabletop RPG is a time-consuming process, and can take months if not years of balancing and designing. Even now, there's a lot of things I'm not 100% sure about in making this game. Included below are some goals I have for finishing the game and turning it into something playable, fair and fun. Combat -- I don't know if I'll use a traditional Dragon Quest-like turn-based JRPG format or a hex-based tactical TTRPG format. Growth -- Converting the stat growth, and determining base stats, from a video game to a TTRPG is a behemoth challenge to undertake. This also includes scaling everything to the players' growth. Out-of-Combat Skills -- I don't know how I'll determine how good a character is at tasks outside of combat. Spells -- Should I create new spells to provide more D&D-like functionality or fully retain Dragon Quest's simplistic charm? Magic Items -- How would I handle magic items on a functional level? Rolls -- Do I want to use a d20 format that utilizes all the dice or do I want to use a d100 system to replicate chances by percent? And even now, I'm probably forgetting hundreds of things I need to keep in mind for creating this game. This thread is simply to call attention to the project, and get everyone on board with what is intended as the greatest intimation of players to the world of Dragon Quest!
First of all, I'd like to state that the Shin Megami Tensei series is my favorite RPG series and that I really enjoyed playing most of them. Persona 4 (for the PS2) was my introduction to the series. Persona 4 is a game I had heard remarkable things about. It had great trailers and I really did enjoy the beginning of the game's presentation since it was mostly well-done. You learn of a murder mystery, obtain a Persona, and are set out on a quest to rescue people thrown into another world by the mysterious murderer. An interesting setting that sadly went downhill as I continued along with the game itself. The characters went from interestingly dynamic to static, the plot from mysterious to obvious, and the gameplay from novel to uninteresting. So, to start this off... Music: 4/10 The music was okay. It wasn't anything superb or attention grabbing like most Shin Megami Tensei's which usually have one or two tracks that really latch on to fans because of how ingeniously they are composed. They're by no means bad at all. They're all just forgettable.So typical of the standard RPG fare. Gameplay: 5/10 It's about time that Persona stepped-up its gameplay and allowed more than one character to be controlled at a time. The gameplay itself though doesn't have much to offer. Press-turns are back from SMT Nocturne and you can do some Japanese slapstick comedy attack as a bonus sometimes but otherwise its basic turn-based gameplay. There's a few weaker bonus attacks that individual party members can do but that's it really. The character growth system in this game is a real disappointment compared to other games in the series. To be frank, there is no thinking involved to challenge the player in their choices. An example: Of course one would pick a stronger lightning spell to replace a weaker version of the same spell. There is just no strategy or thought put into this game. It may as well have been done for the player by having these skills evolve over time. The compendium and the fusion system is more interesting but doesn't have the same charm as the fusions in other games. The fusions are essentially laid out for you and you simply need to find the ingredients of weaker monsters. A certain social link tried to make this more engaging but I found it to be a yawnfest, personally. Story: 1/10 Loved the beginning and then because of poor execution and horrible crap passed off as character development, it shot itself in the foot. You're suppose to be trying to find some killer who is supposedly kidnapping people and throwing them into a harsh world inside televisions but the game makes it completely obvious who the culprit is from the very beginning and continues to be obvious about the killer. They honestly didn't even try in this game. I was very disappointed. Anyone with common sense will eventually recognize who it is because the game just doesn't try hiding it at any length. Because of this, the main plot feels more like a nuisance than something of interest. The story isn't engaging because you will immediately recognize the forced plot stupidity to keep the story going. In a murder mystery, that is damning. I'd go on and on about why it was so obvious but that would be spoilers AND I'd rather not ruin it for people if they haven't already seen the glaring idiocy that's passed off as a mystery. Worst of all, the reasoning behind these murders was, for all intents and purposes, non-existent. It was little more than "I'm bored" to "I'm crazy because the plot needs me to be some random crazy person now". There was no rhyme or reason to any of the killer's actions. This isn't to show a sociopath, it's done so horribly that I could only conclude that the writers simply got lazy. Providing some explanation would have sufficed instead of just unimaginative drivel. Characters: 1/10 ALL social links, the character development that the characters express in the game, all end the same. They talk about a particular problem, they exaggerate how bad this problem is, some sob story is given in a one-sided depiction of the specified problem, a certain mary-sue brat will come in to give forcefully mundane advice, and then by the end of the social link the specific character will go on having the problem and say their complaints before were exaggerated and that there is no real issue. Nothing really changes for the characters. They don't try to deal with problems but just stop complaining about them. All of them just admit to being a bunch of emo-drama queens. This is completely unsatisfactory and the redundancy of this annoying set-up simply bored me. An example? Yukiko Amagi, she shows great strides in trying to get a job and live on her own to support herself so that she doesn't have to follow in her family's footsteps of running a historic family inn. The direction forcefully changes from growing into your own independent person to some lunacy about some camera crew from some random tabloid magazine wanting to make a mockery of her parents historical inn. The intriguing story quickly diverges from Yukiko not wanting to be forced with these expectations of inheriting her family's historical inn to some sappy soap opera consisting of random workers for the family speaking about how they adored Yukiko as a kid. This is constantly reinforced by her mother's so-called poor health, which is never really elaborated upon, and her mother crying in tears whenever the journalists come into the inn (apparently, no one saw it fit to simply ban them from the establishment for harassment). By the end of this melodramatic horror show, Yukiko defends her crying mother against these terrible people from this random tabloid company with you, the main character's, help as moral support. Overall, I found the entire experience to be a laughable melodramatic soap opera and became embarrassed to even be playing through it. Now, one shouldn't judge an entire system in a game on just one bad egg, right? The problem was, I kept finding this same chain of events in every social link so I quickly lost my patience with this framework of utter crap. The scenes are all far too similar. You begin with an interesting story, there is this sudden shift in direction that hardly makes any sense, and the character admits to being a whiny baby. It was uninspiring, far too forced to be realistic in any sort of way, and honestly had no meaningfulness behind it. The characters literally went from interesting dynamic people with realistic thoughts and feelings to card-board character archetypes that simply admitted to whining too much about life. To conclude: If you like Japanese RPGs full of high school drama or liked previous Persona games then this is definitely for you. If you like good RPGs then this game isn't for you. Final score: 4/10
Hello everyone, it's been a longtime since I posted (I still actually visit the forums daily, old habit I guess). Anyway, I wasn't really sure where to post this, but I need help! I am in the process of completing my master's thesis, but I don't have enough participants in my research study. The game I am using for my research is a game I have been working on for nearly two years now, that has heavy influences from Dragon Quest and Final Fantasy. Originally it was a project to create Dragon Warrior IV in 3D (and some of those art assets have yet to be replaced, so it does have a similar feel). Due to IRB, I have to forward the following (follow the link in this quote): Thank you so much! --- I decided to attach some screenshots to entice everyone