Feedback: The Adventure Quest! Core
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Astroscape Zero
Following are some selected comments that really made us feel good
about ourselves. This feedback was originally posted in 2000, after 14 months of
the game being freely available for beta testing. There were over 2,000
downloads, and I received about 1,900 emails from those who had downloaded
and others who hadn't downloaded but had played with someone wh ohad.
"I kid you not, we spent an entire Saturday doing
NOTHING except making magic spells. The
Special Effects system is absolutely amazing! We never played that
day, and on Sunday we spent another three hours or so making Powers for a
superhero game we want to run. Now everyone in my group except one guy
wants to GM an AQ! game. We have a D&D-style game, a
superhero game, a Star Wars game (since West End died and the new
system sucks), another D&D-type game in a different world, and an
alternate history game that takes place now but the Nazis conquered the
world in World War II."
"I was on all weekend
watching for The Spyran System [now Astroscape Zero] as you promised... I was
discouraged when they didn't show up... I talked to someone who had heard
you'd had power problems because of bad weather in Bangor ... when I checked
yesterday and found the first two sections had been posted that morning, I
was ecstatic! I downloaded them and I LOVE the campaign setting! The only thing is that I'm a very fast reader and had been waiting for
almost four months for TSS and now I'm all uptight waiting for the
races to be posted."
"I would never have
waited a year for source material, but AQ! is so good I did.
You guys have something going here... I can't wait to see it in print."
"I downloaded your core rules
about a week ago... Since I live in Egypt, it doesn't surprise me
just how hard it is to get ANY RPG stuff at all... Your system was, to start
with, a substitution for AD&D so that I could somehow teach (and
translate) some of my friends about real RPG'ing... Little did I know that
something named as lamely as "Adventure Quest!" would turn out to
be the best RPG system I have seen EVER! ...you wouldn't happen to
have a copy of the core rules in Arabic, would ya? ...the potential of
creating characters, worlds, weapons and the like are just so much more than
I have seen in anything else that I just though this e-mail would be in
order. Can't wait for the TSS campaign to come out in full."
"The 'G' Revision is excellent. I downloaded the 'F' Revision and was impressed
with virtually everything, and when I heard you were doing a new version so
quickly I figured it would just be little stuff, but it was a complete
redo. Yet the game hadn't changed at all, it still played the
same. You people really know what you're doing." (NOTE:
The A and B revisions were in-house only. The C revision was the first
allowed to playtesters outside my office. The D and E revisions were
internal, and the F revision was the first made available to the public. The
G revision was unplanned, but due to the enormous amount of emails received
from playtesters around the world, we did the G so they could look at it
based on the tweaking we did from their comments.)
"'G' is awesome! How come you guys aren't
professional by now?"
"Just when I thought paper
and pencil RPGs all sucked, and computer games were all anyone
gave a shit about, our GM from our regular group emailed me and told me
about this and I downloaded it. You've restored my faith! Keep
it up!
"I'd buy this off the shelf in a
heartbeat."
"Are you guys going to print this? The DL version
is great and I can't believe you are letting the whole thing go for free,
but I'd buy it in a minute... can't wait to see artwork from you guys..."
(NOTE: I had always planned to print,
but couldn't get the money together. Now, with POD being streamlined,
printing and ordering will be easy.)
"Combat ROCKS! It's fast, believable, and you can still use
lots of options for advanced players ... most systems are either detailed and
clumsy or fast but not very complete ... good job finding the happy
medium."
"Character creation works well with the two methods [Quick and
Complex] ... a few of us [in his game group] like really detailed and complicated game systems
but most don't ... everyone gets what they want and so far it works
seamlessly."
"...I don't care what any of the other RPGs say, I LOVE lots of
skills!!! And so does our whole gaming group."
"Just downloaded AQ! core rules, rolled some characters,
played a couple of test games — great system, congrats to all involved! I
have collected and evaluated "web-based" RPG systems for over
three years — AQ! ranks high in production quality and system
design... I have reviewed a number of web-based RPGs for various sites over
the past three years ... I look forward to hearing from you and for more AQ!"
"The feature we love the most is the Special Effects system... it's
very versatile and powerful from what we can see... our group has three mage
characters and those players have been really using the magic and SFX system
to its full potential, building mages whose magic is vastly different and
based on different principles... and we really love the combat system
too."
Big Ego Boosts
Here are some converts who surprised even us. Note that we are humbled and very respectful of those of you who have ditched
published, popular RPG systems in favor of our own. Humbled and respectful
to the degree that we can't put it into proper words. Read on:
"This is definitely the RPG system that all others will
emulate and use as a guide to what a good system is. What a great way for the world of RPGs to open the 21st
century... Your system makes true role-players realize they need to forget
the 3D shooters and get back into some REAL role-playing."
"I talked to you in email
about two months ago, and told you I preferred the Complex character system but
that most of my group preferred easier stuff. But they were still
feeling that the Quicker system took too long, they wanted to jump in now
and play... you recommended I use the LARP rules in the Appendices to bang
out characters in just a few minutes... It took us 15 minutes to get six
people going and all of them were novice players... two months later and all
have graduated to Quick and Complex characters as they have discovered what
awesome control they can have when designing characters exactly the way they
want them. You people, I don't know how you did it, but you clearly
have THE masterpiece of all RPGs."
"Hands down, bar none, no
exceptions, no ands, ifs, or buts... did I leave anything out? ... Adventure
Quest! is the finest role-playing game that has EVER been
produced."
"I have run three games continuously for as much as 12
years. One was an Advanced
Dungeons & Dragons game which began in 1989 with the Second Edition
release. Another is a GURPS game focusing on dimension-hopping. A third is a
Champions/Hero System game that has been going on forever ... I
downloaded AQ! and at first I was like 'This is way too much
stuff for just core rules,' but then I learned it and played a test
game with some of my players ... those three games are now running on AQ!
and it absolutely works better than all of the above games combined ...
the options and possibilities are tremendous!!! ... I just started bringing
my three game groups together with the dimension-hopping former GURPS game,
since now I'm using one system and they integrate perfectly ... and we use
about half Quick and half Complex characters, and it works fine."
"...we said we were NOT going to
switch systems without everyone agreeing. And our regular group has fourteen
people in it, sessions anywhere from three to eight at any given time, and
we've played only AD&D for years. But after playing a few
sessions, we've switched to AQ! for a lot of reasons, but the most
popular one we all agree on is the kick-ass Special Effects system — we
LOVE it!"
"We've played RoleMaster for
years... AQ! is great! We've switched over and plan to use
your system as long as you put it out!"
"Something finally topped D&D for rules
and flexibility!!!!" (NOTE: This gamer obviously
didn't play other systems often!)
"We'd used the Hero System
forever in a superhero campaign that has changed characters and GMs,
mostly cuz it was designed for superhero games and they did it well ... AQ!
is an excellent set of core rules that actually does what you folks claim it
does (unlike other universal systems), it works for anything."
"We've played Cyberpunk for
five years or so and the AQ! core rules seem well-suited for that
kind of game... will you be making the cybernetics rules available for
download at all?!" (NOTE: In fact, I
did: cybernetics, magic, miracles, powers, psionics, mutations, and more.)
"You guys kick ass over D&D!"
(NOTE: I certainly hope so.)
"AQ! is way more fun than Magic:
The Gathering." (NOTE: I
REALLY hope so!)
"AQ! is the most versatile universal
RPG ever created... far better than any other RPG of any type, period, and
I've played them all... from original Dungeons & Dragons in the
70s and still today."
Bad Stuff
Well, not really bad stuff... but there are many oversights on our
part. It wasn't all praise and screaming fans!
"I downloaded the game but
all I got was a big Acrobat file. You didn't include the
game in with the docs. Could you tell me how to find the game
files? It must be a cool game to have that much of a manual, but I
can't find it anywhere on your site."
Obviously, this
person wasn't paying much attention or even reading — or can he read? I
think he thought it was a video game. *sigh*
"One player wants to use the
system for modern-day genres ... [do you have] any guidelines as to the
damage values for modern weapons?"
The existing rules
cover firearm generation, but at the time the firearms weren't developed
with lots of sample weapons. Oddly, this was the only email of its kind that
I received. I think everyone else was cool with the design rules, which work
very well.
"You guys are wasting your
time. Computer games are way better than stupid paper and pencil
games. Get a life."
Nothing like a good biased
opinion from the peanut gallery! We remind everyone that we aren't out
there trying to convert FPS gamers over to RPGs. We're out there
trying to make excellent paper and pencil games. If that isn't what
you like, we encourage you to try them out anyway; but if you don't want to
go that route, we respect that.
"this fucking site is shit, fucking give it up snd sitck it up you're ass becose
nobody plays baby game like that anymore"
Actually cut and pasted in, with
the slight obscenity editing that you see. Our response: your
spelling, grammar, typing, and punctuation are shit, so go back to school and
stick your ignorant commentary up your ass because a lot of people
play RPGs and they aren't baby games by a long shot. They're for intellectual, creative individuals who can spell simple words
like "because." It never ceases to amaze me how some morons
will go WAY out of their way to write an email just to be ignorant and
rude. Such is free speech and the Internet, I
suppose. :-)
"Exactly how do Resistances work, specifically Magic
Resistance?"
Oh, did I ever drop the ball on this
one. I can't even say I didn't make it clear — we didn't even MAKE IT AT
ALL. I left that entirely out and had to edit the revision to include it.
All has been well with that for years, so no worries.
"Making Advanced Characters becomes time-consuming,
even if you're doing a Quick Character."
Many RPG systems have options for generating more powerful
characters, but this is often because those systems tend to generate
beginning characters who aren't much in the way of hero-types. AQ! lets you use Advanced
Characters as an option; however, you aren't helpless with regular starting
characters at all. FYI, Advanced Characters are those where the GM gives you
lots of extra Skill Points or Power Points. Most folks seem to like the
process, but sometimes we all just want to get playing!
"There should be character classes."
A very loud and echoic NO on this one. Years of opinion
polls and questioning gamers around the world have revealed many things to
be powerfully evident, and one of those things is that a universal system
without class limitations is far more preferred than class-based systems. We
will be releasing Character Archetypes soon — basically, pre-done character
classes where stats and Skills are already done so that, if you prefer, you
can grab a pre-done character and start playing, eliminating creation
entirely. However, even then, there will not be character class
strictures or limitations, unless you choose to generate Drawbacks
reflecting the rigors of a religion, thieves' guild, mage council, or that
sort of thing.
"There should be character levels."
Another
very loud and echoic NO. Levels are amazingly limiting
and, as our polls and questions over the years have shown, systems that use
point-based methods, or other similar ideas, are far more preferable. Players have more control on what their characters can do.
"Weapon design works well but there seem to be
inconsistencies."
At the time, this was very true. That has all been ironed out—thanks
to people pointing out those inconsistencies.
"Some of the data sheets, like character sheets, can be
confusing."
Again, at the time, this was true. They kick ass now.
"The Character History Generator is very basic and
sketchy. There are way too many unanswered questions. The results generated
seem silly and unrelated."
Yes, and we
expect it to be. As we stated in the opening pages of the CHG section,
the results could seem disjointed. The CHG
generates the very basic factors of the events in the character's life; it
is up to the player to decide how to make sense of those factors and create
the backfill that are those events. At the time we first posted the CHG, it
was VERY sketchy and not nearly as streamlined as it is now. There's very
little ambiguity, even when you have specifics to fill in. Try it; you'll
like it.
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