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       What Makes Amazing Quests! 
      so Special? 
Since Dungeons & Dragons started it all, 
there have been many RPGs—good ones and bad ones, with good points and bad 
points.  And for as long as 
professionally published RPGs have been out there, people have been coming up 
with their own RPGs. With the explosion of the World Wide Web and the power of desktop publishing, the numbers of RPGs  skyrocketed from 
the mid-1990s on. So why would anyone play 
Amazing Quests! when there are so many other options—including those slick 
games from the big publishers? 
Rolegamer Democracy 
First, I created this game through a process I 
 
refer to as "Rolegamer Democracy." I first began designing this in 1983, 
and began seriously designing it in 1993. But through all my years as a rolegamer, I have always asked others what they liked and disliked about various 
systems—about every RPG system I've played (and I've played a lot of 
them) and about systems I hadn't played but others had. I jotted notes and kept mental tallies of what people said. When I finally 
began to assemble those years of opinion polls into a system in 1993, I had a 
lot of ideas about what would make it the best system possible, done through 
incorporating all those ideas over the years. 
Of course, ultimately it was 
my creation, so how I built the core rules was based on my choices. Needless to say, just because I thought something was great didn't mean the playtesters agreed, 
and didn't mean it worked particularly well.  More of my "brilliant" ideas were  excised from the rules in favor of what the majority thought would work 
better. This carried over to a wider selection of playtesters, and by the time I 
had people around the world downloading and playtesting, the process had worked. 
There were very few complaints, although there were plenty of tweaks. 
Imagination 
Overload 
But there's more to being special than Rolegamer 
Democracy. There's also the incorporation of another term I  use: 
Imagination Overload. I wanted to give players as much creative jumpstarting as 
I possibly could. I wanted a set of core rules that would cover any genre, and 
not limit its size just because it cost a lot to print. I wanted to cover 
magic, technology, psionics, powers, mutations, and more. I wanted to appeal to 
gamers who liked simple character creation as well as those who liked lots of 
numbers and complexity. 
And that's just the tip of what AQ! 
offers. Read more here! 
  
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