![]() For example, in some games it would be totally fine to pick a Quality like "Warrior" or "Fighter", which would generally represent your ability to kick butt. Narrowing or broadening the penumbra of Qualities helps to give a game more focus and can help adjust the "power level". There's no specific range that games are "supposed" to have, it's just up to the GM and the players to decide whether a Penumbra is fair. Which is basically the range of actions a Quality will help with. In most cases, when the game refers to Qualities its talking about Strengths. A Quality is any significant trait and falls into two categories: Strengths, which are inherently positive, and Weaknesses, which are inherently negative. The central conceit of the PDQ system are player-defined Myself I prefer a little bit more crunch to my PDQ games, but we'll get to the more involved systems later. The core rules for PDQ can be found for free online:Īnd some people seem perfectly thrilled to just play with these basics. There are several other systems with similar ideas (FATE's Aspects is one of the most well known), but in PDQ's case there are practically no predetermined traits (the exception tends to be "type" Qualities related to specific game settings) This means the game doesn't give you a bunch of set skills/abilities/traits/etc, instead players and GMs are encouraged to come up with their own traits. PDQ is a rules-light RPG with a strong "DIY" philosophy. Let's pretend it stands for "Pretty Damn Quick" because it's a really streamlined little system. I always dread explaining the title to others because it sounds really pretentious. PDQ stands for "Prose Descriptive Qualities", but needless to say I'll be using the acronym from now on. Since they all work on the same basic system I'll go ahead and lay that out first and then we can jump into the nuttier stuff. This is kind of the prelude to actually talking about the various PDQ games out there. I figure after the disappointment that is the Hercules and Xena RPG and the painful slog of the WLD, I deserve to talk about a game I like. Needless to say they'll be a fair amount of fanboying going on here, but I'll try to avoid glossing over flaws and gushing too much over the things I really like. PDQ is one of my favorite systems and one of the first systems that really got me to experiment with playing outside of the standard D20/D&D paradigm. Overview/Monkey Ninja Pirate Robot posted by oriongates Original SA post ![]()
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