Dragon Warriors Week Day Seven
……AAaaaaaaaand here we are at the end of Dragon Warriors Week. We’ve looked at how it handles combat and what made this wonderful, dinky role-playing game so unique. We’ve looked at it’s monsters, it’s magic, it’s maps and it’s puzzles – and we’ve barely scratched the surface of the game.
I’m going to leave you on this last day of Dragon Warriors Week with a list of just some of the things I’ve not covered. Any one of them is a terrific reason to download the game and take it for a spin. Go on. You know you want to.
- Assassins as a base class, complete with player usable Poison rules. Oh yes. They’re the Dragon Warriors uber-class, and work best in solo one-on-one sessions. Y’know – that thing that’s….. uhhh….. difficult in 4e.
- Eighteen complete adventures. Yes, 18, and most are playable in a single session. That’s at least one ready-to-run game session (if you play once a week) for over four months.
- Elementalists – including Darkness Elementalists
- Steath and Perception rules that work, just like in 4e D&D. 23 years ahead of time.
- Warlocks. Also 23 years ahead of time. Assassins + Darkness Elementalist + Warlocks = Dragon Warriors isn’t afraid of evil (or at least morally unconscious) characters
- The Grey Hood, Blue Men, Black Riders and White Ladies!
- Kraken worship!
- Nightmare Huts! Pirates! Wreckers! Curses! Diseases!
- Fang Warriors straight out of Jason and the Argonauts!
- Spider Magic!
- THE Temple of Balor! Not just “A” temple, but “THE” Temple!
- The Isle of Albion!
- Crime and punishment rules including percentage chances to bribe a judge.
- Jousting rules!
- ……and much, much more.
Have you geekgasmed yet? I have.
Dragon Warriors is a classic role-playing game released in 1985 as 6 trade paperback books. It is now available for free download. Happy Dragon Warriors Week!