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RE: Mods (open discussion)
Well, Sean, the history is even more sordid than that, but
I shall not be the one responsible for its unearthing. I do
not want to leave you without fulfilling at least one of your
expectations, however. The work that would eventually
produce AQ was begun before '89; my signed copy of
the first edition was from that year if I recall correctly. I
guess I'm going to have to dig that out and check. Maybe
it's time for me to bring the 'pre-AQ' Torandor manual in
as well, just for old times sake.
Sheesh, I'm starting to feel old (not to mention, somewhat
singled out as a result of my diligent quest for accuracy in
communication; see what I mean, Kris?).
Anyway, Sean's assessment of the 'melee mod' (MM) of
old is pretty darned accurate. BTW, you can guess the
problem us players had in remembering that MM was
_now_ just 'missile mod' as opposed to the whole shebang.
Regards!
Lyle
-----Original Message-----
From: Sean L. McLane [SMTP:zodo@laf.cioe.com]
Actually, they have been around a lot longer than that. AdventureQuest
began it's big conversion into the game it is today after the Summer of 89,
when TSR snubbed Bob Blake, and replaced him as head of the AD&D open.
Dan and Bob set out to make their game that they ran in the local campaign
in Lafayette into something that would replace AD&D, and bankrupt TSR.
(Hey, look what happened to TSR! :)
The game that they began changing at that time had 'melee mods' that were
based off your character Class and level. These Melee Mods are what became
the combat, missile, and grapple mods that we know and love (or hate) today.
Sorry for the boring history lession. I'm sure Lyle will correct me if I got
a date wrong.
-Sean