QAGS Corner: Number Crunching PDF Print E-mail
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Written by Steve   
Tuesday, 29 June 2010 15:05

It's not a big secret that Leighton and I didn't do a lot of statistical analysis when we wrote QAGS. After all, the system was originally meant for use in pick-up games when we didn't have time to spend hours on character creation. We never really intended for it to be a "real" system used for "serious" games (the "real" game system was Anyworlds, the overly complex system I'd written in college). Of course, once we started actually using QAGS, we quickly discovered that it worked just as well as (and in many cases, better than) the more complicated systems we were used to. When it came time to write QAGS 2E, we didn't want to make any major changes to the system, but we did make a few changes and define the mechanics in more detail to improve the "game" aspect of things a bit. Mainly, though, we just tried to make it clear that Yum Yums were the great equalizer.

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