One of my first thoughts concerning QADD was that it wouldn't be good to introduce new players to RPGs with. However, I can now see that it would be excellent for such a thing provided it's a game run by an experienced DM who doesn't mind making up things on the fly.
After a couple of runs through the solitaire adventures “Duck Soup” and “The Mad King's Challenge”, I decided to see just how “quick” QADD could be. After the usual pack of middle-aged ne'er-do-wells showed up I told them I was going to teach them a new system in five minutes and we were going to test-run it. I quickly handed out index cards and told them what to write down. I explained the abilities and how the dice pertained to them and taught them about combat. While I was doing this I came up with my story line about rats gnawing at the sewer supports under the street. Everything else just sort of flowed.
So, after a five-minute crash course on QADD, five minutes for character creation (and only slightly longer for spell selection), and a momentary pause to get the munchies on the table, we were off on a delve that took about 15-20 minutes with only short pauses to clarify/invent some rules. The adventure was a success not only in that everyone had a blast, but also that QADD did exactly what it said it would do. It delivered a quick and dirty dungeon.
There are many good points about this system, not the least of which is the ease with which it can be learned and memorized. One page, front and back, and no charts to keep track of. Quick character creation, quick combat resolution, and even my flimsy rat-fighting plot found a comfortable pace with the open-ended flavor. The equipment list is far from complete, but one quick glance and you can figure out where any typical pseudo-medieval weapon should fit. The list of races is minimal; elf, dwarf, and hobbit, as well as human (naturally). Again, the modifiers for the races are done so simply that any new races can easily be added to the list quite easily.
The only drawback I can see is that it will take an experienced DM to fill in the gaps left by this very rules-light system. The examples given for combat are for one-on-one encounters with only one variation, an example of rolling for mass combat. No example is given for a party ganging up on one target. This is problematic since combat is based on a “high roll wins” situation, when both sides roll simultaneously and the difference is the damage that goes to the loser (reduced for armor, etc). RAW, this means that a party of four attacks a single monster at one attack each while the monster gets four attacks. An experienced DM might rule that the monster attacks only one target, and any other “attack rolls” that the monster wins are simply misses on the party's part.
In summary, if you're an experienced DM you should grab this game. Easy to learn, easy to teach, it can introduce newbies and satisfy the itch of veteran gamers who just want a quick delve with emphasis on action. This is a product that lives up to its name; Quick and Dirty Dungeons!
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