10-29-2019, 10:29 AM
Not that I’ve played Madhouses DungeonWorld much beyond 1 free adventurer position many years ago but the biggest difference I felt was that KJC's Quest is more geared towards the entire Party rather than the individual character. You start with just 6 people with the main aim being to fill the empty positions to the 15 maximum asap. They move, work and battle as a unit against what can be large forces of monsters like 50 Orcs/Goblins or 5 Dragons/Giants.
15 character slots give a lot of options with 4 Races, 4 general Classes and many sub-classes. This gives a lot of setup options though you really need some of each to play. Fighter heavy Groups are popular and effective these days so 8-10 Fighters, 2-3 Priests, 2-3 Mages and 1 Thief or Scout. Fighters split down further to many different sub-classes like heavily armoured Footmen or deadly Gladiators so there's plenty of choice. The other general Classes also have their own sub-classes but I’ll leave that for a future chat.
15 character slots give a lot of options with 4 Races, 4 general Classes and many sub-classes. This gives a lot of setup options though you really need some of each to play. Fighter heavy Groups are popular and effective these days so 8-10 Fighters, 2-3 Priests, 2-3 Mages and 1 Thief or Scout. Fighters split down further to many different sub-classes like heavily armoured Footmen or deadly Gladiators so there's plenty of choice. The other general Classes also have their own sub-classes but I’ll leave that for a future chat.