Messages in dqn-list group. Page 37 of 80.

Group: dqn-list Message: 1808 From: dbarrass_2000 Date: 1/12/2005
Subject: [inbox] Re: [DQN-list] DragonQuest Character Generator?
Group: dqn-list Message: 1809 From: J. K. Hoffman Date: 1/12/2005
Subject: Re: [inbox] Re: [DQN-list] DragonQuest Character Generator?
Group: dqn-list Message: 1810 From: Chris Short Date: 1/12/2005
Subject: Re: [unclassified] Re: [inbox] Re: [DQN-list] DragonQuest Character
Group: dqn-list Message: 1811 From: J. K. Hoffman Date: 1/12/2005
Subject: Re: [unclassified] Re: [inbox] Re: [DQN-list] DragonQuest Character
Group: dqn-list Message: 1812 From: Chris Short Date: 1/12/2005
Subject: Re: [unclassified] Re: [inbox] Re: [DQN-list] DragonQuest Character
Group: dqn-list Message: 1813 From: Mcginnis, Scott (NIH/NLM/NCBI) Date: 1/12/2005
Subject: Re: [unclassified] Re: [inbox] Re: [DQN-list] DragonQuest Charact e
Group: dqn-list Message: 1814 From: J. K. Hoffman Date: 1/12/2005
Subject: Re: [unclassified] Re: [inbox] Re: [DQN-list] DragonQuest Charact e
Group: dqn-list Message: 1815 From: Scott Knowles Date: 1/12/2005
Subject: Re: [inbox] Re: [DQN-list] DragonQuest Character Generator?
Group: dqn-list Message: 1816 From: lance dyas Date: 1/12/2005
Subject: Re: [inbox] Re: [DQN-list] DragonQuest Character Generator?
Group: dqn-list Message: 1817 From: Davis, John R Date: 1/12/2005
Subject: Re: [inbox] Re: [DQN-list] DragonQuest Character Generator?
Group: dqn-list Message: 1818 From: John Rauchert Date: 1/12/2005
Subject: Re: [inbox] Re: [DQN-list] DragonQuest Character Generator?
Group: dqn-list Message: 1819 From: rthorm Date: 1/12/2005
Subject: DQ kids
Group: dqn-list Message: 1820 From: rthorm Date: 1/12/2005
Subject: Re: DQ kids
Group: dqn-list Message: 1821 From: Alex Hawman Date: 1/13/2005
Subject: Re: DQ kids
Group: dqn-list Message: 1822 From: Tom Miller Date: 1/13/2005
Subject: Dragonquest Legacy
Group: dqn-list Message: 1823 From: Mcginnis, Scott (NIH/NLM/NCBI) Date: 1/13/2005
Subject: Re: Dragonquest Legacy
Group: dqn-list Message: 1824 From: Viktor Haag Date: 1/13/2005
Subject: Re: Dragonquest Legacy
Group: dqn-list Message: 1825 From: dq@johncorey.com Date: 1/13/2005
Subject: Re: Dragonquest Legacy
Group: dqn-list Message: 1826 From: D. Cameron King Date: 1/13/2005
Subject: Re: Dragonquest Legacy
Group: dqn-list Message: 1827 From: Chris Short Date: 1/13/2005
Subject: Re: [inbox] RE: [DQN-list] Dragonquest Legacy
Group: dqn-list Message: 1828 From: Tom Miller Date: 1/14/2005
Subject: Re: Dragonquest Legacy
Group: dqn-list Message: 1829 From: rthorm@cornellbox.com Date: 1/14/2005
Subject: Re: Dragonquest Legacy
Group: dqn-list Message: 1830 From: J. Corey Date: 1/14/2005
Subject: Re: Dragonquest Legacy
Group: dqn-list Message: 1831 From: Esko Halttunen Date: 1/15/2005
Subject: Re: DragonQuest Character Generator?
Group: dqn-list Message: 1832 From: Tom Miller Date: 1/20/2005
Subject: MA & spell cost
Group: dqn-list Message: 1833 From: Steven Wiles Date: 1/20/2005
Subject: Re: MA & spell cost
Group: dqn-list Message: 1834 From: Jamie Coleman Date: 1/20/2005
Subject: Re: MA & spell cost
Group: dqn-list Message: 1835 From: deven@bright.net Date: 1/22/2005
Subject: Re: [inbox] Re: [DQN-list] DragonQuest Character Generator?
Group: dqn-list Message: 1836 From: deven@bright.net Date: 1/22/2005
Subject: Re: Dragonquest Legacy
Group: dqn-list Message: 1837 From: Jason Honhera Date: 1/23/2005
Subject: Re: MA & spell cost
Group: dqn-list Message: 1838 From: David Chappell Date: 1/28/2005
Subject: Re: Dragonquest Legacy
Group: dqn-list Message: 1839 From: David Chappell Date: 1/28/2005
Subject: Re: Dragonquest Legacy
Group: dqn-list Message: 1840 From: J. K. Hoffman Date: 1/29/2005
Subject: Re: Dragonquest Legacy
Group: dqn-list Message: 1841 From: Martin Gallo Date: 1/29/2005
Subject: Re: Dragonquest Legacy
Group: dqn-list Message: 1842 From: Jamie Coleman Date: 1/30/2005
Subject: Re: Dragonquest Legacy
Group: dqn-list Message: 1843 From: Davis, John R Date: 1/31/2005
Subject: Re: Dragonquest Legacy
Group: dqn-list Message: 1844 From: David Chappell Date: 1/31/2005
Subject: Re: Dragonquest Legacy
Group: dqn-list Message: 1845 From: David Chappell Date: 1/31/2005
Subject: Online DQ Game
Group: dqn-list Message: 1846 From: Davis, John R Date: 1/31/2005
Subject: Re: Dragonquest Legacy
Group: dqn-list Message: 1847 From: lance dyas Date: 1/31/2005
Subject: Re: Dragonquest Legacy
Group: dqn-list Message: 1848 From: D. Cameron King Date: 1/31/2005
Subject: Re: Dragonquest Legacy
Group: dqn-list Message: 1849 From: andy hopkins Date: 1/31/2005
Subject: Re: Online DQ Game
Group: dqn-list Message: 1850 From: Jason Honhera Date: 1/31/2005
Subject: Re: Online DQ Game
Group: dqn-list Message: 1851 From: David Chappell Date: 2/1/2005
Subject: Re: Online DQ Game
Group: dqn-list Message: 1852 From: David Chappell Date: 2/1/2005
Subject: Re: Online DQ Game
Group: dqn-list Message: 1853 From: david_rdfrd Date: 3/7/2005
Subject: The Swamp adventure at the Grindwall site
Group: dqn-list Message: 1854 From: darkislephil Date: 3/16/2005
Subject: The Stun Rule - Do you use it?
Group: dqn-list Message: 1855 From: darkislephil Date: 3/16/2005
Subject: New to the group...
Group: dqn-list Message: 1856 From: darkislephil Date: 3/16/2005
Subject: The Enchanted Wood - DQ Adventure Three
Group: dqn-list Message: 1857 From: John Rauchert Date: 3/16/2005
Subject: Re: The Enchanted Wood - DQ Adventure Three



Group: dqn-list Message: 1808 From: dbarrass_2000 Date: 1/12/2005
Subject: [inbox] Re: [DQN-list] DragonQuest Character Generator?
Mine are 12 and 9 and I've started a DQ campagn with them. 9 is a
little young, but the 12 year old is loving it


David


--- In dqn-list@yahoogroups.com, "Davis, John R" <jrda@b...> wrote:
> mine are 6 and 12, so yep we are a bunch of old farts!!
>
> -----Original Message-----
> From: Mcginnis, Scott (NIH/NLM/NCBI) [mailto:mcginnis@n...]
> Sent: 11 January 2005 16:48
> To: 'dqn-list@yahoogroups.com'
> Subject: RE: [inbox] Re: [DQN-list] DragonQuest Character Generator?
>
>
>
> What's with this group? My kid just turned one year. Are we just a
bunch of
> old rpgers?
>
>
>
> Yahoo! Groups Links
Group: dqn-list Message: 1809 From: J. K. Hoffman Date: 1/12/2005
Subject: Re: [inbox] Re: [DQN-list] DragonQuest Character Generator?
dbarrass_2000 wrote:

>
> Mine are 12 and 9 and I've started a DQ campagn with them. 9 is a
> little young, but the 12 year old is loving it
>
>
> David

Hey, that's one way to get new DQ players! Actually, I like that. I
may have to haunt eBay for another copy, or two, of the 2nd edition
rules, just to have the nicer binding. Or, maybe I'll get the graphics
people at work to produce the PDF in a nicer book format. It'd be nice
to have enough copies for everyone in a fresh campaign to read. Not a
requirement, of course, but nice. Hmm, I wonder if any of my
step-daughter's friends would be interested....

Thanks,
Jim
--
"Dost thou love life? Then do not squander time, for that's the stuff
that life is made of."
-Ben Franklin
Group: dqn-list Message: 1810 From: Chris Short Date: 1/12/2005
Subject: Re: [unclassified] Re: [inbox] Re: [DQN-list] DragonQuest Character
i used to run a group for my friends son and his classmates, basically us 'older' playes, turned Gm and ran for a band of 6 kids aged 9 year old. you need 2 gms then cos that many ideas come flying at you!
ehh...them were the days, little stevie turned 21 last week!!  No he doesn game in our group - his dad still doesnt want us to corrupt his son - heheh
 
getting a new book in pdf format - oh sweet, indexed and linked as well ?
-----Original Message-----
From: J. K. Hoffman [mailto:ryumaou@sbcglobal.net]
Sent: 12 January 2005 11:26
To: dqn-list@yahoogroups.com
Subject: [unclassified] Re: [inbox] Re: [DQN-list] DragonQuest Character Generator?

dbarrass_2000 wrote:

>
> Mine are 12 and 9 and I've started a DQ campagn with them. 9 is a
> little young, but the 12 year old is loving it
>
>
> David

Hey, that's one way to get new DQ players!  Actually, I like that.  I
may have to haunt eBay for another copy, or two, of the 2nd edition
rules, just to have the nicer binding.  Or, maybe I'll get the graphics
people at work to produce the PDF in a nicer book format.  It'd be nice
to have enough copies for everyone in a fresh campaign to read.  Not a
requirement, of course, but nice.  Hmm, I wonder if any of my
step-daughter's friends would be interested....

Thanks,
Jim
--
"Dost thou love life?  Then do not squander time, for that's the stuff
that life is made of."
-Ben Franklin
Group: dqn-list Message: 1811 From: J. K. Hoffman Date: 1/12/2005
Subject: Re: [unclassified] Re: [inbox] Re: [DQN-list] DragonQuest Character
Chris Short wrote:

> i used to run a group for my friends son and his classmates, basically
> us 'older' playes, turned Gm and ran for a band of 6 kids aged 9 year
> old. you need 2 gms then cos that many ideas come flying at you!
> ehh...them were the days, little stevie turned 21 last week!! No he
> doesn game in our group - his dad still doesnt want us to corrupt his
> son - heheh
>
> getting a new book in pdf format - oh sweet, indexed and linked as well ?

Well, it's not linked, but I have the PDFs here:
http://www.fantasist.net/dragonquest.shtml

There's some other DQ stuff, too.
Enjoy,
Jim

--
"Dost thou love life? Then do not squander time, for that's the stuff
that life is made of."
-Ben Franklin
Group: dqn-list Message: 1812 From: Chris Short Date: 1/12/2005
Subject: Re: [unclassified] Re: [inbox] Re: [DQN-list] DragonQuest Character
very cool - thanks v much.
 
-----Original Message-----
From: J. K. Hoffman [mailto:ryumaou@sbcglobal.net]
Sent: 12 January 2005 11:41
To: dqn-list@yahoogroups.com
Subject: Re: [unclassified] Re: [inbox] Re: [DQN-list] DragonQuest Character Generator?

Chris Short wrote:

> i used to run a group for my friends son and his classmates, basically
> us 'older' playes, turned Gm and ran for a band of 6 kids aged 9 year
> old. you need 2 gms then cos that many ideas come flying at you!
> ehh...them were the days, little stevie turned 21 last week!!  No he
> doesn game in our group - his dad still doesnt want us to corrupt his
> son - heheh

> getting a new book in pdf format - oh sweet, indexed and linked as well ?

Well, it's not linked, but I have the PDFs here:
http://www.fantasist.net/dragonquest.shtml

There's some other DQ stuff, too.
Enjoy,
Jim

--
"Dost thou love life?  Then do not squander time, for that's the stuff
that life is made of."
-Ben Franklin
Group: dqn-list Message: 1813 From: Mcginnis, Scott (NIH/NLM/NCBI) Date: 1/12/2005
Subject: Re: [unclassified] Re: [inbox] Re: [DQN-list] DragonQuest Charact e
Pardon my stupidity, but was arcane wisdom a separate book? I dimly remember
it being part of the main book.

I have a $5.00 PDF from the DragonQuest open source project. Is Arcane
Wisdom more complete to something? Or is this a net expansion?

*-----Original Message-----
*From: J. K. Hoffman [mailto:ryumaou@sbcglobal.net]
*Sent: Wednesday, January 12, 2005 6:41 AM
*To: dqn-list@yahoogroups.com
*Subject: Re: [unclassified] Re: [inbox] Re: [DQN-list] DragonQuest
*Character Generator?
*
*
*Chris Short wrote:
*
*> i used to run a group for my friends son and his classmates, basically
*> us 'older' playes, turned Gm and ran for a band of 6 kids aged 9 year
*> old. you need 2 gms then cos that many ideas come flying at you!
*> ehh...them were the days, little stevie turned 21 last week!! No he
*> doesn game in our group - his dad still doesnt want us to corrupt his
*> son - heheh
*>
*> getting a new book in pdf format - oh sweet, indexed and linked as well ?
*
*Well, it's not linked, but I have the PDFs here:
*http://www.fantasist.net/dragonquest.shtml
*
*There's some other DQ stuff, too.
*Enjoy,
*Jim
*
*--
*"Dost thou love life? Then do not squander time, for that's the stuff
*that life is made of."
*-Ben Franklin
*
*
*
*Yahoo! Groups Links
*
*
*
*
*
Group: dqn-list Message: 1814 From: J. K. Hoffman Date: 1/12/2005
Subject: Re: [unclassified] Re: [inbox] Re: [DQN-list] DragonQuest Charact e
Mcginnis, Scott (NIH/NLM/NCBI) wrote:

> Pardon my stupidity, but was arcane wisdom a separate book? I dimly remember
> it being part of the main book.
>
> I have a $5.00 PDF from the DragonQuest open source project. Is Arcane
> Wisdom more complete to something? Or is this a net expansion?
>

Arcane Wisdom was the unpublished material that was supposed to be
released in a supplementary format to go with the 2nd edition rules. It
never got released and then TSR bough SPI and the entire product line
got submarined. The files I linked to in my previous post were either
scanned by me while I was out of work a couple of years ago or gathered
from the 'net, or from the Dragon Magazine archive. The rules there are
the Bantam 2nd Edition rules, which are, in my opinion, the best rule
set that was ever available. Your millage may vary, of course.

Scanning those rules was a real labor of love. I compressed them down
as much as I could, but the files are still huge. It took three days,
but it was a great distraction when I was trying to look for work in
Houston in the wake of Enron. It was an ugly, ugly time for IT in
Houston.

Anyway, I hope you all enjoy the files!
Jim
--
"Dost thou love life? Then do not squander time, for that's the stuff
that life is made of."
-Ben Franklin
Group: dqn-list Message: 1815 From: Scott Knowles Date: 1/12/2005
Subject: Re: [inbox] Re: [DQN-list] DragonQuest Character Generator?
I have 3 children, 5, 10 and 15, and yes, I feel old at times.
 
Scott (who was old when DQ came out)
----- Original Message -----
Sent: Tuesday, January 11, 2005 08:48
Subject: RE: [inbox] Re: [DQN-list] DragonQuest Character Generator?

What's with this group? My kid just turned one year. Are we just a bunch of
old rpgers?
Group: dqn-list Message: 1816 From: lance dyas Date: 1/12/2005
Subject: Re: [inbox] Re: [DQN-list] DragonQuest Character Generator?
My 7 year old who loves interactive bed time stories that he can be in, makes me feel young ;-)

Scott Knowles wrote:
I have 3 children, 5, 10 and 15, and yes, I feel old at times.
 
Scott (who was old when DQ came out)
----- Original Message -----
Sent: Tuesday, January 11, 2005 08:48
Subject: RE: [inbox] Re: [DQN-list] DragonQuest Character Generator?

What's with this group? My kid just turned one year. Are we just a bunch of
old rpgers?

Yahoo! Groups Links



-- 
Google Me at : Decision Driven Rolegaming

-- Lance Dyas
Destiny the Hand of Fate  - at the Decision Driven Gaming Center
Creating a language for describing the methods by which we accomplish
things and thereby better enable visualization of play.
http://www.dyasdesigns.com/roleplay/Fate/HandOfFate.pdf
Group: dqn-list Message: 1817 From: Davis, John R Date: 1/12/2005
Subject: Re: [inbox] Re: [DQN-list] DragonQuest Character Generator?
hmm, Scott looks like u are due the next one!!
 
JohnD
 
Any grandparents here?
 -----Original Message-----
From: Scott Knowles [mailto:scott.knowles@charter.net]
Sent: 12 January 2005 05:25
To: dqn-list@yahoogroups.com
Subject: Re: [inbox] Re: [DQN-list] DragonQuest Character Generator?

I have 3 children, 5, 10 and 15, and yes, I feel old at times.
 
Scott (who was old when DQ came out)
----- Original Message -----
Sent: Tuesday, January 11, 2005 08:48
Subject: RE: [inbox] Re: [DQN-list] DragonQuest Character Generator?

What's with this group? My kid just turned one year. Are we just a bunch of
old rpgers?


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Group: dqn-list Message: 1818 From: John Rauchert Date: 1/12/2005
Subject: Re: [inbox] Re: [DQN-list] DragonQuest Character Generator?

Sorry, only a Great Uncle (7 times over), but I am only 43.

 

JohnR

 


From: Davis, John R [mailto:jrda@bgs.ac.uk]
Sent: Wednesday, January 12, 2005 7:25 AM
To: dqn-list@yahoogroups.com
Subject: RE: [inbox] Re: [DQN-list] DragonQuest Character Generator?

 

hmm, Scott looks like u are due the next one!!

 

JohnD

 

Any grandparents here?

Group: dqn-list Message: 1819 From: rthorm Date: 1/12/2005
Subject: DQ kids
Still, it's interesting at the same time to see a number of us who all
have kids in the pre-school range (my own boys are 4-1/2 and 8 months)

--Rodger

--- In dqn-list@yahoogroups.com, dq@j... wrote:
> We do play a 24 year old game!
>
> > yup
> >
> > From: Mcginnis, Scott (NIH/NLM/NCBI) [mailto:mcginnis@n...]
> >
> > What's with this group? My kid just turned one year. Are we just
a bunch
> > of
> > old rpgers?
> >
Group: dqn-list Message: 1820 From: rthorm Date: 1/12/2005
Subject: Re: DQ kids
I shoulda waited until I got through the thread. No slight to the
school age crowd, there are a lot of you, too, and your kids could
beat up our kids, no problem ;-)

--Rodger
Group: dqn-list Message: 1821 From: Alex Hawman Date: 1/13/2005
Subject: Re: DQ kids
My oldest is 4 and I have 2.5 year old twins.


Alex
--- rthorm <rthorm@cornellbox.com> wrote:

>
> Still, it's interesting at the same time to see a number of us who
> all
> have kids in the pre-school range (my own boys are 4-1/2 and 8
> months)
>
> --Rodger
>
> --- In dqn-list@yahoogroups.com, dq@j... wrote:
> > We do play a 24 year old game!
> >
> > > yup
> > >
> > > From: Mcginnis, Scott (NIH/NLM/NCBI) [mailto:mcginnis@n...]
> > >
> > > What's with this group? My kid just turned one year. Are we
> just
> a bunch
> > > of
> > > old rpgers?
> > >
>
>
>
>
>
Group: dqn-list Message: 1822 From: Tom Miller Date: 1/13/2005
Subject: Dragonquest Legacy
Greetings all,
I have been playing Dragonquest on and off since 1982 after I
received it for Christmas in '81. I thank my dad for suggesting it,
I was going to buy D & D and I think when he saw the cover of the 2nd
Edition box he thought having one box for it all would be cheaper in
the long run the the entire shelf of D & D stuff. Who'd a thought
being cheap would bring me one of the most enjoyable hobbies in my
teen years and on and off during my adult years? So much for memory
lane. . . .
How many of us have managed to infect others with this little gem
from SPI? I think most people who play it enjoy the simplicity and
flexibility of the game. It is just a much better system then D20.
My current changes have added many skills to the game as well as a
number of magical colleges. I have had the good fortune of teaching
some nephews to play as well a two groups of teens in the last 6
years.
One last note, a friend of mine wrote to WOTC to see about the
rights to Dragonquest and they were seeking a 6 digit payout for it.
So much for getting it out to the masses.
Group: dqn-list Message: 1823 From: Mcginnis, Scott (NIH/NLM/NCBI) Date: 1/13/2005
Subject: Re: Dragonquest Legacy
I was a war gamer during the 70's and had a subscription to SPI's S&T
magazine. But there were not a lot of other wargamers I knew.

My non-war gamer friends and I started playing D&D after my brother saw it
in the Complete Stratgist store in Montclair NJ. We were all Tolkien and it
appealed to me on that level. But, I never liked the combat system. It
seemed more like basic bookeeping.

I liked SPI's tactical games like Sniper and Patrol and when I heard they
made an RPG I bought it and Universe. I also still have a copy of Commando
the war-game/RPG hybrid.

Selling it to the others was tough. In fact I failed. They did not like that
the combat was more deadly and advancement did not include rapidly becoming
Godlets.
Group: dqn-list Message: 1824 From: Viktor Haag Date: 1/13/2005
Subject: Re: Dragonquest Legacy
On Thu, 13 Jan 2005 00:36:02 -0000, Tom Miller <shaador@yahoo.com> wrote:
> How many of us have managed to infect others with this little gem
> from SPI? I think most people who play it enjoy the simplicity and
> flexibility of the game. It is just a much better system then D20.

On this note, I'm interested in infecting my gaming group with this
new-old system. Getting started is not easy though. It doesn't seem to
me that starting PCs start out with a whole heck of a lot ability
wise.

What exatly do starting PCs look like?

Also, there's not much guidance to assist one in figuring out what
appropriate challenges are for newbie PCs -- can someone sketch out
the challenges one would find in "your first adventure"? Just a short
list of the mechanics of the challenges involved would be good -- what
combat opponents are suitable for newly created characters?

Are there any campaign-oriented websites that still have a copy of the
"original handout" the referee gave the players about guidelines for
building characters? Or perhaps a transcription of that "first
adventure"?


--
V.
Group: dqn-list Message: 1825 From: dq@johncorey.com Date: 1/13/2005
Subject: Re: Dragonquest Legacy
Hi,

Most of the people that I have converted have been peers who played other
games. But my daughter is only 1. There is still time.

John

>
>
>
> Greetings all,
> I have been playing Dragonquest on and off since 1982 after I
> received it for Christmas in '81. I thank my dad for suggesting it,
> I was going to buy D & D and I think when he saw the cover of the 2nd
> Edition box he thought having one box for it all would be cheaper in
> the long run the the entire shelf of D & D stuff. Who'd a thought
> being cheap would bring me one of the most enjoyable hobbies in my
> teen years and on and off during my adult years? So much for memory
> lane. . . .
> How many of us have managed to infect others with this little gem
> from SPI? I think most people who play it enjoy the simplicity and
> flexibility of the game. It is just a much better system then D20.
> My current changes have added many skills to the game as well as a
> number of magical colleges. I have had the good fortune of teaching
> some nephews to play as well a two groups of teens in the last 6
> years.
> One last note, a friend of mine wrote to WOTC to see about the
> rights to Dragonquest and they were seeking a 6 digit payout for it.
> So much for getting it out to the masses.
>
>
>
>
>
>
>
>
>
>
> Yahoo! Groups Links
>
>
>
>
>
>
>
Group: dqn-list Message: 1826 From: D. Cameron King Date: 1/13/2005
Subject: Re: Dragonquest Legacy
>From: "Tom Miller" <shaador@yahoo.com>
> How many of us have managed to infect others with this little gem
>from SPI? I think most people who play it enjoy the simplicity and
>flexibility of the game. It is just a much better system then D20.

As great as DQ was for its time, I can't see myself choosing it over D&D's
current (3rd) edition. The d20 system has been radically overhauled,
incorporating (I believe) many great ideas from DQ and other systems. Up
until 3e (D&D) came out, I was a die-hard DQ proselytizer, and directly
responsible for bringing at least two dozen people "into the fold." But
it's just no longer true that DQ is a better system than d20, in my opinion.

Oh, and as long as I'm bothering to respond: my wife just gave birth to our
first 14 weeks ago.

-D.King
Group: dqn-list Message: 1827 From: Chris Short Date: 1/13/2005
Subject: Re: [inbox] RE: [DQN-list] Dragonquest Legacy
wargamers love d&d3.5e as basically it has done the circle and come back to being atactical wargame!!
 
-----Original Message-----
From: Mcginnis, Scott (NIH/NLM/NCBI) [mailto:mcginnis@ncbi.nlm.nih.gov]
Sent: 13 January 2005 18:07
To: 'dqn-list@yahoogroups.com'
Subject: [inbox] RE: [DQN-list] Dragonquest Legacy

I was a war gamer during the 70's and had a subscription to SPI's S&T
magazine. But there were not a lot of other wargamers I knew.

My non-war gamer friends and I started playing D&D after my brother saw it
in the Complete Stratgist store in Montclair NJ. We were all Tolkien and it
appealed to me on that level. But, I never liked the combat system. It
seemed more like basic bookeeping.

I liked SPI's tactical games like Sniper and Patrol and when I heard they
made an RPG I bought it and Universe. I also still have a copy of Commando
the war-game/RPG hybrid.

Selling it to the others was tough. In fact I failed. They did not like that
the combat was more deadly and advancement did not include rapidly becoming
Godlets.

Group: dqn-list Message: 1828 From: Tom Miller Date: 1/14/2005
Subject: Re: Dragonquest Legacy
--- In dqn-list@yahoogroups.com, "D. Cameron King"
<monarchy2000@h...> wrote:
But it's just no longer true that DQ is a better system than d20,
in my opinion.
> -D.King

I would tend to agree with you that 3rd Edition d20 is a vast
improvement over 2nd Edition D & D, I have raided the d20 coffers and
made some substanial changes to Dragonquest that I think have kept
the game up to pace with other changes in D & D. I still think that
Dragonquest is better because of its adaptable and less confusing
then even the d20 system.
Tom Miller
Group: dqn-list Message: 1829 From: rthorm@cornellbox.com Date: 1/14/2005
Subject: Re: Dragonquest Legacy
Viktor,

I certainly think that Gerry Klug's "Camp of Alla-Akbar" is a good source to
look at for inspiration for starting adventures. There's little programmed
combat in it, as long as the characters don't go in spoiling for a fight, the
elements of that adventure really emphasize other aspects of the game.

If you want to introduce an element of combat, remember that there are
(probably) more than one PC involved, and even starting characters can be
dangerous if several of them are ganging up on a single opponent.

The very first bit of DQ I ran involved a single character running into a bear
in the woods. Since he was alone, the bear ended up killing the PC, and it was
at that point that we realized that DQ wasn't the same as D&D. (We waived the
combat and kept the character.)

But combat is only one of the mechanics in the game. "Alla-Akbar" highlights
troubador and courtesan skills. If your PCs have other skills, you may want to
tailor things towards some exercise of those skills, rather than keying on
life-or-death combat.

Rodger Thorm

Quoting:
> ________________________________________________________________________
>
> Message: 4
> Date: Thu, 13 Jan 2005 13:16:38 -0500
> From: Viktor Haag <viktor.haag@gmail.com>
> Subject: Re: Dragonquest Legacy
>
> On Thu, 13 Jan 2005 00:36:02 -0000, Tom Miller <shaador@yahoo.com> wrote:
> > How many of us have managed to infect others with this little gem
> > from SPI? I think most people who play it enjoy the simplicity and
> > flexibility of the game. It is just a much better system then D20.
>
> On this note, I'm interested in infecting my gaming group with this
> new-old system. Getting started is not easy though. It doesn't seem to
> me that starting PCs start out with a whole heck of a lot ability
> wise.
>
> What exatly do starting PCs look like?
>
> Also, there's not much guidance to assist one in figuring out what
> appropriate challenges are for newbie PCs -- can someone sketch out
> the challenges one would find in "your first adventure"? Just a short
> list of the mechanics of the challenges involved would be good -- what
> combat opponents are suitable for newly created characters?
>
> Are there any campaign-oriented websites that still have a copy of the
> "original handout" the referee gave the players about guidelines for
> building characters? Or perhaps a transcription of that "first
> adventure"?
>
>
> --
> V.

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Group: dqn-list Message: 1830 From: J. Corey Date: 1/14/2005
Subject: Re: Dragonquest Legacy
I don't know. I am playing 3.5, and I love it... but it is like Supers
in a fantasy setting
On Jan 13, 2005, at 2:47 PM, D. Cameron King wrote:

>
>
>> From: "Tom Miller" <shaador@yahoo.com>
>> How many of us have managed to infect others with this little gem
>> from SPI? I think most people who play it enjoy the simplicity and
>> flexibility of the game. It is just a much better system then D20.
>
> As great as DQ was for its time, I can't see myself choosing it over
> D&D's
> current (3rd) edition. The d20 system has been radically overhauled,
> incorporating (I believe) many great ideas from DQ and other systems.
> Up
> until 3e (D&D) came out, I was a die-hard DQ proselytizer, and directly
> responsible for bringing at least two dozen people "into the fold."
> But
> it's just no longer true that DQ is a better system than d20, in my
> opinion.
>
> Oh, and as long as I'm bothering to respond: my wife just gave birth
> to our
> first 14 weeks ago.
>
> -D.King
>
>
>
>
>
> Yahoo! Groups Links
>
>
>
>
>
>
Group: dqn-list Message: 1831 From: Esko Halttunen Date: 1/15/2005
Subject: Re: DragonQuest Character Generator?
Arcane Wisdom has the Colleges of Rune Magics and Lesser Summoning as
well as a bunch of stuff about creating new spells, magical properties
of gems and such and some other stuff. A bastardized version of the Rune
Magics and Lesser Summonings appeared in the TSR produced 3E, but 3E as
a whole is broken and so are the bits of AW in it. The AW pdf should
have the stuff as it was roiginally meant to be published, or close
(because there might be a couple of variants with minor differences around).

As for net expansions, there are quite a few, many of those available
from the files sections of this group and the DQ-rules group.

Edi

-------------------------------------------

Mcginnis, Scott (NIH/NLM/NCBI) wrote:

>Pardon my stupidity, but was arcane wisdom a separate book? I dimly remember
>it being part of the main book.
>
>I have a $5.00 PDF from the DragonQuest open source project. Is Arcane
>Wisdom more complete to something? Or is this a net expansion?
>
>
>
Group: dqn-list Message: 1832 From: Tom Miller Date: 1/20/2005
Subject: MA & spell cost
Could someone point me in the right direction about MA and spell
cost. I have been playing DQ for years, and I seem to remember
reading in print at one time that there was a %5 exp cost modifier
for spells for having a MA above or below 15. I think it was %5
cheaper if above, and 5% more expensive if below. Do I remember this
correctly or not?
Tom
Group: dqn-list Message: 1833 From: Steven Wiles Date: 1/20/2005
Subject: Re: MA & spell cost
--- Tom Miller <shaador@yahoo.com> wrote:

>
> Could someone point me in the right direction about
> MA and spell
> cost. I have been playing DQ for years, and I seem
> to remember
> reading in print at one time that there was a %5 exp
> cost modifier
> for spells for having a MA above or below 15. I
> think it was %5
> cheaper if above, and 5% more expensive if below.
> Do I remember this
> correctly or not?
> Tom

I am looking at the 2nd edition Bantam rulebook as I
answer this, its possible the rule was different in
other versions.

The rule in question is on the Experience Point Cost
Chart (Table 87.8, p 145, 3rd book). The experience
point modifier of 5% cost applies only to general
knowledge spells and rituals, and only if the Adept's
MA is greater than 15 (i.e. MA lower than 15 does not
incur a penalty).

An MA both above and below 15 modifies the cast chance
of spells, however (rule 27.7, p 31, 2nd book).

God, I just realized how long it's been since I was
even able to reply to something on this list...

rule 27.7

Mort

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Group: dqn-list Message: 1834 From: Jamie Coleman Date: 1/20/2005
Subject: Re: MA & spell cost
Steven Wiles wrote:

>I am looking at the 2nd edition Bantam rulebook as I
>answer this, its possible the rule was different in
>other versions.
>
>The rule in question is on the Experience Point Cost
>Chart (Table 87.8, p 145, 3rd book). The experience
>point modifier of 5% cost applies only to general
>knowledge spells and rituals, and only if the Adept's
>MA is greater than 15 (i.e. MA lower than 15 does not
>incur a penalty).
>
>
I happen to have a copy of the 3rd edition book handy here (couldn't
find my 2nd ed book *sigh* ) and just flipped that open. Table 91.8 on
page 144. They give a cumulative 5% cost reduction per point over 15.
In their example, and MA of 19 thus gets a 20% reduction. No increase
in cost for lower MA.

>An MA both above and below 15 modifies the cast chance
>of spells, however (rule 27.7, p 31, 2nd book).
>
>God, I just realized how long it's been since I was
>even able to reply to something on this list...
>
>
LOL. Ditto. I just dug around and pulled out this book a couple days
ago, toying with the idea of starting up something with my fiancee's sons.

--jamie
Group: dqn-list Message: 1835 From: deven@bright.net Date: 1/22/2005
Subject: Re: [inbox] Re: [DQN-list] DragonQuest Character Generator?
My oldest kid just turned 22...

On 11 Jan 2005 at 11:48, Mcginnis, Scott (NIH/NLM/NCBI) wrote:

>
> What's with this group? My kid just turned one year. Are we just a
> bunch of old rpgers?
>
>
>
> Yahoo! Groups Links
>
>
>
>
>
>
>
Group: dqn-list Message: 1836 From: deven@bright.net Date: 1/22/2005
Subject: Re: Dragonquest Legacy
Have you looked at GURPS v4??
Characters traits have been expanded, and are very, very DQ like.
I have always thought of GURPS as being the stepson of DQ. The
unpublished world building supplement for DQ was returned to Steve
Jackson when the TSR buyout of SPI occurred. He has stated that part
of that became part of GURPS.
I personally do not see GURPS as being complex, just very flexible.
I am running a Tolkienesque (4th Age) campain currently.

I'll state I do not like D20 and leave it at that.

On 13 Jan 2005 at 11:47, D. Cameron King wrote:

>
>
> >From: "Tom Miller" <shaador@yahoo.com>
> > How many of us have managed to infect others with this little gem
> >from SPI? I think most people who play it enjoy the simplicity and
> >flexibility of the game. It is just a much better system then D20.
>
> As great as DQ was for its time, I can't see myself choosing it over
> D&D's current (3rd) edition. The d20 system has been radically
> overhauled, incorporating (I believe) many great ideas from DQ and
> other systems. Up until 3e (D&D) came out, I was a die-hard DQ
> proselytizer, and directly responsible for bringing at least two dozen
> people "into the fold." But it's just no longer true that DQ is a
> better system than d20, in my opinion.
>
> Oh, and as long as I'm bothering to respond: my wife just gave birth
> to our first 14 weeks ago.
>
> -D.King
>
>
>
>
>
> Yahoo! Groups Links
>
>
>
>
>
>
>
Group: dqn-list Message: 1837 From: Jason Honhera Date: 1/23/2005
Subject: Re: MA & spell cost
Only thing I remember is most colleges get improved or reduced base chance based on MA.

Tom Miller <shaador@yahoo.com> wrote:

Could someone point me in the right direction about MA and spell
cost. I have been playing DQ for years, and I seem to remember
reading in print at one time that there was a %5 exp cost modifier
for spells for having a MA above or below 15. I think it was %5
cheaper if above, and 5% more expensive if below.  Do I remember this
correctly or not?
                 Tom






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Group: dqn-list Message: 1838 From: David Chappell Date: 1/28/2005
Subject: Re: Dragonquest Legacy
--- In dqn-list@yahoogroups.com, Viktor Haag <viktor.haag@g...>
wrote:
> On Thu, 13 Jan 2005 00:36:02 -0000, Tom Miller <shaador@y...>
wrote:
> > How many of us have managed to infect others with this little
gem
> > from SPI? I think most people who play it enjoy the simplicity
and
> > flexibility of the game. It is just a much better system then
D20.
>
> On this note, I'm interested in infecting my gaming group with this
> new-old system. Getting started is not easy though. It doesn't
seem to
> me that starting PCs start out with a whole heck of a lot ability
> wise.
>
> What exatly do starting PCs look like?
>
> Also, there's not much guidance to assist one in figuring out what
> appropriate challenges are for newbie PCs -- can someone sketch out
> the challenges one would find in "your first adventure"? Just a
short
> list of the mechanics of the challenges involved would be good --
what
> combat opponents are suitable for newly created characters?

I've been GMing DragonQuest since 1988 and it never occurred to me
to ask for something like this. The lack of classes or archetypes
makes it too hard to arbitrarily decide whether a certain monster is
an appropriate challenge for a group of starting characters. What is
appropriate really depends on what abilities those characters have
and how good their players are at using them. That said... I've
found that goblins make good encounters for new characters.
Depending on the party, anywhere from half again to twice as many
goblins as player characters should give a challenging, but winnable
combat.

Now, if you happen to have a shapechanger or a giant among the new
characters, that encounter will go from challenging to trivial. A
young frost giant with a giant glaive, a 12 TMR, and as much
endurance and fatigue as the entire group of goblins would waltz
through the encounter. And a shapechanger could just shift and
become immune to non-silvered or non-magical weapons and be at even
less risk than the frost giant.

On the other hand, if your characters are all adepts with low
physical abilities, this combat may be too challenging. A group of
falchion or shortsword wielding goblins would run roughshod over a
like number of adepts with daggers and unreliable spells.

How well the players work together makes a big difference, too. If
they coordinate well and watch each other's backs, they are going to
be able to handle a much tougher encounter than if they just spread
out and do their own things. DQ gets very deadly very fast when you
get surrounded and in a position where you have to leave your back
exposed to an opponent.

>
> Are there any campaign-oriented websites that still have a copy of
the
> "original handout" the referee gave the players about guidelines
for
> building characters? Or perhaps a transcription of that "first
> adventure"?
>

Again, this is not something with a cut-and-dried answer. A person
really needs to decide what type of character he wants to play. Then
he needs to look at the skills, weapons, and/or college of magic
that best fit that type of character. Then arrange his stats around
this. For adepts, every stat is important. For non-adepts, every
stat except magical aptitude is important. Physical Strength affects
how much weight you can carry which determines how heavily armored
you can be, and along with Manual Dexterity determines which weapons
you can use. Manual Dexterity directly affects your strike chance
and your ability to avoid dropping or breaking your weapon during
combat. It's used in many Thief/Spy abilities, as well. Agility is
your defense and determines how far you can move each pulse.
Movement is very important in a game as tactical as DQ. Magical
Aptitude directly affects your cast chance and determines which
college of magic you can join and how many spells you can learn
before having to rank any spells past 5. Willpower is your magic
resistance and determines how well you unstun in combat. Being
stunned in DQ is a very bad thing. It is also an important stat for
horsemanship and Beast Master. Endurance determines how much damage
you can take before dying and how fast your heal.

Depending on what is important in your campaign, you may want to
encourage or discourage certain skills. For example, if you plan to
never have the characters go through a dungeon crawl or break into
some mage's tower on a theft mission, you might want to tell them
that Thief won't be a vital skill. On the other hand, if you wish to
feature such things, you may want to encourage at least one person,
maybe more, to take it. If you're going to be running an Arabian
Nights sort of theme, you might want to warn the players that
Navigator will be a useless skill for their landlocked characters.
Unless they plan to spend a lot of time laying in bed healing up
naturally, they will want an Earth Mage, Mind Mage, or someone with
the Healer skill in the group. Unless healing can be purchased
cheaply in most towns.

DQ is a versatile system that can fit well with many types of
campaigns. But that versatility makes it very hard to give concrete
answers to your questions. The particulars of your group and your
campaign are going to dictate most of these answers. Most of the
campaigns I've run have been intrigue oriented and have involved
long-term human (or elven or orcish) enemies. I rarely use monsters
and most of the combats involve members of player-character races.
Not many of the monster encounters in the book can compare to taking
out a Fire Mage general and his personal bodyguard.

After you run a few combats, you'll start to get a feel for what
your party can handle. You'll be able to look at how much damage
something does and how much it can take and just "feel" whether it
would be tough for your group. I reiterate that the ability of the
players makes as much difference as the ability of the characters.
I've seen many a simple encounter turn hard because a swordsman
whose player had no tactical ability would charge in such a way that
the Air mage could not lay down a lightning bolt to good effect.

I hope this was useful. Before applying it, though, keep in mind
that as I write this, I am semi-stoned on cold medicine.

-David
Group: dqn-list Message: 1839 From: David Chappell Date: 1/28/2005
Subject: Re: Dragonquest Legacy
--- In dqn-list@yahoogroups.com, "Tom Miller" <shaador@y...> wrote:
>
> --- In dqn-list@yahoogroups.com, "D. Cameron King"
> <monarchy2000@h...> wrote:
> But it's just no longer true that DQ is a better system than
d20,
> in my opinion.
> > -D.King
>
> I would tend to agree with you that 3rd Edition d20 is a vast
> improvement over 2nd Edition D & D, I have raided the d20 coffers
and
> made some substanial changes to Dragonquest that I think have kept
> the game up to pace with other changes in D & D. I still think
that
> Dragonquest is better because of its adaptable and less confusing
> then even the d20 system.
> Tom Miller


I think 3.5E is an improvement over AD&D, but I wouldn't use the
word vast. It still has all the things that I considered problems
and that caused me to look for other systems to begin with, levels
and hitpoints. A 10th level character can still absorb as much
damage as 10 first level characters. Once you have a few levels,
normal townspeople are no threat. Whereas in DQ, you may be able to
easily handle that angry farmer with a pitchfork, but you always
know in the back of your mind that if he gets in a lucky shot, he
can still take you out. And the difference in how much damage he can
take and how much you can take is likely just a matter of how much
your armor absorbs.

I honestly think Feats and Prestige classes added more problems than
they solved. As a quick example, A character can take the
Swashbuckler base class, then multiclass as a wizard, and then pick
up the bladesinger prestige class, and suddenly the only stat he has
that matters, really, is his int. His AC is affected by his int mod
instead of dex, his damage is affected by his int mod instead of
str, his tohit roll is based on int instead of strength. Monks don't
even have to multiclass. They can easily get feats that turn wis
into their only necessary stat.

Oh sure, everything is broken up into encounter levels so you don't
have to think about how hard the creatures are that you're throwing
at your party, but then again, they don't come with a little chart
that tells you just how on earth you're supposed to reasonably work
that nilbog or derro into your campaign storyline.

The only real advantage it has is that it is in print and supported.
That is, that there is a wealth of currently published material
available for it. And yes, the campaign world stuff can always be
used for other systems, but that requires converting it first.

4th edition GURPS, on the other hand, is a better game system than
DragonQuest. I still prefer the feel of DQ, though.

-David
Group: dqn-list Message: 1840 From: J. K. Hoffman Date: 1/29/2005
Subject: Re: Dragonquest Legacy
David Chappell wrote:
>
> I think 3.5E is an improvement over AD&D, but I wouldn't use the
> word vast. It still has all the things that I considered problems
> and that caused me to look for other systems to begin with, levels
> and hitpoints. A 10th level character can still absorb as much
> damage as 10 first level characters. Once you have a few levels,
> normal townspeople are no threat. Whereas in DQ, you may be able to
> easily handle that angry farmer with a pitchfork, but you always
> know in the back of your mind that if he gets in a lucky shot, he
> can still take you out. And the difference in how much damage he can
> take and how much you can take is likely just a matter of how much
> your armor absorbs.

Okay, now that is precisely why I like DragonQuest. In many, many ways
it is just so much more effortlessly realistic in the combat system than
so many other RPGs. No matter how good or strong or whatever you are,
one lucky shot and you get to meet the spirits of the underworld. That
single aspect changes *everything* about tactics and how I approach even
the most innocent looking encounters.
Man, I wish I had some folks to play DQ with in Houston. Oh, and the
time. Right. Need that, too.

Thanks,
Jim

--
"Dost thou love life? Then do not squander time, for that's the stuff
that life is made of."
-Ben Franklin
Group: dqn-list Message: 1841 From: Martin Gallo Date: 1/29/2005
Subject: Re: Dragonquest Legacy
One of the problems I was encountering with DnD (3e and 3.5e) as a
player was that I did not want to spend as much money on supplements as
some of the other players, so any character I created at home was
underpowered in the game. There were several times that the 'wandering
GM' (GM duties were rotated amongst a few people) expressed frustration
that one of the players had some uber gimicky thing he wanted to bring
to the game that came from some book that that GM did not have - it
became a contest similar to M:tG in that hewho spends the most wins.

Great for the game companies (if everyone keeps buying) but not as much
fun for those of us not interested in an arms race. Admittedly, this is
only a problem if you have munchkins, but we had several player's who
had munchkin tendencies (being a bunch of wargamers did not help
matters in this case) so the arms race started up. It took a few months
for it to start and progressed slowly, so I got almost a years worth of
role playing before the roll-playing took over.

All my efforts to introduce a game like DQ went out the window because
the guys felt that they had invested time and money into DnD. One of
the guys even stated that he had DnD miniatures that would not work
with another system!! I found out that he got 'voted off the island'
shortly before that group broke up. I may try to introduce role playing
again this summer....

> I honestly think Feats and Prestige classes added more problems than
> they solved. As a quick example, A character can take the
> Swashbuckler base class, then multiclass as a wizard, and then pick
> up the bladesinger prestige class, and suddenly the only stat he has
> that matters, really, is his int. His AC is affected by his int mod
> instead of dex, his damage is affected by his int mod instead of
> str, his tohit roll is based on int instead of strength. Monks don't
> even have to multiclass. They can easily get feats that turn wis
> into their only necessary stat.

"Be who you are and say what you feel, because those who mind don't
matter and those who matter don't mind." - Dr. Seuss

Love is a full time job, with fringe benefits.

"Learn from the mistakes of others. You won't live long enough to make
them all yourself."
Group: dqn-list Message: 1842 From: Jamie Coleman Date: 1/30/2005
Subject: Re: Dragonquest Legacy
J. K. Hoffman wrote:
> Okay, now that is precisely why I like DragonQuest. In many, many ways
> it is just so much more effortlessly realistic in the combat system than
> so many other RPGs. No matter how good or strong or whatever you are,
> one lucky shot and you get to meet the spirits of the underworld. That
> single aspect changes *everything* about tactics and how I approach even
> the most innocent looking encounters.

The greater threat in combat definitely makes you take any tactical
situation a bit more seriously, but it's not just how easily you can
die that adds to the appeal. The system has an immense amount of
personality. Your characters get worn down. Critical hits add a
distinctive element of gore ("I chopped his friggin arm off!
Muahahahaha!" or often we had chants of "Come on, 01, 11!"), with the
added bonus of survivors having battle scars! One of our players'
most memorable characters was a dwarf with an eye-patch, and I
remember many an adventure where one character or another was still
recovering from injury or backfire.

I played DnD 3e for several years (only game most of the group would
play *SIGH*). The skill system is significantly unbalanced, combat is
rather flavorless, combatants fight at 100% right up to the point
where they drop, characters' power actually goes up faster than just
linearly as they level up (because of feats and abilities), and the
economics is totally absurd.

Now granted, the D20 system is much better than the older AD&D and the
feat system is a nifty personality strap-on, but it also reinforces
the motivation to mini-max characters for optimal combat
effectiveness. I agree with the comments that the feats are perhaps
more of an economic boon to the publishers than a game enhancement for
the players. I watched a couple friends who were driven to buy all of
the books ("ouch!" says my wallet) primarily to get access to more
feats. It definitely seems there's more munchkinism being promoted
rather than quality gaming.

Not to say that trying to find an optimal combination doesn't have an
aspect of fun to it, but I reached much greater enjoyment in my many
years of *playing* DQ rather than the time spent *researching* options
in DnD. ;)

--jamie


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Group: dqn-list Message: 1843 From: Davis, John R Date: 1/31/2005
Subject: Re: Dragonquest Legacy
Actually one of the few issue I do have with DQ. It takes one lucky dice roll for the farmer to mangle up a character with a shot to the endurance, and any crit roll is likely to be bad then on, no matter what is rolled.

I think in 3.5e DnD the farmer needs two or three lucky dice rolls in a row (ie so lucky he was fated to kill the 10th level character...especially if he uses a scythe as i think it does 4x damage on a crit).

Just not heroic when bob the troll-slayer gets laid low by a farmer.

Still I do very much enjoy my DQ. Shame their is so little material out there.

JohnD
Whereas in DQ, you may be able to
> easily handle that angry farmer with a pitchfork, but you always
> know in the back of your mind that if he gets in a lucky shot, he
> can still take you out. And the difference in how much damage he can
> take and how much you can take is likely just a matter of how much
> your armor absorbs.

Okay, now that is precisely why I like DragonQuest. In many, many ways
it is just so much more effortlessly realistic in the combat system than
so many other RPGs. No matter how good or strong or whatever you are,
one lucky shot and you get to meet the spirits of the underworld. That
single aspect changes *everything* about tactics and how I approach even
the most innocent looking encounters.
Man, I wish I had some folks to play DQ with in Houston. Oh, and the
time. Right. Need that, too.



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Group: dqn-list Message: 1844 From: David Chappell Date: 1/31/2005
Subject: Re: Dragonquest Legacy
--- In dqn-list@yahoogroups.com, "Davis, John R" <jrda@b...> wrote:
> Actually one of the few issue I do have with DQ. It takes one
lucky dice roll for the farmer to mangle up a character with a shot
to the endurance, and any crit roll is likely to be bad then on, no
matter what is rolled.
>

Don't get me wrong. I don't particularly like having my character
crippled or killed on one bad die roll. What I _do_ like about it,
though, is that it makes combat intense and meaningful.

As an example, take two mid-level parties of adventurers. One in DnD
and one in DQ. Throw a score of goblins at each of them. In DnD,
this is going to be a ho-hum encounter where the players know
they're going to win and just sort of go through the motions. In DQ,
the party still pretty much knows they should win, but they're going
to take precautions. The swordsman is not going to wade into the
middle of the goblins and let himself get surrounded. People are
still going to make sure their backs are covered. In other words,
they're going to take it seriously _any_ time they are in combat.

Of course, most of the players I've GM'd are so paranoid, they'd be
wondering which of these goblins is the adept and wondering if
they're about to have to deal with a wall of bones or some demon
popping in out of nowhere.

I've tried many systems over the years. The reason I keep coming
back to DQ, though, is the gritty, heroic feel it has. GURPS has the
same benefit of characters' hitpoints never straying too greatly
from the human norm. They both have modifiers for being injured that
make characters not fight as well once they take damage. GURPS is
better than DQ in that regard. But somehow it just falls short of
having that same heroic fantasy feel to it. For me, anyway.

Hmm, and that leads up to my next post...
Group: dqn-list Message: 1845 From: David Chappell Date: 1/31/2005
Subject: Online DQ Game
I just ended my DQ campaign and I'm already itching to run another
one. And I'm curious if anyone on this list would be interested in
trying it out.

The game would be run on a week night, likely either Wednesday or
Friday, because I work 12-hour shifts on the weekend. The time for
the game would be from 8pm until midnight, US Central Time. I use
OpenRPG (http://www.openrpg.com/) for my virtual tabletop and chat
program.

The core of the rules I use is the Bantam 2nd edition rules,
although I've borrowed things from the other editions and from the
Thieves World supplement, as well as some homegrown rules.

Anyone who is interested can email me for more information, or send
me a message on YIM (offline works, too). My screen name is
kaith_athanes.

-David
Group: dqn-list Message: 1846 From: Davis, John R Date: 1/31/2005
Subject: Re: Dragonquest Legacy
i think its because i dislike the minutae of combats really. Its important to know the characters meet some goblins, had a combat with them, and defeated them for a small loss. Why where they there? where were they going? whom do they work for?etc are the important things. Not who tumbled in where, who missed 4 times with there bow, who got what graze etc. Brings back shivers of my rolemaster days. So when i play both DQ/DnD as GM, never bother with trips, sunders, parrying, etc...players dont seem to mind. Important that you had the combat (that took 20 mins to play), not every twist and turn of it, that takes 3 hours....then again thats just me.

Things i adore about DQ are the magic system, the xp/rank system, the skills system, and how each weapon is useful in its own way (unlike say DnD where they maybe 50 weapons to chose from but people always use any of about 8 or 9).

As there are no archtypes/templates/classes it is difficult to roll up a first character for some one used to playing a system that uses them.

It was the first rpg i ever played so will always have little place in my heart n soul.

JohnD


In DQ,
the party still pretty much knows they should win, but they're going
to take precautions. The swordsman is not going to wade into the
middle of the goblins and let himself get surrounded. People are
still going to make sure their backs are covered. In other words,
they're going to take it seriously _any_ time they are in combat.

Of course, most of the players I've GM'd are so paranoid, they'd be
wondering which of these goblins is the adept and wondering if
they're about to have to deal with a wall of bones or some demon
popping in out of nowhere.

I've tried many systems over the years. The reason I keep coming
back to DQ, though, is the gritty, heroic feel it has. GURPS has the
same benefit of characters' hitpoints never straying too greatly
from the human norm. They both have modifiers for being injured that
make characters not fight as well once they take damage. GURPS is
better than DQ in that regard. But somehow it just falls short of
having that same heroic fantasy feel to it. For me, anyway.

Hmm, and that leads up to my next post...







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Group: dqn-list Message: 1847 From: lance dyas Date: 1/31/2005
Subject: Re: Dragonquest Legacy
David Chappell wrote:

--- In dqn-list@yahoogroups.com, "Davis, John R" <jrda@b...> wrote:
> Actually one of the few issue I do have with DQ. It takes one
lucky dice roll for the farmer to mangle up a character with a shot
to the endurance, and any crit roll is likely to be bad then on, no
matter what is rolled.
>

Don't get me wrong. I don't particularly like having my character
crippled or killed on one bad die roll. What I _do_ like about it,
though, is that it makes combat intense and meaningful.
D&D models cinematic conflict where the hero and villain trapse back and forth attempting to hit
one another.... the tough hero takes lots of little wounds (think die hard) and the agile  character gets lots of
hair edge misses..  the lucky hero char lots of near misses that seem to have nothing to do with himself
or his skills... hell a mystic hero might be repulsing "real" damage with what seems like a strage sort
of invulnerability... no matter what it looks like it is a gradual wearing processes that culminates in
a climactic incapacitating real wound.

 
I've tried many systems over the years. The reason I keep coming
back to DQ, though, is the gritty, heroic feel it has. GURPS has the
same benefit of characters' hitpoints never straying too greatly
from the human norm. They both have modifiers for being injured that
make characters not fight as well once they take damage.
Real world statistics taken by the us FBI actually agree witth our heroic mythology
soldiers who are wounded tend to be either incapacitated or function nearly as well
as when un wounded atleast until after the adrenal rush is over when some imparement occurs.
 ( ...however unlike in heroic myth it is inconsistant, the same intensity
wound may incapacitate one time when it was endured just fine last time)

I made a probabilistic wound system it was kind of scarey you didnt know whether a given
blow would take down any given character (incapacitate them anyway) or whether they
would fight on heroically.  Essentially the idea was the same with a few unique bits
as that used in Mutants and Masterminds (a d20 variant)
Google Me at : Decision Driven Rolegaming

-- Lance Dyas
Diceless Roleplaying Games  - at the Decision Driven Gaming Center
Creating a language for describing the methods by which we accomplish
things and thereby better enable visualization of play.
http://www.dyasdesigns.com/roleplay/dicefree.html
Group: dqn-list Message: 1848 From: D. Cameron King Date: 1/31/2005
Subject: Re: Dragonquest Legacy
>From: "David Chappell" <kaith_athanes@yahoo.com>

>As an example, take two mid-level parties of adventurers. One in DnD
>and one in DQ. Throw a score of goblins at each of them. In DnD,
>this is going to be a ho-hum encounter where the players know
>they're going to win and just sort of go through the motions.

1) That depends on whether the goblins are 1st-level warriors or something
else. In 3e, those goblins can have class levels, making them the equal of
any mid- or high-level party you care to confront them with.

2) If they *are* 1st-level warriors, why are you throwing them at a
mid-level party? That would be like throwing a "score of house cats" at a
typical beginning DQ party (which would also be perceived as a complete and
total non-threat, despite DQ's more dangerous combat system).

3) No, I'm not disagreeing that DQ has a more dangerous/lethal combat
system. But the D&D system doesn't *want* high-level characters to be taken
out by mooks. Like most of the people here, one of the things I like about
DQ is the fact that (almost) every combat has some very real degree of risk
involved...but I don't necessarily want that to be true in every fantasy RPG
I play. That high-level D&D characters don't (normally) drop dead from a
single arrow is a feature of the system, not a flaw.

-Bluto
Group: dqn-list Message: 1849 From: andy hopkins Date: 1/31/2005
Subject: Re: Online DQ Game
hi i would be interested in an online dq game i live
in omaha ne i also have a buddy in minnasota that
might like to play ill talk wiyh him and get
back to you




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Group: dqn-list Message: 1850 From: Jason Honhera Date: 1/31/2005
Subject: Re: Online DQ Game
I'd love to, but I need to be in bed by 9:00 your time.  I'd get 3.5 hours of sleep before work otherwise. :/

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Group: dqn-list Message: 1851 From: David Chappell Date: 2/1/2005
Subject: Re: Online DQ Game
--- In dqn-list@yahoogroups.com, andy hopkins <dracos71_99@y...>
wrote:
>
> hi i would be interested in an online dq game i live
> in omaha ne i also have a buddy in minnasota that
> might like to play ill talk wiyh him and get
> back to you
>
>

Great. I'm going to try to start play in three or four weeks, with
character creation at least a week before we start so I can better
tailor things to the individual characters. Just drop me an email
and I'll get the creation guidelines back to you as soon as possible.

-David
Group: dqn-list Message: 1852 From: David Chappell Date: 2/1/2005
Subject: Re: Online DQ Game
--- In dqn-list@yahoogroups.com, Jason Honhera <albavar@y...> wrote:
> I'd love to, but I need to be in bed by 9:00 your time. I'd get
3.5 hours of sleep before work otherwise. :/
>

I realize my schedule is not going to be ideal for most people. But
I gotta work with what I got. Thanks for the interest.

-David
Group: dqn-list Message: 1853 From: david_rdfrd Date: 3/7/2005
Subject: The Swamp adventure at the Grindwall site
Hi folks

Has anyone got a copy of the adventure posted at the Grindwall site
called The Swamp? I know that the map has been available for a while,
but not the adventure...

Regards, David Radford.
Group: dqn-list Message: 1854 From: darkislephil Date: 3/16/2005
Subject: The Stun Rule - Do you use it?
I have to admit that in the campaigns I and other DQ GMs that I played
with ran we never used it. As the one who introduced DQ to the local
gamers it is probably my fault. When I first picked up that copy of DQ
1st Ed at the Origins in Baltimore me and a friend ran through some
mock combats to see how it worked and what we found was that with the
stun rule in effect the combats took longer and were frequently
considerably more nasty for players. So when I started running
campaigns I just didn't use it and neither did any of the other guys
who GM'ed later.

So hows about y'all? Do you use it? Per the rules or modified?

Phil
Group: dqn-list Message: 1855 From: darkislephil Date: 3/16/2005
Subject: New to the group...
Howdy everyone. Just stumbled across this group while randomly
googling the net for DragonQuest info.

Like many I have been playing DQ since its initial release. Though I
have owned and still do own almost every RPG that was ever released DQ
is the one I come back to for fantasy gaming.

Over the years I have used the Alusia campaign setting as well as
adapting Harn and even TSRs Red Steel setting for use with DQ. I was
fortunate enough to weasel a couple early versions of Arcane Wisdom
from certain ex-SPI empoyees in the years following SPI's demise which
did a lot to enhance our DQ games. It was great though to see the
archives of old Ares & Dragon columns in PDF form as well as the PDF
Arcane Wisdom that is floating around out there.

Anyway just wanted to say hey to everyone and I'll follow up this post
with a couple others to see if we can get some discussion going.

Cheers,

Phil
Group: dqn-list Message: 1856 From: darkislephil Date: 3/16/2005
Subject: The Enchanted Wood - DQ Adventure Three
So I noticed an earlier post by someone asking about this and I went
into my game stash. Tucked away was my copy of The Enchanted Wood and
it is in pretty good condition. I have scanned all the pages into 300
dpi B&W (except color cover) PNG files but the OCR software I have
isn't doing a particularly good job of preserving the layout and it
doesn't output to PDF.

So if anyone has some decent OCR software that will retain the layout
and can bundle it up into a PDF I can make the scans available.

I also have Blade of Allectus and Palace of Ontoncle as well though
not scanned at this point.

Phil
Group: dqn-list Message: 1857 From: John Rauchert Date: 3/16/2005
Subject: Re: The Enchanted Wood - DQ Adventure Three
From my experience most OCR are pretty poor a maintaining layout, as
long as you get decent character recognition it is "fairly" easy to pour
the text back into a layout program and output it to pdf (I use Indesign
2.0 and Adobe Acrobat Professional).

I am willing to take a look at them, but we have to talk off the forum
around how to package and deliver these scans.

John F. Rauchert, Co-Moderator DQN-List

-----Original Message-----
From: darkislephil [mailto:darkislephil@yahoo.com]
Sent: Tuesday, March 15, 2005 10:52 PM
To: dqn-list@yahoogroups.com
Subject: [DQN-list] The Enchanted Wood - DQ Adventure Three


So I noticed an earlier post by someone asking about this and I went
into my game stash. Tucked away was my copy of The Enchanted Wood and
it is in pretty good condition. I have scanned all the pages into 300
dpi B&W (except color cover) PNG files but the OCR software I have
isn't doing a particularly good job of preserving the layout and it
doesn't output to PDF.

So if anyone has some decent OCR software that will retain the layout
and can bundle it up into a PDF I can make the scans available.

I also have Blade of Allectus and Palace of Ontoncle as well though
not scanned at this point.

Phil










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