Messages in dqn-list group. Page 4 of 80.

Group: dqn-list Message: 153 From: david_chappell@hotmail.com Date: 4/28/1999
Subject: Re: Minimum MAs
Group: dqn-list Message: 154 From: John Davis Date: 4/28/1999
Subject: Re: DragonQuest Font -Reply
Group: dqn-list Message: 155 From: john.rauchert@sait.ab.ca Date: 4/28/1999
Subject: DQPA (was RE:DragonQuest Font -Reply)
Group: dqn-list Message: 156 From: jcarcutt@discover.wright.edu Date: 4/28/1999
Subject: DQPA Link Page Update & Webmaster Guild Invitations
Group: dqn-list Message: 157 From: Todd E. Schreiber Date: 4/28/1999
Subject: Re: Player Knowledge -vs- Character Knowledge
Group: dqn-list Message: 158 From: David Mason Date: 4/28/1999
Subject: Re: Rewritten Illusion College
Group: dqn-list Message: 159 From: D. Cameron King Date: 4/28/1999
Subject: Re: Rewritten Illusion College
Group: dqn-list Message: 160 From: D. Cameron King Date: 4/28/1999
Subject: Re: Minimum MAs
Group: dqn-list Message: 161 From: Dennis Nordling Date: 4/28/1999
Subject: Re: Player Knowledge -vs- Character Knowledge
Group: dqn-list Message: 162 From: Jim Arona Date: 4/28/1999
Subject: Re: Player Knowledge -vs- Character Knowledge
Group: dqn-list Message: 163 From: Jim Arona Date: 4/28/1999
Subject: Re: Rewritten Illusion College
Group: dqn-list Message: 164 From: john.rauchert@sait.ab.ca Date: 4/29/1999
Subject: DragonQuest Font I found you!!!
Group: dqn-list Message: 165 From: Jim Arona Date: 4/29/1999
Subject: Re: Player Knowledge -vs- Character Knowledge
Group: dqn-list Message: 166 From: D. Cameron King Date: 4/29/1999
Subject: Re: Rewritten Illusion College
Group: dqn-list Message: 167 From: Todd E. Schreiber Date: 4/29/1999
Subject: Re: DragonQuest Font
Group: dqn-list Message: 168 From: Todd E. Schreiber Date: 4/29/1999
Subject: Disbelieving Illusions, (was re: Rewritten Illusion College)
Group: dqn-list Message: 169 From: Jim Arona Date: 4/29/1999
Subject: Re: Minimum MAs
Group: dqn-list Message: 170 From: Jim Arona Date: 4/29/1999
Subject: Re: Rewritten Illusion College
Group: dqn-list Message: 171 From: David Mason Date: 4/29/1999
Subject: Re: Minimum MAs
Group: dqn-list Message: 172 From: Jim Arona Date: 4/29/1999
Subject: Re: Rewritten Illusion College
Group: dqn-list Message: 173 From: Todd E. Schreiber Date: 4/29/1999
Subject: Re: DragonQuest Font I found you!!!
Group: dqn-list Message: 174 From: Todd E. Schreiber Date: 4/29/1999
Subject: Re: DragonQuest Font I found you!!!
Group: dqn-list Message: 175 From: john.rauchert@sait.ab.ca Date: 4/29/1999
Subject: Re: DragonQuest Font I found you!!!
Group: dqn-list Message: 176 From: David Mason Date: 4/30/1999
Subject: Re: Player Knowledge -vs- Character Knowledge
Group: dqn-list Message: 177 From: S Peter Cordner Date: 4/30/1999
Subject: Subscribing
Group: dqn-list Message: 178 From: David Mason Date: 4/30/1999
Subject: Re: Rewritten Illusion College
Group: dqn-list Message: 179 From: GBerman@aol.com Date: 4/30/1999
Subject: College of White Magic
Group: dqn-list Message: 180 From: Morgana & Phil Keast Date: 4/30/1999
Subject: Re: Rewritten Illusion College
Group: dqn-list Message: 181 From: Jim Arona Date: 4/30/1999
Subject: Re: Rewritten Illusion College
Group: dqn-list Message: 182 From: D. Cameron King Date: 4/30/1999
Subject: Re: Minimum MAs
Group: dqn-list Message: 183 From: D. Cameron King Date: 4/30/1999
Subject: Re: Minimum MAs
Group: dqn-list Message: 184 From: David Mason Date: 4/30/1999
Subject: Re: Rewritten Illusion College
Group: dqn-list Message: 185 From: dqn@ntsource.com Date: 4/30/1999
Subject: Re: Subscribing
Group: dqn-list Message: 186 From: D. Cameron King Date: 5/2/1999
Subject: Re: Rewritten Illusion College
Group: dqn-list Message: 187 From: D. Cameron King Date: 5/2/1999
Subject: resisting minor magic
Group: dqn-list Message: 188 From: D. Cameron King Date: 5/2/1999
Subject: Re: Rewritten Illusion College
Group: dqn-list Message: 189 From: cjbrain Date: 5/2/1999
Subject: Moving On...
Group: dqn-list Message: 190 From: Jim Arona Date: 5/2/1999
Subject: Re: Rewritten Illusion College
Group: dqn-list Message: 191 From: Jim Arona Date: 5/2/1999
Subject: Re: Minimum MAs
Group: dqn-list Message: 192 From: TSeanB@aol.com Date: 5/2/1999
Subject: Re: College of White Magic
Group: dqn-list Message: 193 From: Jim Arona Date: 5/2/1999
Subject: Re: Player Knowledge -vs- Character Knowledge
Group: dqn-list Message: 194 From: Jim Arona Date: 5/2/1999
Subject: Re: resisting minor magic
Group: dqn-list Message: 195 From: Todd E. Schreiber Date: 5/6/1999
Subject: Re: DragonQuest Font I found you!!!
Group: dqn-list Message: 196 From: Todd E. Schreiber Date: 5/6/1999
Subject: Re: Player Knowledge -vs- Character Knowledge
Group: dqn-list Message: 197 From: David Mason Date: 5/6/1999
Subject: "Greater Botches"
Group: dqn-list Message: 198 From: D. Cameron King Date: 5/6/1999
Subject: Re: Minimum MAs
Group: dqn-list Message: 199 From: David Mason Date: 5/6/1999
Subject: Re: Player Knowledge -vs- Character Knowledge
Group: dqn-list Message: 200 From: David Mason Date: 5/6/1999
Subject: Re: Wards (ispired by Rewritten Illusion College)
Group: dqn-list Message: 201 From: Jim Arona Date: 5/6/1999
Subject: Re: Minimum MAs
Group: dqn-list Message: 202 From: Jim Arona Date: 5/6/1999
Subject: Re: Player Knowledge -vs- Character Knowledge



Group: dqn-list Message: 153 From: david_chappell@hotmail.com Date: 4/28/1999
Subject: Re: Minimum MAs
> I suppose I should add a little more of my viewpoint to this. Without
> I also have a problem with Namers having no minimum MA - it just seems
> that they get too much of a good thing. Just having access to all the
> counterspells in exchange for -20 to resist some spells doesn't seem
> penalty enough.

A namer with a MA of 5 has a hard row to hoe. He can only know 5 of his spells at rank 1-5 and he is -10 to his cast chance with any of his spells. I don't recall that compelling obedience has such a high cast chance that -10 isn't hurtful. It has a hefty multiple as well.
> It's not like I have a problem with min-maxers or game balance, but it
> does have an effect on my view of a world 'governed' by DQ rules. It
> suggests that there would be a large number of Namers walking around,
> as well as Greater Summoners (minimum ~8) and a few other colleges
> with low requirements. And since it only requires such a small MA, I
> want to ignore the "Magic is an arcane wisdom, carefully guarded and
> difficult to learn" argument based on the observation that apparently
> any untalented ninny can learn how to summon a Demon.

Greater Summoning is it's own punishment. It isn't very difficult to lose a battle of wills with a greater demon and the price is usually very high. But, by your same argument, any ninny can learn to use a gun. Why isn't everyone shooting up local high schools? Many people would make a moral choice to not learn to summon demons and many more would make the choice out of fear.
>
> That's why I institute the minimum 15 MA rule. It just seems to me
> that magic should be inaccessible to the average person.
A summoner is not an average person. He is either someone with an inflated sense of confidence or a touch of madness.

The low MA requirement for the college of greater summonings is part of the balance. Sure, they can summon majorly powerful demons. These are also incredibly dangerous creatures that are not at all easy to control. These creatures can only be summoned 7 days out of the month. During the rest of the month the Summoner has no natural magic and only the possibility of a fickle companion.


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Group: dqn-list Message: 154 From: John Davis Date: 4/28/1999
Subject: Re: DragonQuest Font -Reply
DragonQuest Players Association

Sounds a very silly question but what is the DQPA?

Regards
John.

>>> <john.rauchert@sait.ab.ca> - 4/28/99 7:53 AM >>>
<031e01be905a$9e818fa0$0201017-@saturn.fcc.net> wrote:
Original Article: http://www.egroups.com/list/dqn-list/?start=147
> Does anyone happen to know the name of the font that DragonQuest 2nd
Edition
> uses for the DragonQuest Logo?
>

The closest that Eric Labelle and I have been able to determine
is that it is a Stylized form of a Victorian font.

We know from our contacts with former members of SPI that it
was a rub on (electraset) type of font. These fonts tend to
appear and disappear quite rapidly and I doubt that it was
ever converted to Adobe Postscript 1 or True Type format.

The DQ font was used on other SPI products as well and there
are examples of a large portion of the font set (MIA are 7
uppercase and 4 lowercase).

One of the projects I would like to see DQPA undertake is the
DQ font recovery project. I foresee this involving high
resolution scanning of all known font examples and then capturing
them in a font package, such as Macromedia's Fontographer.

Of course, I could be wrong and that font may not be lost in the
mists of time. Even having the font name would be helpful.

If you are interested in this project feel free to contact me
directly.

John F. Rauchert, Acting President
DragonQuest Players Association


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Group: dqn-list Message: 155 From: john.rauchert@sait.ab.ca Date: 4/28/1999
Subject: DQPA (was RE:DragonQuest Font -Reply)
<s726c4e0.03-@wpo.nerc.ac.uk> wrote:
Original Article: http://www.egroups.com/list/dqn-list/?start=154
> DragonQuest Players Association
>
> Sounds a very silly question but what is the DQPA?
>
> Regards
> John.

DQPA or The DragonQuest Players Association is a grassroots
movement started on the WebRPG board in the fall of last year.
I suggested that with all this DQ activity out on the Internet,
it was maybe time to try to bring all our efforts together under
one body who would insure that the rest of the DragonQuest
community had access to this wealth of information (this was
before DQN came into being again).

We are an association by players and for players of the DragonQuest
RPG, actively promoting this game we love.

One of the first steps we took was to register a domain name
(dragonquest.org).

We are now just getting our website hosting straightened out, so
one our leading members John Carcutt (AKA A'xl Adams) has agreed
to host the site temporarily (http://www.carcutt.com/dqpa). We have
an online registration form available and membership is FREE.

Our next step is to get together an online meeting (the technology
is just being tested now to make it possible).

To date we have 77 signed members from approximately 10 countries
around the world. We are very excited about the international
response that we have had (especially from non-english speaking
countries).

If you have any further Ideas, comments, queries, etc. we would be
glad to hear from you (we are particularly responsive to DQers
named John).

John F. Rauchert, Acting President
DragonQuest Players Association


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Group: dqn-list Message: 156 From: jcarcutt@discover.wright.edu Date: 4/28/1999
Subject: DQPA Link Page Update & Webmaster Guild Invitations
Good Day All,

I did another update of the DQPA link page today. I added 3 more sites and found
a couple of sites that had broken DQ links. Total # of sites on the list is now
at 59. Someone build another site so we can make it an even 60. :-)

Additionaly, today I sent out invitations to known DQ webmasters to join the
DragonQuest Webmasters Guild. If you think you should have received one and
didn�t, let me know. We already have 6 members, and thats only a couple of hours
after I sent the invite.

If you want to join, no problem. That goes for anyone who has a website or is
just thinking about building a website for DQ. One of the functions of the DQWG
is to help people who don�t have much or any experience building a webpage, get
one off the ground.

The DQWG section of the DQPA website is now up, but it is still under-
construction. I will have the rest of the pages done before long.

For those who need to know, the DQPA website is at: http://www.carcutt.com/dqpa

Ax�l Adams (aka: John Carcutt)

ps. Everyone thank Holwinkle of WebRPG fame for the cool WebRing graphic. If he
gets alot of kudo�s I may be able to get him to do more. :-)


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Group: dqn-list Message: 157 From: Todd E. Schreiber Date: 4/28/1999
Subject: Re: Player Knowledge -vs- Character Knowledge
My solution is rather simple, as GM, I just say, "You can't do that." When
a player is told that they are unaware of something happening down the hall,
its a little harder to determine whether they decide to head down the hall
because they overheard that their friend is in trouble, or just because
their character has decided to go down the hall. But I just try to enforce
reality as best I can. Any decent player, will adhere to my ruling.



>Hey all,
>
>I thought I would see if I could stir up some trouble. :-)
>
>In the past, I've played with groups that have had wonderful DQ players
>as well as the occasional dud. One of the most frustrating problems I
>have with these "duds" it their penchance for having characters act on
>information that is known by the player, but not the character. This
>drives me crazy!
>
>Now that I have "vented" on you good people, I want to ask, "What do you
>do about it?" I am sure you folks have come up with some creative ways
>to both prevent the problem and deal with it when it happens. I doubt
>this problem will ever be eradicated, however, I am looking for fun ways
>to deal with it.
>
>I am also going to cross post this message to the WebRPG board in hope
>of even more replies. If this topic intrigues you as well, you may want
>to look there for additional responses.
>
>Ax'l Adams (aka: John Carcutt)
>
>------------------------------------------------------------------------
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>
>
>


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Group: dqn-list Message: 158 From: David Mason Date: 4/28/1999
Subject: Re: Rewritten Illusion College
[snip]

Ah, but that means it doesn't require disbelief to resist illusions,
it takes some nebulous 'magic resistance' or 'willpower check' or
whatever.
So then disbelief means nothing and has no reason to even be mentioned.
They way I read the rules, if you disbelieve it cannot affect you, the
only roll being whether you *really* disbelieve. That's why I enforce
the 'ignore it' rule; if its tearing your throat out and you say I
don't believe it and saying you are getting up and ignoring it, if its
an illusion, it ceases to hurt you. BUT if its not, you die.

Any willpower check would be your "higher mind" or whatever trying to persuade your body that it hadn't just had its throat ripped out...

[snip]
Body language, for example, position in the room,
> micro-momentary expressions, and other things of that nature.
> As a game master, you're in the business of providing information.

The trick to making this work is to frquently provid that sort of information when it isn't relevent, and especialy when it will only be relevent under certin circumstances, eg "the shopkeeper looks edgy" only being relevent if they make him any later for his dinner date.

[snip]
most game masters won't use high level Illusionists against parties, because they kill them so quickly, and without much effort.

Coping with potentiall illusions takes practice....

> They don't need to create Sherman tanks. They just need to create
something
> from their genre. And they can. Are you seriously suggesting that my
point
> isn't valid?
>Ok, then: how many characters in your game have actually seen a dragon?
In mine its very few. Yet if the illusionist who tries to 'create' a
dragon from their description in a book, anyone who sees his illusion
will not be fooled by it.

Who says? if the victim hasn't seen a dragon either, they wwon't know better.
[snip]


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Group: dqn-list Message: 159 From: D. Cameron King Date: 4/28/1999
Subject: Re: Rewritten Illusion College
On Tue, 27 Apr 1999, John Koch wrote:

> If they are 'projections' then they are in some ways 'real'. They must
> therefor produce real light, which can be a weapon if intense enough,
> or used against creatures of darkness. So illusionists would be the
> ultimate vampire/wight/etc hunters, blasting them with 'sunlight'.
> That would make them WAY too powerfull.

To be seen, a projection would have to *reflect* real light, I
suppose (but not produce it). And even in the case of an illusion
of a light-radiating object, I see no reason why the light would
have to be "real" rather than illusory. Finally, even if the light
is considered "real" in some sense, it CERTAINLY isn't real
*sunlight* and thus should pose no special threat to undead.


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Group: dqn-list Message: 160 From: D. Cameron King Date: 4/28/1999
Subject: Re: Minimum MAs
On Tue, 27 Apr 1999, S Peter Cordner wrote:

> I suppose I should add a little more of my viewpoint to this. Without
> a minimum MA, Mind Magics has a minimum MA of 10 (or thereabouts).
> Coming up with a 10 MA is a small price to pay for Resist Pain. To
> take it even further, a real warrior-mage would be concerned only with
> one other spell from the college, the Healing Spell (making the low
> number of low-Ranked spells a non-issue).

But the price of Resist Pain is more than just an MA of 10. It also
includes giving up cold iron armor and weapons. That, for a warrior,
is a very significant thing. (Besides, a good GM would shame any
player who considered joining the College just to get Resist Pain
out of doing so...at least, I would.)



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Group: dqn-list Message: 161 From: Dennis Nordling Date: 4/28/1999
Subject: Re: Player Knowledge -vs- Character Knowledge
I always develop the adventures with just this problem player in mind.
First, knowing how it is the players tend to allow their characters to use
unwarranted information, and laying the appropriate traps to make them
regret not keeping this knowledge out of the characters action. Sometimes I
do this by taking a well known story (such as Robin Hood), and warping
sections of the story (such as making Robin actually evil, and the Sheriff a
man of virtue trapped into a difficult situation). This can easily cause
players to be uneasy about applying player knowledge to characters.

John Carcutt wrote:

> Hey all,
>
> I thought I would see if I could stir up some trouble. :-)
>
> In the past, I've played with groups that have had wonderful DQ players
> as well as the occasional dud. One of the most frustrating problems I
> have with these "duds" it their penchance for having characters act on
> information that is known by the player, but not the character. This
> drives me crazy!
>
> Now that I have "vented" on you good people, I want to ask, "What do you
> do about it?" I am sure you folks have come up with some creative ways
> to both prevent the problem and deal with it when it happens. I doubt
> this problem will ever be eradicated, however, I am looking for fun ways
> to deal with it.
>
> I am also going to cross post this message to the WebRPG board in hope
> of even more replies. If this topic intrigues you as well, you may want
> to look there for additional responses.
>
> Ax'l Adams (aka: John Carcutt)
>
> ------------------------------------------------------------------------
> eGroup home: http://www.eGroups.com/group/dqn-list
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Group: dqn-list Message: 162 From: Jim Arona Date: 4/28/1999
Subject: Re: Player Knowledge -vs- Character Knowledge
-----Original Message-----
From: John Carcutt <james.carcutt@wright.edu>
To: dqn-list@egroups.com <dqn-list@egroups.com>
Date: Wednesday, April 28, 1999 5:40 PM
Subject: [DQN-list] Player Knowledge -vs- Character Knowledge


I endeavour to make sure that the player only has the knowledge that their
character would have. If a player has knowledge that their character doesn't
have, I introduce encounters, items, or other situations, like dreams, for
example, where the player might reasonably recieve this information.
On rare occasions, this isn't possible, and I sometimes have to force
players to play without some knowledge, but so long as it doesn't happen too
often, it doesn't seem to hamper the game.
Playing without knowledge, it seems to me, creates a very odd sort of
pressure on the player. They sometimes take extreme measures to avoid any
hint of 'out of game' knowledge, sometimes putting their character at a
serious disadvantage. Sometimes, it can be extremely difficult to judge
whether or not the player is, indeed, playing without this knowledge. On the
positive side, sometimes a player can produce some very interesting
roleplaying as a result of this constraint.
In general, though, I prefer players to have and use such information as
they possess. If they are trying to create gunpowder, say, with Molecular
Rearrangement, and I don't want it to work (I don't, actually), I'll rule
that the compound they have created does nothing vaguely combustible. If,
however, a player has formation from playing another character, then I will
find a way to introduce it to the character they are playing currently.
A player who is using all of the information they have is more engaged in
the game, and identifies more with the world. A player who is constantly
editing their performance often seems unnaturally stilted. One might go on
to argue that constant editing is part of the process of roleplaying, and I
agree that some editing must go on. I believe, however, that only needful
constraints should be applied, particularly where information is concerned.
Knowledge is the players' road into the game. The rockier that road, the
harder it is for the players to become a part of it.



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Group: dqn-list Message: 163 From: Jim Arona Date: 4/28/1999
Subject: Re: Rewritten Illusion College
-----Original Message-----
From: John Koch <jdkoch@rocketmail.com>
To: dqn-list@egroups.com <dqn-list@egroups.com>

>
>> It's hardly any kind of drawback at all, really.Knowing something is
>an
>> illusion is no source of comfort at all when it's tearing your
>throat out.
>Ah, but that means it doesn't require disbelief to resist illusions,
>it takes some nebulous 'magic resistance' or 'willpower check' or
>whatever.
>So then disbelief means nothing and has no reason to even be mentioned.
>They way I read the rules, if you disbelieve it cannot affect you, the
>only roll being whether you *really* disbelieve. That's why I enforce
>the 'ignore it' rule; if its tearing your throat out and you say I
>don't believe it and saying you are getting up and ignoring it, if its
>an illusion, it ceases to hurt you. BUT if its not, you die.

I consider this too binary a solution for long term play. What you seem to
be saying is that if an Illusionist has highly trained war dogs, and
Illusions of war dogs, the players are at an appalling disadvantage. They
can be attacked by Illusionary dogs, that only do damage to them if they
react to them as real dogs, and they can be attacked by real dogs that do
some serious damage because they completely ignore them until they're
climbing down their throats...At which point, it might be too late.
This seems to me to be an hideous double bind, from the players' point of
view.
>
>> Again, only if you assume it is some kind of mental invasion. And
>even if it
>> is, only two colleges get Mind Cloak, and they're self only spells...

>Which can be invested into an object and sold/given to other
>characters like any other spell, and would quickly become a valued
>commodity.
>
I think that very likely. I also think that it introduces a new, and I
think, unnecessary rule into the game.

>> The point is, you would have to do something like it to balance the
>college.
>> What you seem to be saying is that the Illusion College is fine, if
>you make
>> a few adjustments to the game. I don't have an objection to doing
>so, but I
>> don't see this as a refutation of the initial point. Illusionists, as
>> written, are not a great college.

>Dragon Quest as written, is not a perfect game. I have never played
>any game that didn't need tweaking. DQ just needs less than most.
>
Really? Have you looked at EarthDawn? The ruleset in that game is superb.
Many games have interesting ideas to offer, and it is a matter of some
choice which you prefer, but I don't think that DQ needs less tweaks than
most. It seems to me that you have spent a great deal of time and effort
'tweaking' the Illusion College, and that it is still wanting, if only in
the game balance area.

>> The players must trust the information you give them for over 99% of
>> occasions, otherwise they spend a lot of time expecting to be
>decieved.
>> Sometimes, rarely, you may be forced by the exigencies of your story
>to give
>> the players false information, and sometimes they may put a
>construction on
>> something you describe that you hadn't intended, and you let it lie.
>> If you only describe things that you think the players would sense,
>then
>> they miss out on the other information that would be an expectable
>part of
>> any interaction. Body language, for example, position in the room,
>> micro-momentary expressions, and other things of that nature.
>> As a game master, you're in the business of providing information.
>When you
>> clamp down on it, and only provide simple, sense based information,
>then you
>> distance the players from your game. They have less traction on the
>game
>> world, and they start to feel powerless.

>So you prefer a game where the players get to sleepwalk through the
>adventure until the GM announces 'You sense danger' or 'Roll 2 tens,
>what's your PC?' at which point they tense up and prepare even if they
>fail their rolls? Sorry, sounds like a Disney movie to me.

I will thank you not to make a judgement about my game when you have had no
opportunity to play or observe it. I find it impolite at the least, and
importunate with hardly any effort at all.
I prefer the players to have as much information as they can deal with.
There are enough opportunities in such games to obfuscate and confound
players. I don't have any need to add to their problems in that direction.
No, I do not want my players spoon fed information, if that is what you are
saying. Neither do I want them bumbling around in the game world, wondering
what the hell's going on.
An informed player is an involved player. An uninformed player is just
furniture inside a game, that things happen to.


I prefer
>the characters on their toes. They should be just as cautious rounding
>the 100 bends in the road that contain no ambushes as the 1 that does.
>Make them work for it, otherwise you might as well be telling a story
>to children.

It is not telling a story to children. Their characters are highly trained
people who have an eye for the sort of thing that might get them killed.
Unfortunately, their players are usually sedentary, middle-class, and
completely divorced from the kind of world they choose to excercise their
imagination in.
>

>> Illusionists make people doubt the information the players give
>them. An
>> experienced player in our campaign said to me that he had never seen
>an
>> Illusionist who wasn't a good fighter, and a poor caster. I took it
>upon
>> myself to investigate why, and it turns out that most game masters
>won't use
>> high level Illusionists against parties, because they kill them so
>quickly,
>> and without much effort. The players believe you when you say the
>floor is
>> paved with stone for 50 or 60 paces. They don't know the truth until
>one or
>> two of them have stepped into the pit.

>And the same is true of illusions. Why is it any different because its
>magic instead of camoflage? Why should players be told the 'truth'?
>They don't get it in reality, just what their senses tell them.

Because you have a chance to detect traps, but you must actively disbelieve
Illusions. You might add another rule amendment, saying that part of trap
detection is active disbelief. But then, as I've said above, it seems to me
that you are constantly adding to the ruleset, however reasonable that may
be.

>> They don't need to create Sherman tanks. They just need to create
>something
>> from their genre. And they can. Are you seriously suggesting that my
>point
>> isn't valid?

>>Ok, then: how many characters in your game have actually seen a dragon?
>In mine its very few. Yet if the illusionist who tries to 'create' a
>dragon from their description in a book, anyone who sees his illusion
>will not be fooled by it.
>
Quite a few characters will have seen elephants, and oxen...That's all you
really need to use.
And can you stop making references to my game. You haven't been a part of
it, or watched it. As it happens, I've never, as in NEVER, used a dragon in
DQ. Not that it has any bearing at all to the point.
>> >
>> >Also remember that an illusionist's magic has no real effects. The
>> >party cannot be flown to safety by the illusionist making them think
>> >they are flying, as an air mage can do for real. He cannot make an
>> >illusionary fire keep them warm, or make illusionary food that will
>> >actually feed them.
>>
>> A Namer can't do either of these things. It's still a usefull
>College to
>> have around.

>I never said it wasn't. Those were just examples. Actually, a namer
>is a pretty good defense against illusionists. They can see auras.
>Illusionists can't and so their creations should not have auras at all
>or have wrong ones. Any decent Namer should be able to see that and
>tell his party to ignore it.
>
Where is it written that Illusions don't have auras? They would at the least
have magical auras.

>> That is spurious, and the kind of argument that says that 'Enchanged
>Sleep'
>> is a pathetic spell, not the lethal hassle it really is. How much
>time does
>> it take to kill an unconscious foe?

>That is spurious and it seems now you are saying Enchanters are too
>powerfull. How long does it take to kill a foe who is already dead
>from a fireball?

Are you trying to say that Enchanted Sleep is weaker than Ball of Fire, as
an attack spell? I'm afraid I find this a little hard to follow. The way I
see it, you would have to have almost no FT or EN, to be killed by a Ball of
Fire. Maximum damage is (D-4)+10, excluding doubles and triple, or none if
you resist. Even if you failed your Magic Resistance, you'd have to be
pretty badly hurt to be killed by it. On the other hand, if you fail your
Magic Resistance against Enchanted Sleep, you have no opportunity to do
anything else except lie down and snore. Snoring people have very little
defence, and are usually considered prone. If the spell is Rank 10 or
higher, repeated stabbing won't even wake you up...


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Group: dqn-list Message: 164 From: john.rauchert@sait.ab.ca Date: 4/29/1999
Subject: DragonQuest Font I found you!!!
Unfortunately the DQPA will have to cancel the DQ Font Recovery Project. Because I found a truetype version out on the Internet!

The kudos go out to Rodger Thorm who mentioned seeing it in a Letraset catalog, I suddenly had the inspiration to look up in the library catalog of an arts college across the road from us.

I looked through a Letraset catalog from 1983 and there it was! I knew it off by heart.

The font is called Thalia and there is a number of True Type sources out there on the web.

I post a downloadable copy when I get the chance.

John F. Rauchert


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Group: dqn-list Message: 165 From: Jim Arona Date: 4/29/1999
Subject: Re: Player Knowledge -vs- Character Knowledge
-----Original Message-----
From: Dennis Nordling <nordlings@earthlink.net>


>I always develop the adventures with just this problem player in mind.
>First, knowing how it is the players tend to allow their characters to use
>unwarranted information, and laying the appropriate traps to make them
>regret not keeping this knowledge out of the characters action. Sometimes I
>do this by taking a well known story (such as Robin Hood), and warping
>sections of the story (such as making Robin actually evil, and the Sheriff
a
>man of virtue trapped into a difficult situation). This can easily cause
>players to be uneasy about applying player knowledge to characters.
>

I disagree with this response, entirely.
We use a lot of metaphors to describe the game world to players. To give a
simple and accurate explanation would take too long, and a game session
lasts somewhere between 4 and 6 hours, on average. If the description of the
world were the sort that a policeman might give, then it would probably take
far too long. It would also lack flavour, and not provide an opportunity to
place clues and foreshadowing.
One of the biggest metaphors game masters use is genre.
If the name 'Robin Hood' is mentioned, then the players know that they're in
a wooded environment, and that the local militia wear chain mail, somewhere
there is a city ruled by an evil sheriff, etc, etc, etc. This metaphor has
helped players step further into the game, and take part in it, with little
real effort from the game master.
It seems to me that taking game elements and using them as traps against the
players is an excercise in the game master 'teaching them a lesson'.
I don't believe that one has to 'teach players lessons'. I believe that the
art of running a game is getting players involved inside the game. Why waste
a valuable tool like Robin Hood on some kind of didactic finger-waving
excercise.
Why waste your time, as well.
If you have a problem with the way one or more of your players use
information, speak with them outside of the game. If it doesn't get
resolved, and it still bugs you, ask them to leave. Why use the game itself
as some kind of disciplinary device?



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Group: dqn-list Message: 166 From: D. Cameron King Date: 4/29/1999
Subject: Re: Rewritten Illusion College
On Thu, 29 Apr 1999, Jim Arona wrote:

> >Dragon Quest as written, is not a perfect game. I have never played
> >any game that didn't need tweaking. DQ just needs less than most.

> Really? Have you looked at EarthDawn? The ruleset in that game is superb.

I've played Earthdawn. I found it to be very original, and the most
godawful role-playing game in history.

> Many games have interesting ideas to offer, and it is a matter of some
> choice which you prefer, but I don't think that DQ needs less tweaks than
> most.

In my opinion, DQ requires less tweaking than any other role-playing
game ever published.

[snip]

> >I never said it wasn't. Those were just examples. Actually, a namer
> >is a pretty good defense against illusionists. They can see auras.
> >Illusionists can't and so their creations should not have auras at all
> >or have wrong ones. Any decent Namer should be able to see that and
> >tell his party to ignore it.

> Where is it written that Illusions don't have auras? They would at the least
> have magical auras.

Since illusions are not "living or formerly living" things, they should
not possess the kind of Aura seen by Namers. And I would agree with the
first poster that an Illusionist should not be able to recreate or fake
an Aura which he is incapable of perceiving. But so what? Unless the
Namer has extremely high Rank and/or Perception, his failure to detect
an Aura should hardly lead him to assume that he is in the presence of
an illusion.



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Group: dqn-list Message: 167 From: Todd E. Schreiber Date: 4/29/1999
Subject: Re: DragonQuest Font
Thanks for the information. As far as the font recovery project goes, they
can be created using Corel Draw, and a scanner. I've seen instructions on
how to do it on the internet, just search around. I would do it myself,
however, I do not have Corel Draw, and am currently working on other
pertinent DQ related stuff which I hope to share with the DQPA soon.

>
>The closest that Eric Labelle and I have been able to determine
>is that it is a Stylized form of a Victorian font.
>
>We know from our contacts with former members of SPI that it
>was a rub on (electraset) type of font. These fonts tend to
>appear and disappear quite rapidly and I doubt that it was
>ever converted to Adobe Postscript 1 or True Type format.
>
>The DQ font was used on other SPI products as well and there
>are examples of a large portion of the font set (MIA are 7
>uppercase and 4 lowercase).
>
>One of the projects I would like to see DQPA undertake is the
>DQ font recovery project. I foresee this involving high
>resolution scanning of all known font examples and then capturing
>them in a font package, such as Macromedia's Fontographer.
>
>Of course, I could be wrong and that font may not be lost in the
>mists of time. Even having the font name would be helpful.
>
>If you are interested in this project feel free to contact me
>directly.
>
>John F. Rauchert, Acting President
>DragonQuest Players Association
>
>
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>
>
>


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Group: dqn-list Message: 168 From: Todd E. Schreiber Date: 4/29/1999
Subject: Disbelieving Illusions, (was re: Rewritten Illusion College)
This is my opinion on how disbelief of illusions should occur. Consult the
following scenario:

A group of characters are chasing down a mage,thought to be an illusionist,
as they get close, a knight in plate mail armor, astride a horse comes
charging directly at them with lance lowered. One player shouts out, I'm
going to disbelieve, and of course the rest of the party follows suit.
Assume a few make successful rolls, and see that it is in fact an illusion.
A few other characters fail their roll. A character who sees that the
charging knight is in fact an illusion, yells to his party members, "Its an
illusion!", and will be able to see through the knight. Those that failed,
are thinking to themselves, "Like hell its an illusion, thats a real
knight!"

At this point, the characters who see a "real" knight can decide to continue
to disbelieve, or react in some other fashion, such as preparing to dodge
out of the way, or ready a weapon. The sound of pounding hooves would be an
important part of a charging mounted knight illusion, and if the illusion
was purely visual, I would give those characters deciding to try and
disbelieve again, an addition of +5 for being warned of an illusion, as well
as a +10 for lacking a major component of the illusion (sound). Those that
were preparing weapons, etc. would receive a much smaller chance to notice
the lack of sound, such as a flat perception roll. Those who failed the
roll, but continued to disbelieve anyway, would have to make a willpower
check with the same multiplier as the original Illusion check. If they fail
this roll, the character really truly believes that it is real, and will
take some type of action at the last second, to avoid being impaled on a
lance. No further attempts to disbelieve can occur, so long as the illusion
is within melee range of that character. If the Illusion chases after a
different character, a willpower check must again be made before disbelief
attempts can be continued. Those that succeed in the willpower roll, will s
tand their ground, and so long as the illusion does not have a tactile
component, will remain unnaffected, and will be able to continue to attempt
to disbelieve.

If the illusion does have the audio component of the pounding hooves,
characters who chose to continue to attempt to disbelieve, receive only the
+5 bonus of being forewarned of an illusion. Those who do not attempt to
disbelive, would not receive an additional roll.

Once contact is made with the illusion and it does not have a tactile
component, those still attempting to disbelieve (the ones who didn't fail
their willpower check) will do so automatically. Those who treat the
illusion as real, by swinging at it, or coming in contact with it in some
way, (including firing an arrow through the illusion) will be given another
disbelief check, without the player haveing to make a disbelieve attempt.
This would occur every time that character somehow made contact with the
illusion.

If the illusion does have a tactile component, and a character that still
believes in the illusion (whether they made their willpower check or not) is
hit with the lance, they will lose 1/3 of original fatigue and become
stunned, as they will have believed themselves to have been severly injured
(unless, of course, the illusionist controlling the spell avoided a direct
hit). A successful stun check will give the character an immediate
disbelieve check. A failed stun check will leave the character stunned, and
must continue to check for stun recovery every pulse. Any additional hits
by the illusion on a character who "believes" will continue to do 1/3 of
original fatigue and cause a stun. All success stun recovery rolls result in
an automatic disbelieve check.

If a character has no fatigue left, any hit will cause 1pt of Endurance
damage, and the character will fall unconscious (faint) unless they make a
successful stun check. An unconscious character will remain unconscious for
D10 pulses, or until awakened by other party members. Once a character has
become unconscious, they are unaffected by the illusion, and hence, a
character can only be reduced to 3 Endurance by an illusion, as they will
fall unconscious at this stage.

Of course a character can be killed by stepping onto an illusionary floor,
which actually covers a 30 foot deep spiked pit. But in that case, the
illusion is only a contributing factor to the character's death, not the
direct cause of it.



First the disbelieve roll

>>
>>> It's hardly any kind of drawback at all, really.Knowing something is
>>an
>>> illusion is no source of comfort at all when it's tearing your
>>throat out.
>>Ah, but that means it doesn't require disbelief to resist illusions,
>>it takes some nebulous 'magic resistance' or 'willpower check' or
>>whatever.
>>So then disbelief means nothing and has no reason to even be mentioned.
>>They way I read the rules, if you disbelieve it cannot affect you, the
>>only roll being whether you *really* disbelieve. That's why I enforce
>>the 'ignore it' rule; if its tearing your throat out and you say I
>>don't believe it and saying you are getting up and ignoring it, if its
>>an illusion, it ceases to hurt you. BUT if its not, you die.
>
>I consider this too binary a solution for long term play. What you seem to
>be saying is that if an Illusionist has highly trained war dogs, and
>Illusions of war dogs, the players are at an appalling disadvantage. They
>can be attacked by Illusionary dogs, that only do damage to them if they
>react to them as real dogs, and they can be attacked by real dogs that do
>some serious damage because they completely ignore them until they're
>climbing down their throats...At which point, it might be too late.
>This seems to me to be an hideous double bind, from the players' point of
>view.
>>
>>> Again, only if you assume it is some kind of mental invasion. And
>>even if it
>>> is, only two colleges get Mind Cloak, and they're self only spells...
>
>>Which can be invested into an object and sold/given to other
>>characters like any other spell, and would quickly become a valued
>>commodity.
>>
>I think that very likely. I also think that it introduces a new, and I
>think, unnecessary rule into the game.
>
>>> The point is, you would have to do something like it to balance the
>>college.
>>> What you seem to be saying is that the Illusion College is fine, if
>>you make
>>> a few adjustments to the game. I don't have an objection to doing
>>so, but I
>>> don't see this as a refutation of the initial point. Illusionists, as
>>> written, are not a great college.
>
>>Dragon Quest as written, is not a perfect game. I have never played
>>any game that didn't need tweaking. DQ just needs less than most.
>>
>Really? Have you looked at EarthDawn? The ruleset in that game is superb.
>Many games have interesting ideas to offer, and it is a matter of some
>choice which you prefer, but I don't think that DQ needs less tweaks than
>most. It seems to me that you have spent a great deal of time and effort
>'tweaking' the Illusion College, and that it is still wanting, if only in
>the game balance area.
>
>>> The players must trust the information you give them for over 99% of
>>> occasions, otherwise they spend a lot of time expecting to be
>>decieved.
>>> Sometimes, rarely, you may be forced by the exigencies of your story
>>to give
>>> the players false information, and sometimes they may put a
>>construction on
>>> something you describe that you hadn't intended, and you let it lie.
>>> If you only describe things that you think the players would sense,
>>then
>>> they miss out on the other information that would be an expectable
>>part of
>>> any interaction. Body language, for example, position in the room,
>>> micro-momentary expressions, and other things of that nature.
>>> As a game master, you're in the business of providing information.
>>When you
>>> clamp down on it, and only provide simple, sense based information,
>>then you
>>> distance the players from your game. They have less traction on the
>>game
>>> world, and they start to feel powerless.
>
>>So you prefer a game where the players get to sleepwalk through the
>>adventure until the GM announces 'You sense danger' or 'Roll 2 tens,
>>what's your PC?' at which point they tense up and prepare even if they
>>fail their rolls? Sorry, sounds like a Disney movie to me.
>
>I will thank you not to make a judgement about my game when you have had no
>opportunity to play or observe it. I find it impolite at the least, and
>importunate with hardly any effort at all.
>I prefer the players to have as much information as they can deal with.
>There are enough opportunities in such games to obfuscate and confound
>players. I don't have any need to add to their problems in that direction.
>No, I do not want my players spoon fed information, if that is what you are
>saying. Neither do I want them bumbling around in the game world, wondering
>what the hell's going on.
>An informed player is an involved player. An uninformed player is just
>furniture inside a game, that things happen to.
>
>
>I prefer
>>the characters on their toes. They should be just as cautious rounding
>>the 100 bends in the road that contain no ambushes as the 1 that does.
>>Make them work for it, otherwise you might as well be telling a story
>>to children.
>
>It is not telling a story to children. Their characters are highly trained
>people who have an eye for the sort of thing that might get them killed.
>Unfortunately, their players are usually sedentary, middle-class, and
>completely divorced from the kind of world they choose to excercise their
>imagination in.
>>
>
>>> Illusionists make people doubt the information the players give
>>them. An
>>> experienced player in our campaign said to me that he had never seen
>>an
>>> Illusionist who wasn't a good fighter, and a poor caster. I took it
>>upon
>>> myself to investigate why, and it turns out that most game masters
>>won't use
>>> high level Illusionists against parties, because they kill them so
>>quickly,
>>> and without much effort. The players believe you when you say the
>>floor is
>>> paved with stone for 50 or 60 paces. They don't know the truth until
>>one or
>>> two of them have stepped into the pit.
>
>>And the same is true of illusions. Why is it any different because its
>>magic instead of camoflage? Why should players be told the 'truth'?
>>They don't get it in reality, just what their senses tell them.
>
>Because you have a chance to detect traps, but you must actively disbelieve
>Illusions. You might add another rule amendment, saying that part of trap
>detection is active disbelief. But then, as I've said above, it seems to me
>that you are constantly adding to the ruleset, however reasonable that may
>be.
>
>>> They don't need to create Sherman tanks. They just need to create
>>something
>>> from their genre. And they can. Are you seriously suggesting that my
>>point
>>> isn't valid?
>
>>>Ok, then: how many characters in your game have actually seen a dragon?
>>In mine its very few. Yet if the illusionist who tries to 'create' a
>>dragon from their description in a book, anyone who sees his illusion
>>will not be fooled by it.
>>
>Quite a few characters will have seen elephants, and oxen...That's all you
>really need to use.
>And can you stop making references to my game. You haven't been a part of
>it, or watched it. As it happens, I've never, as in NEVER, used a dragon in
>DQ. Not that it has any bearing at all to the point.
>>> >
>>> >Also remember that an illusionist's magic has no real effects. The
>>> >party cannot be flown to safety by the illusionist making them think
>>> >they are flying, as an air mage can do for real. He cannot make an
>>> >illusionary fire keep them warm, or make illusionary food that will
>>> >actually feed them.
>>>
>>> A Namer can't do either of these things. It's still a usefull
>>College to
>>> have around.
>
>>I never said it wasn't. Those were just examples. Actually, a namer
>>is a pretty good defense against illusionists. They can see auras.
>>Illusionists can't and so their creations should not have auras at all
>>or have wrong ones. Any decent Namer should be able to see that and
>>tell his party to ignore it.
>>
>Where is it written that Illusions don't have auras? They would at the
least
>have magical auras.
>
>>> That is spurious, and the kind of argument that says that 'Enchanged
>>Sleep'
>>> is a pathetic spell, not the lethal hassle it really is. How much
>>time does
>>> it take to kill an unconscious foe?
>
>>That is spurious and it seems now you are saying Enchanters are too
>>powerfull. How long does it take to kill a foe who is already dead
>>from a fireball?
>
>Are you trying to say that Enchanted Sleep is weaker than Ball of Fire, as
>an attack spell? I'm afraid I find this a little hard to follow. The way I
>see it, you would have to have almost no FT or EN, to be killed by a Ball
of
>Fire. Maximum damage is (D-4)+10, excluding doubles and triple, or none if
>you resist. Even if you failed your Magic Resistance, you'd have to be
>pretty badly hurt to be killed by it. On the other hand, if you fail your
>Magic Resistance against Enchanted Sleep, you have no opportunity to do
>anything else except lie down and snore. Snoring people have very little
>defence, and are usually considered prone. If the spell is Rank 10 or
>higher, repeated stabbing won't even wake you up...
>
>
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Group: dqn-list Message: 169 From: Jim Arona Date: 4/29/1999
Subject: Re: Minimum MAs
-----Original Message-----
From: D. Cameron King <hacking@ucdavis.edu>


>On Tue, 27 Apr 1999, S Peter Cordner wrote:
>
>> I suppose I should add a little more of my viewpoint to this. Without
>> a minimum MA, Mind Magics has a minimum MA of 10 (or thereabouts).
>> Coming up with a 10 MA is a small price to pay for Resist Pain. To
>> take it even further, a real warrior-mage would be concerned only with
>> one other spell from the college, the Healing Spell (making the low
>> number of low-Ranked spells a non-issue).
>
>But the price of Resist Pain is more than just an MA of 10. It also
>includes giving up cold iron armor and weapons. That, for a warrior,
>is a very significant thing. (Besides, a good GM would shame any
>player who considered joining the College just to get Resist Pain
>out of doing so...at least, I would.)
>
I don't see a problem here. If a player wants to join a College just because
of Resist Pain, then I dont' see why you'd have to do anything. Presumably,
they'd rank their magic occasionally, and concentrate on other parts of
their character. As they progressed, this character might devote their ep to
other abilities, like Thief or weapons skills or whatever. They could become
a competent fighter, but an inept caster...That, I would have thought, was
the advantage of a skill based system.
If they develop their magic, even if their original idea for the character
was to be a poor caster, then clearly, they are responding to the game, and
evolving their character to meet the challenges they see as most
threatening, and to take advantage of those things they see as providing
them with as many benefits.
This just seems entirely natural to me.



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Group: dqn-list Message: 170 From: Jim Arona Date: 4/29/1999
Subject: Re: Rewritten Illusion College
-----Original Message-----
From: D. Cameron King <hacking@ucdavis.edu>


>On Tue, 27 Apr 1999, John Koch wrote:
>
>> If they are 'projections' then they are in some ways 'real'. They must
>> therefor produce real light, which can be a weapon if intense enough,
>> or used against creatures of darkness. So illusionists would be the
>> ultimate vampire/wight/etc hunters, blasting them with 'sunlight'.
>> That would make them WAY too powerfull.
>
>To be seen, a projection would have to *reflect* real light, I
>suppose (but not produce it). And even in the case of an illusion
>of a light-radiating object, I see no reason why the light would
>have to be "real" rather than illusory. Finally, even if the light
>is considered "real" in some sense, it CERTAINLY isn't real
>*sunlight* and thus should pose no special threat to undead.


This thread has wondered into the land of 'what does magic actually do?'
While this may be of interest to some people, and I'm not saying that I'm
uninterested, it can have no real bearing on the way a game is administered.
I, for one, don't believe that magic is real. In a game that I run, however,
I'm happy to suspend my disbelief.
For game purposes, I don't accept that a spell creates a scientifically
sound model, if only to make it seem more 'magical' and less like a kind of
technology. And, while I'm sure that magic would fill the same sort of role
that technology does for us in the real world, I see no particular reason to
make it SEEM like technology in a world of fantasy and imagination.
I'm merely pointing this out, by the way. Perhaps some interesting idea may
emerge as a result of such a discussion.



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Group: dqn-list Message: 171 From: David Mason Date: 4/29/1999
Subject: Re: Minimum MAs
>>> "D. Cameron King" <hacking@ucdavis.edu> 29/Apr/99 08:34:50 am >>>
On Tue, 27 Apr 1999, S Peter Cordner wrote:

> I suppose I should add a little more of my viewpoint to this. Without
> a minimum MA, Mind Magics has a minimum MA of 10 (or thereabouts).
> Coming up with a 10 MA is a small price to pay for Resist Pain. To
> take it even further, a real warrior-mage would be concerned only with
> one other spell from the college, the Healing Spell (making the low
> number of low-Ranked spells a non-issue).

But the price of Resist Pain is more than just an MA of 10. It also
includes giving up cold iron armor and weapons. That, for a warrior,
is a very significant thing. (Besides, a good GM would shame any
player who considered joining the College just to get Resist Pain
out of doing so...at least, I would.)


If you don't want the spells, you don't have to give up iron, but having given and MA of 10, started at a later age and taken a penalty on saves against other branches of magic, most characters will do somthing with their magic spells, if they don't, consider it evolution of the character concept.

If players do take Mind soceries just for resist pain, perhaps offering the ability in a warrior and of martial artist package would serve?



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Group: dqn-list Message: 172 From: Jim Arona Date: 4/29/1999
Subject: Re: Rewritten Illusion College
-----Original Message-----
From: David Mason <MasonD@ames.vic.edu.au>

> Body language, for example, position in the room,
> micro-momentary expressions, and other things of that nature.
> As a game master, you're in the business of providing information.

The trick to making this work is to frquently provid that sort of
information when it isn't relevent, and especialy when it will only be
relevent under certin circumstances, eg "the shopkeeper looks edgy" only
being relevent if they make him any later for his dinner date.

My point is that characters are part of a the world, and would be aware of
much more than we, as game masters can provide them in the limited amount of
time available. To some extent, the information must be pointed. It saves
real time, although you may rule that it takes a longer time to extract some
information within the game. It reduces the bookkeeping load on the game
master, who, after all, must now make a note as to why the shopkeeper was
edgy...
Yes, you can give players a lot of irrelevant information, and it's better
than giving them little or no real information. It's called flooding.
There is an upper limit to the amount of information a player can recieve.
You know you've gone too far when their eyes glaze over and they start
imitating teapots.
But I digress.
In general, it is better for players too have more information than less. If
the question arises in your mind about whether or not the players ought to
have a certain piece of information, try letting them have it. It's not as
dangerous to the security of your plot as you think.
Players often forget vital information between game sessions. When they
don't, they often misread the value of the information. And sometimes, they
think you mean something completely different.
If the information was available, and the players know they had it, then you
have more opportunities to see 'revelatory moments'. This is where a player
will suddenly stop, look up, and say 'So, that's what's going on...'
Those moments are really important to the game, because they provide the
player with a sense of objective validation, as if they have just discovered
one of the laws of thermodynamics. It creates a world that is more real to
them.
Illusions require the game master to tell the players out and out porkies,
however. I consider them to be an attack against the architecture of the
game. If Illusions are allowed, then their effects need to be limited in
much the same way that any other College would be.

[snip]
most game masters won't use high level Illusionists against parties, because
they kill them so quickly, and without much effort.

Coping with potentiall illusions takes practice....

It is hard to practice from the grave...


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Group: dqn-list Message: 173 From: Todd E. Schreiber Date: 4/29/1999
Subject: Re: DragonQuest Font I found you!!!
Excellent!! I'll download it very soon. It will definitely add to my
digital DQ 2nd Edition project.

Thanks for the hard work.



>Unfortunately the DQPA will have to cancel the DQ Font Recovery Project.
Because I found a truetype version out on the Internet!
>
>The kudos go out to Rodger Thorm who mentioned seeing it in a Letraset
catalog, I suddenly had the inspiration to look up in the library catalog of
an arts college across the road from us.
>
>I looked through a Letraset catalog from 1983 and there it was! I knew it
off by heart.
>
>The font is called Thalia and there is a number of True Type sources out
there on the web.
>
>I post a downloadable copy when I get the chance.
>
>John F. Rauchert
>
>
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Group: dqn-list Message: 174 From: Todd E. Schreiber Date: 4/29/1999
Subject: Re: DragonQuest Font I found you!!!
I've searched out and downloaded the Font, thanks to www.1Fonts.com
Here's the link:
http://www.coolarchive.com/fonts/t/thalia.zip



>Unfortunately the DQPA will have to cancel the DQ Font Recovery Project.
Because I found a truetype version out on the Internet!
>
>The kudos go out to Rodger Thorm who mentioned seeing it in a Letraset
catalog, I suddenly had the inspiration to look up in the library catalog of
an arts college across the road from us.
>
>I looked through a Letraset catalog from 1983 and there it was! I knew it
off by heart.
>
>The font is called Thalia and there is a number of True Type sources out
there on the web.
>
>I post a downloadable copy when I get the chance.
>
>John F. Rauchert
>
>
>------------------------------------------------------------------------
>WIN FREE VIDEOS FOR A WHOLE YEAR!
>Sign up to get FREE reviews of the latest videos, books, music and
>games via e-mail. http://clickhere.egroups.com/click/191
>
>eGroup home: http://www.eGroups.com/group/dqn-list
>http://www.eGroups.com - Simplifying group communications
>
>
>


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Group: dqn-list Message: 175 From: john.rauchert@sait.ab.ca Date: 4/29/1999
Subject: Re: DragonQuest Font I found you!!!
<003201be92a1$5371a7e0$0201017-@saturn.fcc.net> wrote:
Original Article: http://www.egroups.com/list/dqn-list/?start=174
> I've searched out and downloaded the Font, thanks to www.1Fonts.com
> Here's the link:
> http://www.coolarchive.com/fonts/t/thalia.zip
>

I have currently downloaded 7 files from the net and will be looking to see if they differ in any way.

John F. Rauchert


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Group: dqn-list Message: 176 From: David Mason Date: 4/30/1999
Subject: Re: Player Knowledge -vs- Character Knowledge
[snip]
One of the biggest metaphors game masters use is genre.
If the name 'Robin Hood' is mentioned, then the players know that they're in
a wooded environment, and that the local militia wear chain mail, somewhere
there is a city ruled by an evil sheriff, etc, etc, etc. This metaphor has
helped players step further into the game, and take part in it, with little
real effort from the game master.
[snip]

Genre is a great way to tell the players about the world their characters think they live in. Using genre to set the scene and going from there is more than just a way to discourage use of player knowledge (which I find can only be handled by discussion with players), it allows the players to be genuinlly supprised. I once put the PC's in the possition of racists by making orcs no different to humans in a moral sense, having them used a slave labour in the lumber mills, and having the PC's hired to clean out nests of orc bandits (escaped slaves). The characters took a while to twig, and then switched sides. By calling the enslaved race "orcs" I put them more in the mindset the characters had been brought up with.


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Group: dqn-list Message: 177 From: S Peter Cordner Date: 4/30/1999
Subject: Subscribing
I have a friend interested in subscribing, and I have already forgotten how.
Could someone please post the procedure? Thanks!


______________________________________________________

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Group: dqn-list Message: 178 From: David Mason Date: 4/30/1999
Subject: Re: Rewritten Illusion College
[snip]
This is where a player
will suddenly stop, look up, and say 'So, that's what's going on...'
Those moments are really important to the game, because they provide the
player with a sense of objective validation, as if they have just discovered
one of the laws of thermodynamics. It creates a world that is more real to
them.

I agree, these are among the "great moments" in the game.

Illusions require the game master to tell the players out and out porkies,
however. I consider them to be an attack against the architecture of the
game. If Illusions are allowed, then their effects need to be limited in
much the same way that any other College would be.

I find (and perhaps its partly the perversity of my players) that the more confused the issue, the greater the satisfaction. Sometimes they don't work out the answers despite their best efforts (rare, but enough to give the feeling that failer is possible) and somtimes for whatever reason the players and or characters decide a mystery isn't worth solving. On the other hand, somtimes a detail included as flavour catches their attention. This does make my job more challenging and requires a lot more ad-libbing but adds a lot of richness to the game.

[snip]
most game masters won't use high level Illusionists against parties, because
they kill them so quickly, and without much effort.

Coping with potentiall illusions takes practice....

It is hard to practice from the grave...

As a warm-up, i've used them in settings with lots of "redshirts" (NPCs on the PCs side who are disposable as far as the plot goes). Also illusionists who are trying to manipulate and or rip-off the characters whithout wanting to kill them. I do agree that a *well planned* illusionist is to dangerous to confront the characters with head on without giving some warning.
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Group: dqn-list Message: 179 From: GBerman@aol.com Date: 4/30/1999
Subject: College of White Magic
I have the issue of Adventure Gaming that has the College of White Magic. If
anyone is interested I can send a text version of it to ya. I am "sprucing it
up" by inserting the spell descriptions it mentions and formating it in DQ
style as #98, after all the stuff in Arcane Wisdom.
please send me an email if interested
--Geoff Berman
ps does anyone have an extra copy of Frontiers of Alusia for sale?

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Group: dqn-list Message: 180 From: Morgana & Phil Keast Date: 4/30/1999
Subject: Re: Rewritten Illusion College
At 13:18 29/04/99 +1200, you wrote:

[major snip]

Personally, having both played a relatively high-level Illusionist (At
least Rank 8 in all illusions and all possible combinations), and having
GMed with both NPC and PC illusionists, I have no problem with them. All
the Magical Colleges have the potential to be massively dangerous to unwary
or blase party, Illusions is no worse than any other college really. The
only changes I've made to the College of Illusions in my campaigns is to
allow an automatic disbelief check when first encountering the illusion,
whenever the illusion fails to respond to outside forces as it should (eg:
a sword passing through a non-tactile illusion, a charging knight not
making any sound, etc.), and in response to a warning from another
character who has seen through the illusion. In addition, I restrict the
damage inflicted by an illusion to be no more than that inflicted by the
'real' equivilent (eg: an illusionary knight does damage in the same manner
as a real knight based on the weapons wielded, with BC to hit, and Defense
based on the casting/controlling illusionist's Rank with the spell being
cast).

>Illusions require the game master to tell the players out and out porkies,
>however. I consider them to be an attack against the architecture of the
>game. If Illusions are allowed, then their effects need to be limited in
>much the same way that any other College would be.

I consider my job as a GM to be to describe to the players what their
characters perceive, including all of their senses. If players have less
information on a particular subject than their characters have, then I also
provide that information as well (although more ussually than not as part
of detailed campign setting notes). Beyond that, how the character
acts/reacts is totally the province of the player. Accordingly, if an
illusionist creates a visual illusion, I describe to the players what their
characters 'see', when they attempt to touch or hit a tactile illusion, I
describe what their characters 'feel', etc., etc.



Take care,


Phil Keast
(Melbourne, Australia)

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Group: dqn-list Message: 181 From: Jim Arona Date: 4/30/1999
Subject: Re: Rewritten Illusion College
-----Original Message-----
From: D. Cameron King <hacking@ucdavis.edu>


>On Thu, 29 Apr 1999, Jim Arona wrote:
>
>> >Dragon Quest as written, is not a perfect game. I have never played
>> >any game that didn't need tweaking. DQ just needs less than most.
>
>> Really? Have you looked at EarthDawn? The ruleset in that game is superb.
>
>I've played Earthdawn. I found it to be very original, and the most
>godawful role-playing game in history.
>
I find that an unusual opinion. To say the least.

>> Many games have interesting ideas to offer, and it is a matter of some
>> choice which you prefer, but I don't think that DQ needs less tweaks than
>> most.
>
>In my opinion, DQ requires less tweaking than any other role-playing
>game ever published.
>
That is a remarkably sweeping statement, and I find it hard to reconcile
against the number of variant rules you offer. Not that it isn't possible.
I might venture to suggest that DQ is a game you find easy to administer,
rather than a game that needs little adjustment.

>[snip]
>
>> >I never said it wasn't. Those were just examples. Actually, a namer
>> >is a pretty good defense against illusionists. They can see auras.
>> >Illusionists can't and so their creations should not have auras at all
>> >or have wrong ones. Any decent Namer should be able to see that and
>> >tell his party to ignore it.
>
>> Where is it written that Illusions don't have auras? They would at the
least
>> have magical auras.
>
>


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Group: dqn-list Message: 182 From: D. Cameron King Date: 4/30/1999
Subject: Re: Minimum MAs
On Thu, 29 Apr 1999, David Mason wrote:

> If you don't want the spells, you don't have to give up iron, but...
[snip]

Maybe I'm wrong, but it sounds as if you're under the impression
that cold iron does not interfere with Talent Magic. It does. See
29.1.

So if you don't want the spells OR the rituals OR the talents,
you don't have to give up cold iron. But then, why are you in the
College anyway?


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Group: dqn-list Message: 183 From: D. Cameron King Date: 4/30/1999
Subject: Re: Minimum MAs
On Thu, 29 Apr 1999, Jim Arona wrote:

> >But the price of Resist Pain is more than just an MA of 10. It also
> >includes giving up cold iron armor and weapons. That, for a warrior,
> >is a very significant thing. (Besides, a good GM would shame any
> >player who considered joining the College just to get Resist Pain
> >out of doing so...at least, I would.)

> I don't see a problem here. If a player wants to join a College just because
> of Resist Pain, then I dont' see why you'd have to do anything. Presumably,
> they'd rank their magic occasionally, and concentrate on other parts of
> their character. As they progressed, this character might devote their ep to
> other abilities, like Thief or weapons skills or whatever. They could become
> a competent fighter, but an inept caster...That, I would have thought, was
> the advantage of a skill based system.

It may simply be a matter of personal taste. I consider joining a
College for the SOLE PURPOSE of a single talent to be way left on
the "roll-playing ..... role-playing" spectrum. Now, on the other
hand, wanting to have the Resist Pain talent, then deciding that
your character must be a Sorceror and therefore probably has X, Y
and Z personality traits or weapon preferences or taste in music
and still wants to play a Sorceror--THAT's fine by me. It doesn't
matter where you lay your foundation, so long as you build a house.
I would simply let a player know that I didn't think too highly of
him as a role-player if he was content to erect a cardboard box on
his foundation.


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Group: dqn-list Message: 184 From: David Mason Date: 4/30/1999
Subject: Re: Rewritten Illusion College
> Where is it written that Illusions don't have auras? They would at the least
> have magical auras.

Since illusions are not "living or formerly living" things, they should
not possess the kind of Aura seen by Namers. And I would agree with the
first poster that an Illusionist should not be able to recreate or fake
an Aura which he is incapable of perceiving. But so what? Unless the
Namer has extremely high Rank and/or Perception, his failure to detect
an Aura should hardly lead him to assume that he is in the presence of
an illusion.


I undestood the detection of the aura is automatic (along with what "class" eg long live sentiant). what needed to be rolled for was picking some specific information from the fine detail. This would make illusions easily detected as somthing odd if the aura was examined. If a gm decided that illusions had a magical aura then PC's could think it was some strange magical creature (answeres to specific questions would probably give awy the illusion).

The absence of a magic aura would probably make it clear the creature was an illusion. Wheather the characters new that as part of their magical folk lore or not is another story.


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Group: dqn-list Message: 185 From: dqn@ntsource.com Date: 4/30/1999
Subject: Re: Subscribing
DQN-list website:

http://www.egroups.com/group/dqn-list/info.html

or send email to:

DQN-list-subscribe@egroups.com

Original Article: http://www.egroups.com/list/dqn-list/?start=177
> I have a friend interested in subscribing, and I have already forgotten how.
> Could someone please post the procedure? Thanks!


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Group: dqn-list Message: 186 From: D. Cameron King Date: 5/2/1999
Subject: Re: Rewritten Illusion College
On Fri, 30 Apr 1999, David Mason wrote:

> I undestood the detection of the aura is automatic (along with
> what "class" eg long live sentiant). what needed to be rolled
> for was picking some specific information from the fine detail.

The text states: "Whenever confronted by an object whose nature
is unknown to him, a Namer may tell the GM that he is
*attempting to detect* the being or object's Aura. The GM rolls
D100. *If* the result is less than or equal to the Namer's
modified Perception, the GM must tell the Namer *which of the
aforementioned categories* of Aura he is seeing *and* answer
one question..." (emphasis added).


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Group: dqn-list Message: 187 From: D. Cameron King Date: 5/2/1999
Subject: resisting minor magic
Would anyone care to speculate on what the game designers
meant when they wrote (in 4.2): "If a being wishes to resist
minor magic, his magic resistance is increased temporarily
(see rule 31)." Section 31 doesn't mention minor magic at
all.


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Group: dqn-list Message: 188 From: D. Cameron King Date: 5/2/1999
Subject: Re: Rewritten Illusion College
On Fri, 30 Apr 1999, Jim Arona wrote:

> >In my opinion, DQ requires less tweaking than any other role-playing
> >game ever published.

> That is a remarkably sweeping statement, and I find it hard to reconcile
> against the number of variant rules you offer. Not that it isn't possible.
> I might venture to suggest that DQ is a game you find easy to administer,
> rather than a game that needs little adjustment.

Hmm. I recall offering only *one* variant rule on this listserv:
using College of Illusions counterspells to increase the chance of
disbelief. Have I forgotten a second one? (But even if I have
proposed other variants, compared to the set of house rules I use
for *other* games, I have left DQ virtually untouched...thus my
admittedly rather sweeping statement above.)



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Group: dqn-list Message: 189 From: cjbrain Date: 5/2/1999
Subject: Moving On...
I just wanted to drop you a line before I moved on. I will be closing my
email account in the next few days and preparing to go overseas for a while
(I should be back in Australia in October). I will not have the same email
address when I return. I can be contacted via snail mail at the following
address:

185462 SGT Brain, C.J.
OP BELI ISI
AFPO 4
INTERNATIONAL MAIL CENTRE
SYDNEY NSW 2890
AUSTRALIA




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Group: dqn-list Message: 190 From: Jim Arona Date: 5/2/1999
Subject: Re: Rewritten Illusion College
-----Original Message-----
From: Morgana & Phil Keast <keast@melb.alexia.net.au>
To: dqn-list@egroups.com <dqn-list@egroups.com>
Date: Saturday, May 01, 1999 12:06 PM
Subject: [DQN-list] Re: Rewritten Illusion College


>At 13:18 29/04/99 +1200, you wrote:
>
>[major snip]
>
>Personally, having both played a relatively high-level Illusionist (At
>least Rank 8 in all illusions and all possible combinations), and having
>GMed with both NPC and PC illusionists, I have no problem with them. All
>the Magical Colleges have the potential to be massively dangerous to unwary
>or blase party, Illusions is no worse than any other college really.

I disagree. An Illusionist in the game means the game master has to describe
the world to them. Their magic comes from making use of what would
reasonably be around them. That can take up more of the game master's time.
Additionally, an Illusionist is always improvising their spells.More time is
spent considering the results of an illusion than anyother kind of spell.
For example, if the front five goblins of an angry horde are suddenly
consumed in invisible flames from an Hellfire, then the rest of the goblins
are likely to think 'Bugger this for a lark', and run away. On the other
hand, if this horde of goblins finds themselves confronted with half a dozen
vicious looking dogs, they're just as likely to think 'Dinner!'...The game
master has to decide what is the most appropriate response...More game
master time.
I believe that illusions are just too easy a college to do whatever you like
with. Imaginative players get bored with it quickly, because there is so
little challenge in using them. A few illusions in the world are not a bad
thing, I suppose, but by and large, I think the game is better without heaps
of them.


>The
>only changes I've made to the College of Illusions in my campaigns is to
>allow an automatic disbelief check when first encountering the illusion,
>whenever the illusion fails to respond to outside forces as it should (eg:
>a sword passing through a non-tactile illusion, a charging knight not
>making any sound, etc.), and in response to a warning from another
>character who has seen through the illusion. In addition, I restrict the
>damage inflicted by an illusion to be no more than that inflicted by the
>'real' equivilent (eg: an illusionary knight does damage in the same manner
>as a real knight based on the weapons wielded, with BC to hit, and Defense
>based on the casting/controlling illusionist's Rank with the spell being
>cast).

Which are all tweaks to the system...Not that they're bad tweaks.
>
>>Illusions require the game master to tell the players out and out porkies,
>>however. I consider them to be an attack against the architecture of the
>>game. If Illusions are allowed, then their effects need to be limited in
>>much the same way that any other College would be.
>
>I consider my job as a GM to be to describe to the players what their
>characters perceive, including all of their senses. If players have less
>information on a particular subject than their characters have, then I also
>provide that information as well (although more ussually than not as part
>of detailed campign setting notes).

Yes, of course, the game master is required to give the player the
information their senses would give them, even if those senses betray them.
My point is that extensive use of this technique reduces the verisimilitude
of the game. Unfortunately, the Illusionist College makes it very easy to be
extensive with them.
To recapitulate my position, then, it is: Where possible, it is better not
to decieve the players, because 1) it pressures them into the position of
disbelieving regularly, 2) it exhausts the players fund of trust for the
game master, and 3) reduces the depth and meaningfulness of the world.



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Group: dqn-list Message: 191 From: Jim Arona Date: 5/2/1999
Subject: Re: Minimum MAs
-----Original Message-----
From: D. Cameron King <hacking@ucdavis.edu>
To: dqn-list@egroups.com <dqn-list@egroups.com>
Date: Saturday, May 01, 1999 12:06 PM
Subject: [DQN-list] Re: Minimum MAs


>On Thu, 29 Apr 1999, Jim Arona wrote:
>
>> >But the price of Resist Pain is more than just an MA of 10. It also
>> >includes giving up cold iron armor and weapons. That, for a warrior,
>> >is a very significant thing. (Besides, a good GM would shame any
>> >player who considered joining the College just to get Resist Pain
>> >out of doing so...at least, I would.)
>
>> I don't see a problem here. If a player wants to join a College just
because
>> of Resist Pain, then I dont' see why you'd have to do anything.
Presumably,
>> they'd rank their magic occasionally, and concentrate on other parts of
>> their character. As they progressed, this character might devote their ep
to
>> other abilities, like Thief or weapons skills or whatever. They could
become
>> a competent fighter, but an inept caster...That, I would have thought,
was
>> the advantage of a skill based system.
>
>It may simply be a matter of personal taste. I consider joining a
>College for the SOLE PURPOSE of a single talent to be way left on
>the "roll-playing ..... role-playing" spectrum. Now, on the other
>hand, wanting to have the Resist Pain talent, then deciding that
>your character must be a Sorceror and therefore probably has X, Y
>and Z personality traits or weapon preferences or taste in music
>and still wants to play a Sorceror--THAT's fine by me. It doesn't
>matter where you lay your foundation, so long as you build a house.
>I would simply let a player know that I didn't think too highly of
>him as a role-player if he was content to erect a cardboard box on
>his foundation.

I'd leave him alone and let him get on with playing his character, if it
were me. In fact, I do. I'm in the position of being the
director/editor/author of an interactive storytelling experience, along with
some other people who take the main roles in the story. If I thought one of
my player's roleplaying stunk, I'd tell them and I'd tell them where I
thought they needed to apply effort. If I didn't detect any improvement,
and it bugged me, I'd ask them to leave my game.
It seems to me that the Colleges mean something more to you than the rules
say they are. You seem to believe them to have more meaning than a strictly
explicit reading of them would provide. I, on the other hand, don't care too
much about them, provided that the player gets the sort of character they
want.I like the idea of a fighter who learns the Mind College so they can
Resist Pain, and who is utterly pathetic when it comes to casting. If the
player wants to develop their College later on, that's fine...If they choose
to concentrate on other abilities, that's fine, too.
In general, I believe it is best to let players have a free hand, when it
comes to character design...It is, after all, the area of the game they are
most qualified to make decisions about.
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Group: dqn-list Message: 192 From: TSeanB@aol.com Date: 5/2/1999
Subject: Re: College of White Magic
I'd definitely be interested in recieving a copy of this college. Thanks

Sean Butcher

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Group: dqn-list Message: 193 From: Jim Arona Date: 5/2/1999
Subject: Re: Player Knowledge -vs- Character Knowledge
-----Original Message-----
From: David Mason <MasonD@ames.vic.edu.au>
To: dqn-list@egroups.com <dqn-list@egroups.com>
Date: Saturday, May 01, 1999 12:06 PM
Subject: [DQN-list] Re: Player Knowledge -vs- Character Knowledge


[snip]
One of the biggest metaphors game masters use is genre.
If the name 'Robin Hood' is mentioned, then the players know that they're in
a wooded environment, and that the local militia wear chain mail, somewhere
there is a city ruled by an evil sheriff, etc, etc, etc. This metaphor has
helped players step further into the game, and take part in it, with little
real effort from the game master.
[snip]

Genre is a great way to tell the players about the world their characters
think they live in. Using genre to set the scene and going from there is
more than just a way to discourage use of player knowledge (which I find can
only be handled by discussion with players), it allows the players to be
genuinlly supprised. I once put the PC's in the possition of racists by
making orcs no different to humans in a moral sense, having them used a
slave labour in the lumber mills, and having the PC's hired to clean out
nests of orc bandits (escaped slaves). The characters took a while to twig,
and then switched sides. By calling the enslaved race "orcs" I put them
more in the mindset the characters had been brought up with.

Racism is a modern term. If you were to go back as far as 150 years ago,
then terms, ideas and behaviours we consider racist would be accepted as
perfectly reasonable. While I'm not saying that such a conceit makes for a
poor story, I would like to point out that it is pretty out of genre. That
is, after all, a modern concern, however justified that concern is.
In effect, what I see happening here, is that the game master is using out
of game knowledge...The genre doesn't really allow for that particular kind
of philosophical discussion, you pretty much have to import the ideas into
the game from the real world.
I don't see any real problem with this, although it's a pretty didactic
theme element. I do think it's rather sauce for the goose, though.




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Group: dqn-list Message: 194 From: Jim Arona Date: 5/2/1999
Subject: Re: resisting minor magic
-----Original Message-----
From: D. Cameron King <hacking@ucdavis.edu>
To: The DQ Listserv <dqn-list@egroups.com>
Date: Sunday, May 02, 1999 9:40 PM
Subject: [DQN-list] resisting minor magic


>
>Would anyone care to speculate on what the game designers
>meant when they wrote (in 4.2): "If a being wishes to resist
>minor magic, his magic resistance is increased temporarily
>(see rule 31)." Section 31 doesn't mention minor magic at
>all.

I don't care what they meant. In general, I don't want people to be able to
use minor magic as agressive magic, so I let people automatically resist it
if they are that it's being cast at them. If they don't know, I allow a
passive magic resistance.




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Group: dqn-list Message: 195 From: Todd E. Schreiber Date: 5/6/1999
Subject: Re: DragonQuest Font I found you!!!
What happened to the DQ List? Its been 3 days since I've seen anything,
have I been cut off? Or has the list been inactivated?


-----Original Message-----
From: john.rauchert@sait.ab.ca <john.rauchert@sait.ab.ca>
To: dqn-list@egroups.com <dqn-list@egroups.com>
Date: Thursday, April 29, 1999 9:05 PM
Subject: [DQN-list] Re: DragonQuest Font I found you!!!


> <003201be92a1$5371a7e0$0201017-@saturn.fcc.net> wrote:
>Original Article: http://www.egroups.com/list/dqn-list/?start=174
>> I've searched out and downloaded the Font, thanks to www.1Fonts.com
>> Here's the link:
>> http://www.coolarchive.com/fonts/t/thalia.zip
>>
>
>I have currently downloaded 7 files from the net and will be looking to see
if they differ in any way.
>
>John F. Rauchert
>
>
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>
>


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Group: dqn-list Message: 196 From: Todd E. Schreiber Date: 5/6/1999
Subject: Re: Player Knowledge -vs- Character Knowledge
>
>[snip]
>One of the biggest metaphors game masters use is genre.
>If the name 'Robin Hood' is mentioned, then the players know that they're
in
>a wooded environment, and that the local militia wear chain mail, somewhere
>there is a city ruled by an evil sheriff, etc, etc, etc. This metaphor has
>helped players step further into the game, and take part in it, with little
>real effort from the game master.
>[snip]
>
>Genre is a great way to tell the players about the world their characters
>think they live in. Using genre to set the scene and going from there is
>more than just a way to discourage use of player knowledge (which I find
can
>only be handled by discussion with players), it allows the players to be
>genuinlly supprised. I once put the PC's in the possition of racists by
>making orcs no different to humans in a moral sense, having them used a
>slave labour in the lumber mills, and having the PC's hired to clean out
>nests of orc bandits (escaped slaves). The characters took a while to
twig,
>and then switched sides. By calling the enslaved race "orcs" I put them
>more in the mindset the characters had been brought up with.
>
>Racism is a modern term. If you were to go back as far as 150 years ago,
>then terms, ideas and behaviours we consider racist would be accepted as
>perfectly reasonable. While I'm not saying that such a conceit makes for a
>poor story, I would like to point out that it is pretty out of genre. That
>is, after all, a modern concern, however justified that concern is.
>In effect, what I see happening here, is that the game master is using out
>of game knowledge...The genre doesn't really allow for that particular kind
>of philosophical discussion, you pretty much have to import the ideas into
>the game from the real world.
>I don't see any real problem with this, although it's a pretty didactic
>theme element. I do think it's rather sauce for the goose, though.


How about just good and evil, it seems like the scenario he described was
one of good and evil. Slavery being the evil, and freeing the slaves being
good. The only "racism" issue, was the character's initial prejudice
towards Orcs. He just used the term racism in his description, but it
doesn't sound like the characters confronting their racism was an integral
part of the campaign. It was the characters' realizing that the Orcs were
the ones being persecuted that was the integral part of the campaign. You
jumped a little too hot and heavy on the term racism. That term was used
for our (the readers of the list) understanding.

Just my opinion.


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Group: dqn-list Message: 197 From: David Mason Date: 5/6/1999
Subject: "Greater Botches"
I'm attempting to compile a more extensive list of serious botches, for use in areas where magic is wilder than usual or where "Greater Rituals" (see next magazine unless you can't wait) or if a GM is using a system where a characer may "pump up" spells. If anyone has any interesting suggestions for repecussions of powerfull magic (on the casters, the effects or the local terrain and inhabitants) please let me know.
David M.



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Group: dqn-list Message: 198 From: D. Cameron King Date: 5/6/1999
Subject: Re: Minimum MAs
On Sat, 1 May 1999, Jim Arona wrote:

> It seems to me that the Colleges mean something more to you than the rules
> say they are. You seem to believe them to have more meaning than a strictly
> explicit reading of them would provide.

You've misunderstood my position. It is not that the Colleges mean
something more than the rules say they are, it is that a character is
more than just his stats and abilities say he is.

> I like the idea of a fighter who learns the Mind College so they can
> Resist Pain, and who is utterly pathetic when it comes to casting. If the
> player wants to develop their College later on, that's fine...

I like that idea, too. What I don't like is the idea of a *player* who
has his character join a College just so they can Resist Pain. See the
difference?

> In general, I believe it is best to let players have a free hand, when it
> comes to character design...It is, after all, the area of the game they are
> most qualified to make decisions about.

No argument there.



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Group: dqn-list Message: 199 From: David Mason Date: 5/6/1999
Subject: Re: Player Knowledge -vs- Character Knowledge
>>> "Todd E. Schreiber" <schreib@platinumcrown.com> 3/May/99 05:03:47 am >>>


>
>[snip]
>One of the biggest metaphors game masters use is genre.
>If the name 'Robin Hood' is mentioned, then the players know that they're
in
>a wooded environment, and that the local militia wear chain mail, somewhere
>there is a city ruled by an evil sheriff, etc, etc, etc. This metaphor has
>helped players step further into the game, and take part in it, with little
>real effort from the game master.
>[snip]
>
>Genre is a great way to tell the players about the world their characters
>think they live in. Using genre to set the scene and going from there is
>more than just a way to discourage use of player knowledge (which I find
can
>only be handled by discussion with players), it allows the players to be
>genuinlly supprised. I once put the PC's in the possition of racists by
>making orcs no different to humans in a moral sense, having them used a
>slave labour in the lumber mills, and having the PC's hired to clean out
>nests of orc bandits (escaped slaves). The characters took a while to
twig,
>and then switched sides. By calling the enslaved race "orcs" I put them
>more in the mindset the characters had been brought up with.
>
>Racism is a modern term. If you were to go back as far as 150 years ago,
>then terms, ideas and behaviours we consider racist would be accepted as
>perfectly reasonable. While I'm not saying that such a conceit makes for a
>poor story, I would like to point out that it is pretty out of genre. That
>is, after all, a modern concern, however justified that concern is.
>In effect, what I see happening here, is that the game master is using out
>of game knowledge...The genre doesn't really allow for that particular kind
>of philosophical discussion, you pretty much have to import the ideas into
>the game from the real world.
>I don't see any real problem with this, although it's a pretty didactic
>theme element. I do think it's rather sauce for the goose, though.


How about just good and evil, it seems like the scenario he described was
one of good and evil. Slavery being the evil, and freeing the slaves being
good. The only "racism" issue, was the character's initial prejudice
towards Orcs. He just used the term racism in his description, but it
doesn't sound like the characters confronting their racism was an integral
part of the campaign. It was the characters' realizing that the Orcs were
the ones being persecuted that was the integral part of the campaign. You
jumped a little too hot and heavy on the term racism. That term was used
for our (the readers of the list) understanding.

Just my opinion.

Thanks Todd. As you say, racisem was not the issue to the characters (. It was however an issue to the players, providing some of the impact to that story.


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Group: dqn-list Message: 200 From: David Mason Date: 5/6/1999
Subject: Re: Wards (ispired by Rewritten Illusion College)
[snip!]

Do people play illusions in wards as preprogramed entirely, allow some ability to react to cicumstances, ban them completly or what?

Do people allow Concentration length spells in wards if the caster is close enough to "take up" concentration?

How about concentration length spells having effect for 1 round?


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Group: dqn-list Message: 201 From: Jim Arona Date: 5/6/1999
Subject: Re: Minimum MAs
-----Original Message-----
From: D. Cameron King <hacking@ucdavis.edu>
To: dqn-list@egroups.com <dqn-list@egroups.com>
Date: Friday, May 07, 1999 12:32 PM
Subject: [DQN-list] Re: Minimum MAs


>On Sat, 1 May 1999, Jim Arona wrote:
>
>> It seems to me that the Colleges mean something more to you than the
rules
>> say they are. You seem to believe them to have more meaning than a
strictly
>> explicit reading of them would provide.
>
>You've misunderstood my position. It is not that the Colleges mean
>something more than the rules say they are, it is that a character is
>more than just his stats and abilities say he is.
>
I quite agree. He is what his player says he is. Not what I say he is, or
what you say he is.

>> I like the idea of a fighter who learns the Mind College so they can
>> Resist Pain, and who is utterly pathetic when it comes to casting. If the
>> player wants to develop their College later on, that's fine...
>
>I like that idea, too. What I don't like is the idea of a *player* who
>has his character join a College just so they can Resist Pain. See the
>difference?
>
Practically? No. If a player tells me that he wants to be a Mind mage just
so he can learn Resist Pain, then I don't care about that. He may never
spend a point of xp on magic. I don't mind. It's his character, after all.
Why in God's Name would I care. So long as this character doesn't in some
way cause a game imbalance or something, then I see no reason to limit the
player in their choice of character.

>> In general, I believe it is best to let players have a free hand, when it
>> comes to character design...It is, after all, the area of the game they
are
>> most qualified to make decisions about.
>
>No argument there.
>
>
What, then, are you saying? On the one hand, you say that you would refuse
to allow a player the choice of a character that is clearly within the
rules, and that does not, at least as far as I see, create imbalance or
unfairness within the game. Yet, on the other, you agree with me that there
is no particularly good reason to limit a player's choices for their
character.
I consider these positions to be dichotomous.



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Group: dqn-list Message: 202 From: Jim Arona Date: 5/6/1999
Subject: Re: Player Knowledge -vs- Character Knowledge
-----Original Message-----
From: Todd E. Schreiber <schreib@platinumcrown.com>
To: dqn-list@egroups.com <dqn-list@egroups.com>
Date: Friday, May 07, 1999 12:32 PM
Subject: [DQN-list] Re: Player Knowledge -vs- Character Knowledge


>
>
>>
>>[snip]
>>One of the biggest metaphors game masters use is genre.
>>If the name 'Robin Hood' is mentioned, then the players know that they're
>in
>>a wooded environment, and that the local militia wear chain mail,
somewhere
>>there is a city ruled by an evil sheriff, etc, etc, etc. This metaphor has
>>helped players step further into the game, and take part in it, with
little
>>real effort from the game master.
>>[snip]
>>
>>Genre is a great way to tell the players about the world their characters
>>think they live in. Using genre to set the scene and going from there is
>>more than just a way to discourage use of player knowledge (which I find
>can
>>only be handled by discussion with players), it allows the players to be
>>genuinlly supprised. I once put the PC's in the possition of racists by
>>making orcs no different to humans in a moral sense, having them used a
>>slave labour in the lumber mills, and having the PC's hired to clean out
>>nests of orc bandits (escaped slaves). The characters took a while to
>twig,
>>and then switched sides. By calling the enslaved race "orcs" I put them
>>more in the mindset the characters had been brought up with.
>>
>>Racism is a modern term. If you were to go back as far as 150 years ago,
>>then terms, ideas and behaviours we consider racist would be accepted as
>>perfectly reasonable. While I'm not saying that such a conceit makes for a
>>poor story, I would like to point out that it is pretty out of genre. That
>>is, after all, a modern concern, however justified that concern is.
>>In effect, what I see happening here, is that the game master is using out
>>of game knowledge...The genre doesn't really allow for that particular
kind
>>of philosophical discussion, you pretty much have to import the ideas into
>>the game from the real world.
>>I don't see any real problem with this, although it's a pretty didactic
>>theme element. I do think it's rather sauce for the goose, though.
>
>
>How about just good and evil, it seems like the scenario he described was
>one of good and evil. Slavery being the evil, and freeing the slaves being
>good.

Good vs Evil is perfectly fine. It is futile to play a morality completely
divorced from our own ethos. It's just too hard for us to engage any sense
of empathy for the culture. Racism is something that we all abhor, and it
has been something we work hard at to eradicate, if you look at the history
of this century. For us, the bland acceptance of racism is pretty hard
going.
I suppose what I'm saying is that you can paint the situation as the Forces
of Evil, whatever race that happens to be, trying to enforce their dire and
Ungodly will against the Innocent, whichever race that is. To paint it as
racist, even if that's what it is, a step away from the genre.
It's mostly about the description you use, really. The facts of the
situation don't change, just the way it's described. Describing the conflict
strains suspension of disbelief. Calling it Good vs Evil fits right in,
really.


> The only "racism" issue, was the character's initial prejudice
>towards Orcs. He just used the term racism in his description, but it
>doesn't sound like the characters confronting their racism was an integral
>part of the campaign. It was the characters' realizing that the Orcs were
>the ones being persecuted that was the integral part of the campaign.

The use of surprise to create a climax is critical to the development of an
enjoyable game. It is like the twist in the tail of a good story, and when
it is done well, it creates a profoundly powerful dramatic effect. The
player's jaws drop, and their eyes open wide, their dice fall onto the
carpet...It is for such moments that a game master lives.
If this theme element becomes obvious to the players at that point of the
game, then the 'revelation' will be so powerful that suspension of disbelief
will not be threatened. The momentum of the discovery will be enough to take
the players past this obstacle. Indeed, once past it, the concept of racism
will become an acceptable part of the game, and the players will not feel
that it is out of genre, because they have legitimised it through play.
Powerful moments like that brand themselves into the players minds.

You
>jumped a little too hot and heavy on the term racism. That term was used
>for our (the readers of the list) understanding.
>
Then I shouldn't have. I certainly didn't have any intention of jumping hot
and heavy, or indeed cool and light.
I do believe, however, that if you say the players should not play with out
of game knowledge, then it's pretty unreasonable to use ideas that are out
of game. For example, the players find out that Robin Hood is in the area.
They know the story, and they assume he's fighting against injustice. They
find out that he's attacking orcs. Great, think the players. Robin's our
man, he's doofing over the orcs, who we all know to be creatures spawned by
the Forces of Evil...Let's give our mate, Robin, a hand...
Then they discover that Robin is a racist scrote, who's enslaving the orc
tribes in the area, to further his scheme to annex Jerusalem...
...Reading the posts over, I've just realised that these examples were used
by different posters. Bugger.
O, well, the point still seems valid to me.
On re-reading the posts, Mr Schreiber, you are quite right. I did jump hot
and heavy onto Mr Mason's post. My apologies, Mr Mason.



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