Messages in dqn-list group. Page 40 of 80.

Group: dqn-list Message: 1958 From: John Rauchert Date: 4/3/2005
Subject: Re: Various DQ thoughts
Group: dqn-list Message: 1959 From: Phil Wright Date: 4/3/2005
Subject: Re: Various DQ thoughts
Group: dqn-list Message: 1960 From: Phil Wright Date: 4/3/2005
Subject: Re: Digest Number 358
Group: dqn-list Message: 1961 From: Phil Wright Date: 4/3/2005
Subject: Re: World Generation
Group: dqn-list Message: 1962 From: Jeffery K. McGonagill Date: 4/3/2005
Subject: Re: World Generation
Group: dqn-list Message: 1963 From: rthorm Date: 4/4/2005
Subject: Re: Various DQ thoughts
Group: dqn-list Message: 1964 From: John Rauchert Date: 4/4/2005
Subject: Re: Various DQ thoughts
Group: dqn-list Message: 1965 From: Steven Wiles Date: 4/5/2005
Subject: Re: Various DQ thoughts
Group: dqn-list Message: 1966 From: Chris Klug Date: 4/5/2005
Subject: Re: Digest Number 359
Group: dqn-list Message: 1967 From: Jason Honhera Date: 4/5/2005
Subject: Re: Digest Number 359
Group: dqn-list Message: 1968 From: Jim Edwards Date: 4/5/2005
Subject: Re: Digest Number 359
Group: dqn-list Message: 1969 From: John Rauchert Date: 4/5/2005
Subject: Re: Digest Number 359
Group: dqn-list Message: 1970 From: John Rauchert Date: 4/5/2005
Subject: Re: Digest Number 359
Group: dqn-list Message: 1971 From: Jason Honhera Date: 4/5/2005
Subject: Re: Supplement guides
Group: dqn-list Message: 1972 From: dq@johncorey.com Date: 4/5/2005
Subject: Re: Digest Number 359
Group: dqn-list Message: 1973 From: dq@johncorey.com Date: 4/5/2005
Subject: James Bond hero points
Group: dqn-list Message: 1974 From: Steven Wiles Date: 4/5/2005
Subject: Re: Digest Number 359
Group: dqn-list Message: 1975 From: D. Cameron King Date: 4/5/2005
Subject: Re: Digest Number 359
Group: dqn-list Message: 1976 From: darkislephil Date: 4/5/2005
Subject: Re: James Bond hero points
Group: dqn-list Message: 1977 From: darkislephil Date: 4/5/2005
Subject: Re: Digest Number 359
Group: dqn-list Message: 1978 From: darkislephil Date: 4/5/2005
Subject: Bantam Edition breakout...
Group: dqn-list Message: 1979 From: Tom Miller Date: 4/5/2005
Subject: Campaign Settings and additional skills
Group: dqn-list Message: 1980 From: Tavison Date: 4/5/2005
Subject: Re: Digest Number 359
Group: dqn-list Message: 1981 From: Tavison Date: 4/5/2005
Subject: Re: Digest Number 359
Group: dqn-list Message: 1982 From: Loki Freyr Date: 4/5/2005
Subject: supplements
Group: dqn-list Message: 1983 From: Jeffery K. McGonagill Date: 4/5/2005
Subject: Re: Various DQ thoughts
Group: dqn-list Message: 1984 From: Jeffery K. McGonagill Date: 4/5/2005
Subject: Re: Supplement guides
Group: dqn-list Message: 1985 From: John Rauchert Date: 4/5/2005
Subject: Re: James Bond hero points
Group: dqn-list Message: 1986 From: Tavison Date: 4/6/2005
Subject: Re: supplements
Group: dqn-list Message: 1987 From: Mandos Mitchinson Date: 4/6/2005
Subject: Re: supplements
Group: dqn-list Message: 1988 From: Chris Klug Date: 4/6/2005
Subject: Re: Digest Number 360
Group: dqn-list Message: 1989 From: rthorm Date: 4/6/2005
Subject: DQ Campaign Worlds
Group: dqn-list Message: 1990 From: rthorm Date: 4/6/2005
Subject: Campaign notes
Group: dqn-list Message: 1991 From: Jason Honhera Date: 4/6/2005
Subject: Re: Digest Number 360
Group: dqn-list Message: 1992 From: John Rauchert Date: 4/6/2005
Subject: Re: Digest Number 360
Group: dqn-list Message: 1993 From: J. Corey Date: 4/6/2005
Subject: Re: Campaign notes
Group: dqn-list Message: 1994 From: D. Cameron King Date: 4/6/2005
Subject: Re: Digest Number 360
Group: dqn-list Message: 1995 From: D. Cameron King Date: 4/6/2005
Subject: Re: DQ Campaign Worlds
Group: dqn-list Message: 1996 From: Jeffery K. McGonagill Date: 4/6/2005
Subject: Re: DQ Campaign Worlds
Group: dqn-list Message: 1997 From: dbarrass_2000 Date: 4/7/2005
Subject: Re: DQ Campaign Worlds
Group: dqn-list Message: 1998 From: Davis, John R Date: 4/7/2005
Subject: Re: DQ Campaign Worlds
Group: dqn-list Message: 1999 From: dbarrass_2000 Date: 4/7/2005
Subject: Re: DQ Campaign Worlds
Group: dqn-list Message: 2000 From: Loki Freyr Date: 4/7/2005
Subject: adventure notes
Group: dqn-list Message: 2001 From: Loki Freyr Date: 4/7/2005
Subject: NZ DQ group
Group: dqn-list Message: 2002 From: Loki Freyr Date: 4/7/2005
Subject: great books for adventure ideas
Group: dqn-list Message: 2003 From: Martin Gallo Date: 4/7/2005
Subject: Re: adventure notes
Group: dqn-list Message: 2004 From: Steven Wiles Date: 4/7/2005
Subject: Re: Digest Number 360
Group: dqn-list Message: 2005 From: Steven Wiles Date: 4/7/2005
Subject: Re: DQ Campaign Worlds
Group: dqn-list Message: 2006 From: Steven Wiles Date: 4/7/2005
Subject: Re: DQ Campaign Worlds
Group: dqn-list Message: 2007 From: Davis, John R Date: 4/7/2005
Subject: Re: DQ Campaign Worlds



Group: dqn-list Message: 1958 From: John Rauchert Date: 4/3/2005
Subject: Re: Various DQ thoughts
Attachments :
    Raymond Feist. That name always puts me in mind of Midkemia Press (http://www.midkemia.com/). I am wondering if Steve Abrams has a handle on that adventure pack (they mention it on their website)?

    One of my all time favorite supplements is their Cities Book (republished by Chaosium and as RuneQuest Cities).

    The link to Enchanted Wood (an all image version) is here. Of course, I would encourage anyone who can get ahold of a print copy to buy it. The last time I saw one was around 1983 in a local game store on sale, but I didn't have any money on me at the time (just having shot my student loan on some game like Jorune) and I told myself I would pick it up next time. Next time it was gone.

    http://johnrauchert.brinkster.net/dq/archive/adventures/Enchanted%20Wood.pdf


    Of course, Paul has had a pretty amazing career in the game design industry (http://www.jaquays.com/paul/index.html)

    Some of the tinkering I have been doing with DQ is rolling some of the concepts from James Bond back into DQ. Primarily Ease Factors, Hero Points and Quality Results. For those that don't know, Ease Factors are an off shoot of 4.1 Difficulty Factor rules in DQ and the Special Damage Chart 8.2 appears to be the inspiration for the JB Quality Results Table.

    JohnR

    ________________________________

    From: Chris Klug [mailto:eaglewing@mac.com]
    Sent: Sat 02/04/2005 4:43 PM
    To: dqn-list@yahoogroups.com
    Subject: [DQN-list] Various DQ thoughts

    The really painful thing that never saw the light of day was an
    adventure pack designed by Ray Feist. This was long before he books
    were published. But, given the quality of his novels, I'd have bet his
    adventure would've been wonderful.

    Speaking of which, does anyone on the list have a copy of the Enchanted
    Wood?
    Group: dqn-list Message: 1959 From: Phil Wright Date: 4/3/2005
    Subject: Re: Various DQ thoughts
    --- John Rauchert <john.rauchert@sait.ca> wrote:
    > One of my all time favorite supplements is their
    > Cities Book (republished by Chaosium and as
    > RuneQuest Cities).

    One of mine as well. I have an ancient, dog-eared
    version of the Midkemia release.

    > Some of the tinkering I have been doing with DQ is
    > rolling some of the concepts from James Bond back
    > into DQ. Primarily Ease Factors, Hero Points and
    > Quality Results.

    We used Hero Points sporadically in our DQ campaigns
    as well. I don't remember the JB Quality Results.
    Have to see if I still have my copy of JB.





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    Group: dqn-list Message: 1960 From: Phil Wright Date: 4/3/2005
    Subject: Re: Digest Number 358
    It is also 8 in the 3rd Edition. 1st Edition was 5
    but I gathered from David Ritchie that it was deemed
    to low and made 8 later.

    --- "J. Corey" <dq@johncorey.com> wrote:
    > Ok Chris,
    >
    > This has been killing me. And I don't want to start
    > an avalanche of
    > questions, but...
    > Why is PC 5 in the hard cover, and 8 in the bantam
    > soft cover? We use
    > 8.
    >
    > John
    > On Apr 3, 2005, at 10:03 PM, Chris Klug wrote:
    >
    > >
    > > Hello
    > >
    > >> I still use shields from 1st edition and Military
    > Science from 3rd,
    > >> and
    > >> combat is a mix of 1st & 2nd and the rest is 2nd
    > editiion.
    > >>
    > >>
    > > I can't even remember. How did shields work in
    > 1st edition?
    > >
    > > Chris
    > >
    > >
    > >
    > >
    > > Yahoo! Groups Links
    > >
    > >
    > >
    > >
    > >
    > >
    >
    >

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    Group: dqn-list Message: 1961 From: Phil Wright Date: 4/3/2005
    Subject: Re: World Generation
    --- "Rich Spainhour, M.Sc., MAJ, USA"
    <crspain@earthlink.net> wrote:
    > For which I would gladly pay an embarrassing amount
    > of money. :)

    Oh really? So how much per scanned page are you
    willing to pay? I'll get my scanner fired up. :)

    -Phil


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    Group: dqn-list Message: 1962 From: Jeffery K. McGonagill Date: 4/3/2005
    Subject: Re: World Generation
    If its for free . . . :)

    ~Jeffery~


    >
    > --- "Rich Spainhour, M.Sc., MAJ, USA"
    > <crspain@earthlink.net> wrote:
    > > For which I would gladly pay an embarrassing amount
    > > of money. :)
    >
    > Oh really? So how much per scanned page are you
    > willing to pay? I'll get my scanner fired up. :)
    >
    > -Phil
    >
    >
    > __________________________________________________
    > Do You Yahoo!?
    > Tired of spam? Yahoo! Mail has the best spam protection around
    > http://mail.yahoo.com
    >
    >
    >
    > Yahoo! Groups Links
    >
    >
    >
    >
    >
    >
    >
    >
    Group: dqn-list Message: 1963 From: rthorm Date: 4/4/2005
    Subject: Re: Various DQ thoughts
    --- In dqn-list@yahoogroups.com, Chris Klug <eaglewing@m...> wrote:

    >
    > Wow. The first edition rules. I'd thought there wouldn't be too many
    > of those left these days.

    I think that 1st edition is the most common version for sale on eBay.
    I never kept a count, but when I was regularly checking there, it
    seemed like a lot of what was being offered was 1st edition sets.

    I still have mine, and it's in pretty good condition. (I also have a
    3rd edition copy but I don't use it.) We switched over to 2nd edition
    once it was out, and stuck with that for our campaign.

    --Rodger
    Group: dqn-list Message: 1964 From: John Rauchert Date: 4/4/2005
    Subject: Re: Various DQ thoughts
    I have 3 1st edition sets, my one much worn, hardbound 2nd edition set
    and 2 3rd editions.

    -----Original Message-----
    From: rthorm [mailto:rthorm@cornellbox.com]
    Sent: Monday, April 04, 2005 11:50 AM
    To: dqn-list@yahoogroups.com
    Subject: [DQN-list] Re: Various DQ thoughts



    --- In dqn-list@yahoogroups.com, Chris Klug <eaglewing@m...> wrote:

    >
    > Wow. The first edition rules. I'd thought there wouldn't be too many

    > of those left these days.

    I think that 1st edition is the most common version for sale on eBay.
    I never kept a count, but when I was regularly checking there, it
    seemed like a lot of what was being offered was 1st edition sets.

    I still have mine, and it's in pretty good condition. (I also have a
    3rd edition copy but I don't use it.) We switched over to 2nd edition
    once it was out, and stuck with that for our campaign.

    --Rodger






    Yahoo! Groups Links
    Group: dqn-list Message: 1965 From: Steven Wiles Date: 4/5/2005
    Subject: Re: Various DQ thoughts
    --- "Jeffery K. McGonagill" <igmod@comcast.net> wrote:

    > The biggest expansion I've done is coming up with
    > retail pricing for
    > Potions, Investments, and Artifacts that are
    > comparable to each other.

    You wouldn't have that list posted somewhere, would
    you? Has it been well play-tested?

    Mort



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    Group: dqn-list Message: 1966 From: Chris Klug Date: 4/5/2005
    Subject: Re: Digest Number 359
    All

    > Ok Chris,
    >
    > This has been killing me. And I don't want to start an avalanche of
    > questions, but...
    > Why is PC 5 in the hard cover, and 8 in the bantam soft cover? We use
    > 8.

    The Bantam edition went to press after the 2nd edition. Any
    discrepancies between the two should be resolved in favor of the Bantam
    edition. We thought the Bantam edition was gonna break the game out
    into the wide audience.

    Huh.

    >
    > Some of the tinkering I have been doing with DQ is rolling some of the
    > concepts from James Bond back into DQ. Primarily Ease Factors, Hero
    > Points and Quality Results. For those that don't know, Ease Factors
    > are an off shoot of 4.1 Difficulty Factor rules in DQ and the Special
    > Damage Chart 8.2 appears to be the inspiration for the JB Quality
    > Results Table.

    The entire James Bon design came directly from both those ideas, yes.
    I later on did a re-design of DQ where I expanded on the Bond ideas
    even further, matching opponents' QRs to determine results. It worked
    quite well. I used it in a N64 RPG I designed.

    Also, I'm curious. What kind of world are you guys using the DQ system
    in? Are they all like middle ages Europe?

    Chris
    Group: dqn-list Message: 1967 From: Jason Honhera Date: 4/5/2005
    Subject: Re: Digest Number 359
    I pretty much used Frontiers of Alusia whenever we ran, but it was rarely for more than a session or 2 and no one wants to try something other than D&D these days.  One thing that bothers me though... My friend and I have 3 box sets of 2nd Edition between us with softcover books and they also have the 5 PC...  just wondering why they are different.  Although I will tell you that elves were very popular due to the bonus PC.
     
    Jason Honhera

    Chris Klug <eaglewing@mac.com> wrote:
    All

    > Ok Chris,
    >
    > This has been killing me.  And I don't want to start an avalanche of
    > questions, but...
    > Why is PC 5 in the hard cover, and 8 in the bantam soft cover?  We use
    > 8.

    The Bantam edition went to press after the 2nd edition.  Any
    discrepancies between the two should be resolved in favor of the Bantam
    edition.  We thought the Bantam edition was gonna break the game out
    into the wide audience.

    Huh.

    >
    > Some of the tinkering I have been doing with DQ is rolling some of the
    > concepts from James Bond back into DQ. Primarily Ease Factors, Hero
    > Points and Quality Results. For those that don't know, Ease Factors
    > are an off shoot of 4.1 Difficulty Factor rules in DQ and the Special
    > Damage Chart 8.2 appears to be the inspiration for the JB Quality
    > Results Table.

    The entire James Bon design came directly from both those ideas, yes. 
    I later on did a re-design of DQ where I expanded on the Bond ideas
    even further, matching opponents' QRs to determine results.  It worked
    quite well.  I used it in a N64 RPG I designed.

    Also, I'm curious.  What kind of world are you guys using the DQ system
    in?  Are they all like middle ages Europe?

    Chris


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    Group: dqn-list Message: 1968 From: Jim Edwards Date: 4/5/2005
    Subject: Re: Digest Number 359
    Hi all,
    I've been running a bunch of die hard D&Ders through a
    DQ campaign and for the most part the reaction has
    been favorable. I've been experimenting with some
    changes that have been going quite well.
    First, I've made all rolls where high is good. The way
    this works is roll the %dice and add your skill. If
    you get above 100% it is a success. Mages rolling
    below %70 backfires.
    In combat, and in spells with counter spells, etc. Or
    even any contested rolls we have been rolling, adding
    our skill, and then defender rolls and adds skill
    (defense, willpower, magic resistance, whatever) and
    whoever rolls higher wins. The balance mostly remains,
    but the feeling of going head to head is much stronger
    than trying to roll some number. Oh, and modifiers are
    applied as well.
    The campaign I have been running allows very little
    down time and so I have reduced the time to do many
    things and recover from injury one time step down, so
    a month becomes a week and a week becomes a day, etc.
    I have also been much easier on the deadliness. I do
    like the effects that enhance role play, but not the
    ones that keep players out of the game for a session
    or more. Mostly I just read around the roll until I
    either find one that would make the situation exciting
    or challenging or I just drop it. The problem I had is
    that combat is so deadly that the players would
    contrive the most outrageous plan to avoid all combat.
    Maybe that's what I would really do, but I can't
    imagine a hero doing it.
    I made a change to magic so that mages could be more
    varied and we did not have everyone becoming a mage.
    Any mage can learn the general knowledge spells of any
    other college, but they are treated as special
    knowledge spells. They must find someone to teach it
    and the special knowledge penalties apply.
    One big problem I still have is that magic is much
    more fun and varied than just about anything else.
    I've been playing around with one system for combat.
    Take your weapon skill again, but as a special use.
    So, you could take rapier a second time as rapier
    parry and that increases your evade. Giant axe/ cleave
    increases the damage. Pretty much anything they wanted
    from D&D I let them take as an extra. You cannot rank
    higher than your base skill though.
    Is anybody else adding more variety to what it means
    to be a warrior? Anybody try attacks of opportunity?
    I think the conclusion of the group is that they like
    D&D 3rd edition a little better, except for the magic,
    and it's mostly due to 20 years of suplements. Anybody
    interested in building some free suppliments? I've got
    a very experienced role playing group who is willing
    to experiment. I've seen the attempts at some new
    class skills, and while some are quite good, they
    don't feel "packaged", meaning they lack a uniformity
    and some are just game breakers. Also, has anybody
    else tried converting d20 supplements?




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    Group: dqn-list Message: 1969 From: John Rauchert Date: 4/5/2005
    Subject: Re: Digest Number 359
    That N64 game wouldn't be "Aidyn Chronicles: The First Mage" by any
    chance?

    I have played in mostly traditional Pseudo-Medieval campaigns. However,
    I want to run a "Dark Powers" campaign based in Clark Aston Smith's
    Zothique.

    I am just starting a website for this purpose (right now I am using it
    for my Call of Cthulhu material.

    http://johnrauchert.brinkster.net/deathaspected/


    "Mmatmuor and Sodosma were necromancers who came from the dark isle of
    Naat, to practise their baleful arts in Tinarath, beyond the shrunken
    seas. But they did not prosper in Tinarath: for death was deemed a holy
    thing by the people of that gray country; and the nothingness of the
    tomb was not lightly to be desecrated; and the raising up of the dead by
    necromancy was held in abomination."

    The Empire of The Necromancers -- CAS


    -----Original Message-----
    From: Chris Klug [mailto:eaglewing@mac.com]
    Sent: Tuesday, April 05, 2005 11:35 AM
    To: dqn-list@yahoogroups.com
    Subject: Re: [DQN-list] Digest Number 359

    The entire James Bond design came directly from both those ideas, yes.
    I later on did a re-design of DQ where I expanded on the Bond ideas
    even further, matching opponents' QRs to determine results. It worked
    quite well. I used it in a N64 RPG I designed.

    Also, I'm curious. What kind of world are you guys using the DQ system
    in? Are they all like middle ages Europe?
    Group: dqn-list Message: 1970 From: John Rauchert Date: 4/5/2005
    Subject: Re: Digest Number 359
    I mentioned that I was considering a project for DQPA.

    One that I was considering is a series of DQPA approved guides for
    creating things like new class skills focused around greater conformity
    (rather than uniformity) to the existing rules and greater game balance
    (these guides would be based on the "official" rules that exist now).

    JohnR

    -----Original Message-----
    From: Jim Edwards [mailto:Tavison@Yahoo.com]
    Sent: Tuesday, April 05, 2005 11:41 AM
    To: dqn-list@yahoogroups.com
    Subject: Re: [DQN-list] Digest Number 359


    Anybody
    interested in building some free suppliments? I've got
    a very experienced role playing group who is willing
    to experiment. I've seen the attempts at some new
    class skills, and while some are quite good, they
    don't feel "packaged", meaning they lack a uniformity
    and some are just game breakers. Also, has anybody
    else tried converting d20 supplements?




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    Group: dqn-list Message: 1971 From: Jason Honhera Date: 4/5/2005
    Subject: Re: Supplement guides
    That sounds pretty good.  My friend and I did several new Colleges and a couple skills back when we were playing literally every day after school.  But I would only feel comfortable showing one of them around now as it is the only one that I redesigned using the guidelines from Arcane Wisdom.  Without doing that most new Colleges seem hopelessly broken.
     
    Just a question:  Has anyone else restricted certain Colleges to certain regions?  I'm thinking like the Egyptians in our world were fascinated by death and so developed Necromantic Conjurations, whereas the Druids of the British Isles were Earth Magicians.  Basically, since I use Alusia, I have it set so that the folks on the other side of the desert use the new Colleges primarily.  This keeps the players on their toes and prevents the escalation of mages due to an overwhelming variety to choose from.

    John Rauchert <john.rauchert@sait.ca> wrote:
    I mentioned that I was considering a project for DQPA. 

    One that I was considering is a series of DQPA approved guides for
    creating things like new class skills focused around greater conformity
    (rather than uniformity) to the existing rules and greater game balance
    (these guides would be based on the "official" rules that exist now).

    JohnR

    -----Original Message-----
    From: Jim Edwards [mailto:Tavison@Yahoo.com]
    Sent: Tuesday, April 05, 2005 11:41 AM
    To: dqn-list@yahoogroups.com
    Subject: Re: [DQN-list] Digest Number 359


    Anybody
    interested in building some free suppliments? I've got
    a very experienced role playing group who is willing
    to experiment. I've seen the attempts at some new
    class skills, and while some are quite good, they
    don't feel "packaged", meaning they lack a uniformity
    and some are just game breakers. Also, has anybody
    else tried converting d20 supplements?



               
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    Yahoo! Groups Links








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    Group: dqn-list Message: 1972 From: dq@johncorey.com Date: 4/5/2005
    Subject: Re: Digest Number 359
    >
    > Also, I'm curious. What kind of world are you guys using the DQ system
    > in? Are they all like middle ages Europe?
    >
    > Chris

    My world is fairly close. I would describe it as "High Fantasy". Less
    about knights, and more about elves. Though I treasure my own little
    world, it would be splitting hairs to say that I thought it was that far
    off from the middle ages. I sort of took every fantasy nvel I ever read
    and created an amalgam (sp?). Though the actual campaign I ran most
    recently was based on the computer game "Myth: The Fallens Lords" from
    Bungie studios. I used the GURPS source book, and converted everything to
    DQ stats.

    JohnC
    Group: dqn-list Message: 1973 From: dq@johncorey.com Date: 4/5/2005
    Subject: James Bond hero points
    If I remember the system correctly (it is in a box somewhere), you started
    with 1 or 2 points that could be used to modify dice roles in your favor.
    Then you would earn more hero points.
    How have you folks added this to your DQ games?

    JohnC
    Group: dqn-list Message: 1974 From: Steven Wiles Date: 4/5/2005
    Subject: Re: Digest Number 359
    --- Chris Klug <eaglewing@mac.com> wrote:

    > edition. We thought the Bantam edition was gonna
    > break the game out
    > into the wide audience.
    >
    > Huh.

    Alas, the inherent virtues of ideas are a poor
    indicators of their survivability in the "real world".
    In a more perfect world, perhaps...

    > The entire James Bon design came directly from both
    > those ideas, yes.
    > I later on did a re-design of DQ where I expanded on
    > the Bond ideas
    > even further, matching opponents' QRs to determine
    > results. It worked
    > quite well. I used it in a N64 RPG I designed.

    Oh, great, now I have to get my hands on a copy of
    this too. Back to eBay... :>

    > Also, I'm curious. What kind of world are you guys
    > using the DQ system
    > in? Are they all like middle ages Europe?

    In the campaigns I've been in, yes.

    We based all our campaigns on the Frontiers of Alusia
    map, probably one of the best gaming products I've
    ever laid hands on. For the most part, we treated the
    lands directly represented on the maps as a standard
    medieval-Europe based fantasy settings. Of course,
    the lands are very sparesely populated (by human /
    demihumans, at any rate), so there was also a bit of
    an Old West feel to it.

    My old GM took more liberties with the southern lands
    referred to in the FoA map as The Five Sisters, making
    them more Oriental analogues (Japan, China, India,
    etc.). He played a lot with the comment about them
    being "decadent and in decline" and expanded on it
    enormously. A lot of the flavor of those countries
    was inspired by Moorcock's Melnibone, with a splash of
    Lovecraft thrown in.

    I don't remember how much of this was directly hinted
    at in the FoA map descriptor, but the backstory of our
    campaigns was that the Frontiers used to be controlled
    by the Five Sisters several hundred years earlier, but
    civilization receeded. The Five Sisters are still run
    by an aristocracy of Greater Summoners, and all
    non-human races are slave races in those areas (I seem
    to recall we had a tie-in there with the Palace of
    Ontoncle module). Most of our campaign villains came
    from Five Sisters, minor nobles trying to establish
    more power for themselves by "reconquering" Alusian
    territory from Baron Carzala. By the end of the
    campaign (when we all graduated from college), our
    characters had become a kind of Ranger force, watching
    the borders for that sort of incursion.

    Our old GM used to take one or two sentence from that
    map and make whole cultures from them. I wish I could
    remember most of the details about his Confederated
    Baronies backstory. I just remember they were always
    as war with each other, and you could make a fortune
    running iron up there for the weapons trade. :)

    The terse and sometimes cryptic remarks in the FoA map
    about various portions of the Alusian continent proved
    fertile seeds for filling in the geography and culture
    with our own ideas, and we still have only filled in a
    fraction of it.

    I find it interesting that you mentioned you still use
    DQ and -RuneQuest-. He ran us through several RQ
    modules, too, Snakepipe Hollow and Duck Pond, using DQ
    rules. My old GM loved to incorporated stuff from
    RuneQuest into our DQ campaign. He said the systems
    were remarkably easy to translate between. Do you do
    the same?

    Mort





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    Group: dqn-list Message: 1975 From: D. Cameron King Date: 4/5/2005
    Subject: Re: Digest Number 359
    >Also, I'm curious. What kind of world are you guys using the DQ system
    >in? Are they all like middle ages Europe?

    We typically used the Frontiers of Alusia when actual locations were at
    issue, but most of our adventures required no specific geography, so took
    place in a sort of undefined "Fantasy World v.1.0"). We also converted a
    lot of materials from other game systems, so our characters tended to
    shuttle quite freely between universes--we spent time in the DragonLance
    world, Lankhmar, and the Young Kingdoms, to name a few. I always described
    the feel of our DQ world as "Quasi-Early Renaissance" rather than "Middle
    Ages," but what that really meant is anyone's guess. :-)

    -Cameron
    Group: dqn-list Message: 1976 From: darkislephil Date: 4/5/2005
    Subject: Re: James Bond hero points
    --- In dqn-list@yahoogroups.com, dq@j... wrote:
    > If I remember the system correctly (it is in a box somewhere), you
    started
    > with 1 or 2 points that could be used to modify dice roles in your
    favor.
    > Then you would earn more hero points.
    > How have you folks added this to your DQ games?

    The way we did it was that a Hero Point could convert an unsuccessful
    roll to a normal success, a normal success to a Endurance or 2x
    success and an Endurance/2x success to a Grievious/3x success.
    Conversely it could be used in reverse against the roll of an
    opponent. We also would allow it to be used for a reroll on the
    effect or damage die.

    We generally gave 1 or 2 pts at the end of an adventure with the odd
    extra point given for achieving special objectives during the adventure.

    Phil
    Group: dqn-list Message: 1977 From: darkislephil Date: 4/5/2005
    Subject: Re: Digest Number 359
    --- In dqn-list@yahoogroups.com, Chris Klug <eaglewing@m...> wrote:
    > Also, I'm curious. What kind of world are you guys using
    > the DQ system in? Are they all like middle ages Europe?

    The first campaigns we ran were in FoA. Later we ran extensive
    campaigns using Harn as the backdrop with multiple GMs.

    For the last few years I've been using TSR's Red Steel campaign
    setting. Found it in the clearance bin at a game store and picked it
    up on a whim. In general I found it to be a nice setting with a nice
    selection of cultures for flavor.

    Lately I've been pondering starting a new FoA campaign again.

    -Phil
    Group: dqn-list Message: 1978 From: darkislephil Date: 4/5/2005
    Subject: Bantam Edition breakout...
    --- In dqn-list@yahoogroups.com, Chris Klug <eaglewing@m...> wrote:

    > We thought the Bantam edition was gonna break the game out
    > into the wide audience.

    Just thought I would mention that I can relate a story of at least one
    instance of it doing just that. A local school teacher stumbled
    across that Bantam edition when it came out and became so intrigued
    with it and RPGs that he started a club for students at the Junior
    High where he taught.

    -Phil
    Group: dqn-list Message: 1979 From: Tom Miller Date: 4/5/2005
    Subject: Campaign Settings and additional skills
    Greetings all,
    Good to see so much activity on the boards. The main
    campaign
    setting I was using has a medieval setting, but recently I have
    decided
    to take a shot at The Oathbound series as something different for
    myself and the players.
    Along the line of playing Dragonquest I have added skills
    to
    the game as well as some new colleges. I guess the biggest issue for
    me
    has been one of game balance and playability. In the end, my players
    had a greater influence on what I did more then anything else. The
    earliest skills I added about 15 years ago were combat related
    skills,
    pitfighter, Templar and Bounty Hunter. I called them professional
    skills and if you took one you were excluded from other ones. When
    D20
    came along I incorporated a number of skills and greatly expanded the
    colleges. Not finding the arcane addition until the internet came
    along
    I made a College of the Arcane with some similarities to Ensorselment
    and Enchantments but with some differences.
    Tom
    Group: dqn-list Message: 1980 From: Tavison Date: 4/5/2005
    Subject: Re: Digest Number 359
    I'd love to hear more. I'll go back through the list.

    --- In dqn-list@yahoogroups.com, John Rauchert <john.rauchert@s...> wrote:
    > I mentioned that I was considering a project for DQPA.
    >
    > One that I was considering is a series of DQPA approved guides for
    > creating things like new class skills focused around greater conformity
    > (rather than uniformity) to the existing rules and greater game balance
    > (these guides would be based on the "official" rules that exist now).
    >
    > JohnR
    >
    > -----Original Message-----
    > From: Jim Edwards [mailto:Tavison@Y...]
    > Sent: Tuesday, April 05, 2005 11:41 AM
    > To: dqn-list@yahoogroups.com
    > Subject: Re: [DQN-list] Digest Number 359
    >
    >
    > Anybody
    > interested in building some free suppliments? I've got
    > a very experienced role playing group who is willing
    > to experiment. I've seen the attempts at some new
    > class skills, and while some are quite good, they
    > don't feel "packaged", meaning they lack a uniformity
    > and some are just game breakers. Also, has anybody
    > else tried converting d20 supplements?
    >
    >
    >
    >
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    Group: dqn-list Message: 1981 From: Tavison Date: 4/5/2005
    Subject: Re: Digest Number 359
    I'm running a cross between cuthulu and wizard of earth sea. I
    expanded on the mythos of the college of naming. As I recal, one
    theory is that the first namer named everything and they took shape. A
    namers view of genesis. I thought what if namers keep naming things
    and that takes them from a magic state to a named mundane state. The
    amount of available mana would slowly disapear. With the mana, the
    magic races will also disapear and what will be left is our modern
    mundane world. There is another, secret college who has no names and
    when they join they renounce thier names. They have been trying to
    tear a hole in the planes where mana comes from, which is also where
    deamons, elementals, etc live. This struggle has been going on for
    millenea. I had to shorten the lives of elves so no one would have
    lived long enough to know the whole story except dragons. Through
    these ages, several empires have risen and fallen in sync with the
    cycle of the movements and relative closeness of the various planes.
    Cyclically the boundaries are stronger or weaker. The players have
    been discovering lost cities and ancient artifacts that noone can
    comprehend. As the players have unravelled this mystery, it has become
    clear that if the nameless cult gets thier way, the fabric of reality
    could be torn to shreds and if the namers get thier way the magic
    races would dissapear. None in the group took namer and after some
    reflection, they can't think of a single non-human namer they have
    ever encountered.
    So, that's my world.



    > Also, I'm curious. What kind of world are you guys using the DQ system
    > in? Are they all like middle ages Europe?
    >
    > Chris
    Group: dqn-list Message: 1982 From: Loki Freyr Date: 4/5/2005
    Subject: supplements

    Jim, I have a journal of each gameday for the last two DQ campaigns I ran. I think they would work well as a sort of supplement. They have a very strong DQ flavor (I frequently involve demons), and you can rob from them freely for game ideas. They are MS Word docs which I'll gladly email to you if you're interested. I could also save them as .rtf or .txt, of course.

    If anyone else has campaign notes they have kept for DQ campaigns and are willing to share them, I would love to get copies. I really enjoy reading such things.

    --Loki

    p.s. Here's an excerpt from the journal, so you can see the format:

     

    September 8. (Cloudy. � Moon.)

    Rasa, Sir Garrett and Lord Derrack (say "der ROCK") are dispatched into the sewers beneath the city to seek Snedra. Hengest, a soldier from the far south who was just hired as a castle guard, joins them. The party is instructed to bring Snedra back alive and unharmed, if at all possible.

    The sewers are built out of dressed stone, twenty feet wide, with arches twenty feet high at the peak. There are four-foot walkways, slightly inclined, on either side of a deep center channel that is twelve feet wide. Troughs balanced by counterweights constantly fill and then dump water to flush out the channels (built by the dwarves who founded this city centuries ago). The walkways are wet and therefore slippery, making poor platforms for fighting. Luckily, the ambient noise from running and dripping water is loud enough to cover the party's footsteps. Sir Garrett goes in wolf form.

    After taking some damage from wards of ignite flammables on the doorways, the party finds and traps Snedra, Malthus, Corred, and Snedra's serving wench in a large chamber. Malthus is killed by Lord Derrack, who puts an arrow in him and then snaps his neck with his bare hands. Corred is tossed into the pool that comprises most of the room, where his chainmail drags him to the bottom to drown.

    Snedra, who is a black witch, calls her master, the Demon Lord Sitri. Sitri at first appears as a supernaturally handsome man. When he tells Snedra that the price for his help will be the life of her unborn child, Snedra refuses. Sitri then announces that he will kill everyone in the room, including Snedra. He transforms, sprouting wings like a gryphon, while his head changes to that of a leopard.

    Sitri hovers in the air in the center of the chamber...

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

    Jim Edwards [Tavison@Yahoo.com] wrote:

    Hi all,

    I've been running a bunch of die hard D&Ders through a DQ campaign and for the most part the reaction has been favorable. I've been experimenting with some changes that have been going quite well.

    First, I've made all rolls where high is good. The way this works is roll the %dice and add your skill. If you get above 100% it is a success. Mages rolling below %70 backfires.

    In combat, and in spells with counter spells, etc. Or even any contested rolls we have been rolling, adding our skill, and then defender rolls and adds skill (defense, willpower, magic resistance, whatever) and whoever rolls higher wins. The balance mostly remains, but the feeling of going head to head is much stronger than trying to roll some number. Oh, and modifiers are applied as well.

    The campaign I have been running allows very little down time and so I have reduced the time to do many things and recover from injury one time step down, so a month becomes a week and a week becomes a day, etc.

    I have also been much easier on the deadliness. I do like the effects that enhance role play, but not the ones that keep players out of the game for a session or more. Mostly I just read around the roll until I either find one that would make the situation exciting or challenging or I just drop it. The problem I had is that combat is so deadly that the players would contrive the most outrageous plan to avoid all combat.

    Maybe that's what I would really do, but I can't imagine a hero doing it.

    I made a change to magic so that mages could be more varied and we did not have everyone becoming a mage.

    Any mage can learn the general knowledge spells of any other college, but they are treated as special knowledge spells. They must find someone to teach it and the special knowledge penalties apply.

    One big problem I still have is that magic is much more fun and varied than just about anything else.

    I've been playing around with one system for combat.

    Take your weapon skill again, but as a special use.

    So, you could take rapier a second time as rapier parry and that increases your evade. Giant axe/ cleave increases the damage. Pretty much anything they wanted from D&D I let them take as an extra. You cannot rank higher than your base skill though.

    Is anybody else adding more variety to what it means to be a warrior? Anybody try attacks of opportunity?

    I think the conclusion of the group is that they like D&D 3rd edition a little better, except for the magic, and it's mostly due to 20 years of suplements. Anybody interested in building some free suppliments? I've got a very experienced role playing group who is willing to experiment. I've seen the attempts at some new class skills, and while some are quite good, they don't feel "packaged", meaning they lack a uniformity and some are just game breakers. Also, has anybody else tried converting d20 supplements?

     

    Group: dqn-list Message: 1983 From: Jeffery K. McGonagill Date: 4/5/2005
    Subject: Re: Various DQ thoughts
    Actually, its not a list, its formulas.

    Temporary Investments
    ((Experience Pt cosst of Spell to be invested x Rank of Spell) + (300x Rank
    with Investement))/5

    Permanent Investments
    ((Experience Pt cosst of Spell to be invested x Rank of Spell) + (300x Rank
    with Investement))/5 + (50x Rank with Binding Ritual) x 2

    Artifacts
    Determine cost as per book + cost of time involved (determined by annual
    cost for the Shaper's Shoppe) x 2

    Potions
    Determine cost as per book x 2

    ~Jeffery~

    > > The biggest expansion I've done is coming up with
    > > retail pricing for
    > > Potions, Investments, and Artifacts that are
    > > comparable to each other.
    >
    > You wouldn't have that list posted somewhere, would
    > you? Has it been well play-tested?
    >
    > Mort
    >
    >
    >
    > __________________________________
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    Group: dqn-list Message: 1984 From: Jeffery K. McGonagill Date: 4/5/2005
    Subject: Re: Supplement guides
    My world has a variety of different cultures, though Renaissance/Medieval European is the most prevalent.
     
    I don't use regional limitations, but the Entities branch is questionable in any culture, particularly Greater Summonings, which is illegal pretty much every where in my world.  Black and Necro are monitored closely in any culture of my world.
     
    ~Jeffery~

    That sounds pretty good.  My friend and I did several new Colleges and a couple skills back when we were playing literally every day after school.  But I would only feel comfortable showing one of them around now as it is the only one that I redesigned using the guidelines from Arcane Wisdom.  Without doing that most new Colleges seem hopelessly broken.
     
    Just a question:  Has anyone else restricted certain Colleges to certain regions?  I'm thinking like the Egyptians in our world were fascinated by death and so developed Necromantic Conjurations, whereas the Druids of the British Isles were Earth Magicians.  Basically, since I use Alusia, I have it set so that the folks on the other side of the desert use the new Colleges primarily.  This keeps the players on their toes and prevents the escalation of mages due to an overwhelming variety to choose from.

    John Rauchert <john.rauchert@sait.ca> wrote:
    I mentioned that I was considering a project for DQPA. 

    One that I was considering is a series of DQPA approved guides for
    creating things like new class skills focused around greater conformity
    (rather than uniformity) to the existing rules and greater game balance
    (these guides would be based on the "official" rules that exist now).

    JohnR

    -----Original Message-----
    From: Jim Edwards [mailto:Tavison@Yahoo.com]
    Sent: Tuesday, April 05, 2005 11:41 AM
    To: dqn-list@yahoogroups.com
    Subject: Re: [DQN-list] Digest Number 359


    Anybody
    interested in building some free suppliments? I've got
    a very experienced role playing group who is willing
    to experiment. I've seen the attempts at some new
    class skills, and while some are quite good, they
    don't feel "packaged", meaning they lack a uniformity
    and some are just game breakers. Also, has anybody
    else tried converting d20 supplements?



               
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    Group: dqn-list Message: 1985 From: John Rauchert Date: 4/5/2005
    Subject: Re: James Bond hero points
    Attachments :
      I was going a bit further than most people with mixing James Bond and DQ.

      I was actually thinking of rewriting the system to work off of the JB Multiplication Table and Quality Results. Now I didn't get very far and some of the concepts were still half baked when I moved on to other projects.

      See the following document for an explanation of JB Hero Points.
      http://johnrauchert.brinkster.net/dq/archive/gameplay/heropoints.pdf

      Basically in JB the ease factor of your attempt (1/2 extremely difficult to 10 ridiculously easy) is multiplied by your Primary Chance (determined by the stats used for the skill and your skill level) to give you a SC or Success Chance. You roll percentile dice and compare the results to the Quality Results Table. Above your SC you fail below your SC you succeed, the Quality Results Table tells you how well you succeed.
      Hero Points modify this by allowing you to move your Quality result up the scale (or your opponents results down the scale).

      In DragonQuest, we have formulas for determining Success Chances. For Example:

      For a Thief to Open a Safe
      ([2xMD] + [5xRank] - [7x Safe Rank])

      In a James Bond-like DQ system it would change to something like:
      (A Modifed MD) + Rank * Ease Factor of Safe

      JohnR

      ________________________________

      From: dq@johncorey.com [mailto:dq@johncorey.com]
      Sent: Tue 05/04/2005 1:40 PM
      To: dqn-list@yahoogroups.com
      Subject: [DQN-list] James Bond hero points




      If I remember the system correctly (it is in a box somewhere), you started
      with 1 or 2 points that could be used to modify dice roles in your favor.
      Then you would earn more hero points.
      How have you folks added this to your DQ games?

      JohnC
      Group: dqn-list Message: 1986 From: Tavison Date: 4/6/2005
      Subject: Re: supplements
      That would be great! I'm trying to keep the number of side adventures
      up so the players are never really sure if they are on a wild goose
      chase, or if this will lead to more info. I'm also trying to lead them
      to contacting deamons in the quest for more information. I do wish now
      that I had kept logs of this campaign. It all started so innocently. :
      ) They were just supposed to help secure an alliance and as they asked
      more questions, this whole thing kinda grew.

      --- In dqn-list@yahoogroups.com, Loki Freyr <lfreyr@y...> wrote:
      >
      > Jim, I have a journal of each gameday for the last two DQ campaigns
      I ran. I think they would work well as a sort of supplement. They have
      a very strong DQ flavor (I frequently involve demons), and you can rob
      from them freely for game ideas. They are MS Word docs which I'll
      gladly email to you if you're interested. I could also save them as .
      rtf or .txt, of course.
      >
      > If anyone else has campaign notes they have kept for DQ campaigns
      and are willing to share them, I would love to get copies. I really
      enjoy reading such things.
      >
      > --Loki
      >
      > p.s. Here's an excerpt from the journal, so you can see the format:
      >
      >
      >
      > September 8. (Cloudy. ½ Moon.)
      >
      > Rasa, Sir Garrett and Lord Derrack (say "der ROCK") are dispatched
      into the sewers beneath the city to seek Snedra. Hengest, a soldier
      from the far south who was just hired as a castle guard, joins them.
      The party is instructed to bring Snedra back alive and unharmed, if at
      all possible.
      >
      > The sewers are built out of dressed stone, twenty feet wide, with
      arches twenty feet high at the peak. There are four-foot walkways,
      slightly inclined, on either side of a deep center channel that is
      twelve feet wide. Troughs balanced by counterweights constantly fill
      and then dump water to flush out the channels (built by the dwarves
      who founded this city centuries ago). The walkways are wet and
      therefore slippery, making poor platforms for fighting. Luckily, the
      ambient noise from running and dripping water is loud enough to cover
      the party's footsteps. Sir Garrett goes in wolf form.
      >
      > After taking some damage from wards of ignite flammables on the
      doorways, the party finds and traps Snedra, Malthus, Corred, and
      Snedra's serving wench in a large chamber. Malthus is killed by Lord
      Derrack, who puts an arrow in him and then snaps his neck with his
      bare hands. Corred is tossed into the pool that comprises most of the
      room, where his chainmail drags him to the bottom to drown.
      >
      > Snedra, who is a black witch, calls her master, the Demon Lord
      Sitri. Sitri at first appears as a supernaturally handsome man. When
      he tells Snedra that the price for his help will be the life of her
      unborn child, Snedra refuses. Sitri then announces that he will kill
      everyone in the room, including Snedra. He transforms, sprouting wings
      like a gryphon, while his head changes to that of a leopard.
      >
      > Sitri hovers in the air in the center of the chamber...
      >
      > --------------------------------------------------------------------
      ----------------
      Group: dqn-list Message: 1987 From: Mandos Mitchinson Date: 4/6/2005
      Subject: Re: supplements
      > Jim, I have a journal of each gameday for the last two DQ campaigns I ran.
      > I think they would work well as a sort of supplement. They have a very
      > strong DQ flavor (I frequently involve demons), and you can rob from them
      > freely for game ideas. They are MS Word docs which I'll gladly email to
      you
      > if you're interested. I could also save them as .rtf or .txt, of course.
      > If anyone else has campaign notes they have kept for DQ campaigns and are
      > willing to share them, I would love to get copies. I really enjoy reading
      > such things.

      We have hundreds of them. If you go to www.dragonquest.org.nz and click on
      the dragonquest library it is where we keep copies of scribe notes from
      adventures. Basically each adventure that gets run (5-10 each quarter) has a
      scribe who should document the adventure, this does not always get done (or
      finished) but there are a decent number of scribe notes there spanning the
      last 20 years or so.

      Mandos
      /s
      Group: dqn-list Message: 1988 From: Chris Klug Date: 4/6/2005
      Subject: Re: Digest Number 360
      Hello

      > _______________________________________________________________________
      > _
      >
      > Message: 3
      > Date: Tue, 5 Apr 2005 11:09:13 -0700 (PDT)
      > From: Jason Honhera <albavar@yahoo.com>
      > Subject: Re: Digest Number 359
      >
      > I pretty much used Frontiers of Alusia whenever we ran, but it was
      > rarely for more than a session or 2 and no one wants to try something
      > other than D&D these days. One thing that bothers me though... My
      > friend and I have 3 box sets of 2nd Edition between us with softcover
      > books and they also have the 5 PC... just wondering why they are
      > different. Although I will tell you that elves were very popular due
      > to the bonus PC.

      As the game was evolving, I was using PC a lot more than the previous
      designers were. So, we felt that it needed to be higher. Hey, you
      know we were making it up as we went.

      >
      > That N64 game wouldn't be "Aidyn Chronicles: The First Mage" by any
      > chance?

      Ohmygod, yeah. I never figured people on this list would've played
      that game. Did you play it, and how did you know it was the game I
      spoke of?

      > Just a question: Has anyone else restricted certain Colleges to
      > certain regions? I'm thinking like the Egyptians in our world were
      > fascinated by death and so developed Necromantic Conjurations, whereas
      > the Druids of the British Isles were Earth Magicians. Basically,
      > since I use Alusia, I have it set so that the folks on the other side
      > of the desert use the new Colleges primarily. This keeps the players
      > on their toes and prevents the escalation of mages due to an
      > overwhelming variety to choose from.

      See, I was asking because I found Alusia to be, ahem, useless. It's
      the societies that make the world, not the geography. DQ was SOOO tied
      to a high fantasy setting that I found it very difficult to move it to
      any other society.

      > If I remember the system correctly (it is in a box somewhere), you
      > started
      > with 1 or 2 points that could be used to modify dice roles in your
      > favor.
      > Then you would earn more hero points.
      > How have you folks added this to your DQ games?

      I use Hero Points in every rpg system I've ever run since I came up
      with them for Bond. I also use Villain Points

      > We based all our campaigns on the Frontiers of Alusia
      > map, probably one of the best gaming products I've
      > ever laid hands on. For the most part, we treated the
      > lands directly represented on the maps as a standard
      > medieval-Europe based fantasy settings. Of course,
      > the lands are very sparesely populated (by human /
      > demihumans, at any rate), so there was also a bit of
      > an Old West feel to it.

      Okay, so I'm willing to stand corrected. Why did you think Alusia was
      so good?

      > Our old GM used to take one or two sentence from that
      > map and make whole cultures from them.

      Ah, that might be the secret. A great GM.

      > I find it interesting that you mentioned you still use
      > DQ and -RuneQuest-. He ran us through several RQ
      > modules, too, Snakepipe Hollow and Duck Pond, using DQ
      > rules. My old GM loved to incorporated stuff from
      > RuneQuest into our DQ campaign. He said the systems
      > were remarkably easy to translate between. Do you do
      > the same?

      Well, in part that is because RQ was a big influence on the DQ design.
      If I was to start a campaign today, I'd use a hybrid, but it would be
      more influenced by RQ than DQ. I really liked RQIII's Sorcery system,
      to be honest. And hit location. I tried to get Hit Location into DQII
      but was outvoted. I'd push a lot harder for it today.

      > The way we did it was that a Hero Point could convert an unsuccessful
      > roll to a normal success, a normal success to a Endurance or 2x
      > success and an Endurance/2x success to a Grievious/3x success.
      > Conversely it could be used in reverse against the roll of an
      > opponent. We also would allow it to be used for a reroll on the
      > effect or damage die.

      That's basically how I use it now.

      > Just thought I would mention that I can relate a story of at least one
      > instance of it doing just that. A local school teacher stumbled
      > across that Bantam edition when it came out and became so intrigued
      > with it and RPGs that he started a club for students at the Junior
      > High where he taught.

      So maybe the idea wasn't as crazy as some thought it was.

      >
      > If anyone else has campaign notes they have kept for DQ campaigns and
      > are willing to share them, I would love to get copies. I really enjoy
      > reading such things.

      I do have some such files, would anyone be interested if I shared them?

      Chris
      Group: dqn-list Message: 1989 From: rthorm Date: 4/6/2005
      Subject: DQ Campaign Worlds
      My own campaign world began in 1981, and maps and detail have been
      accumulating since then. I would say that the largest inspiration for
      the setting is European, though there are other cultures represented,
      as well. There are cognates for Japan and the Indian subcontinent,
      for example. I wouldn't call it medieval, however. A couple other
      people here have already alluded to their campaigns being closer to
      the Renaissance, and I think the same is true with my game as well.

      The current iteration of my game is set in a region of competing
      city-states with a relatively wild lands and numerous fierce creatures
      in between them. It's lightly inspired by the historical Italian city
      states and their feuds, but all in the middle of a continent, rather
      than on a constrained peninsula.

      I think that there is something in DQ that naturally encourages the
      notion of a more advanced and enlightened world (or one that is moving
      in that direction). Things like the Adventurers' Guild, the system of
      Skills, the necessity to be literate for many skills, etc. all seem to
      point towards a more advanced setting than peasants-in-the-mud (though
      we also had a really good peasants campaign run by one of my friends
      where even a single silver penny was deemed a minor fortune).

      We've also had a couple of shorter run campaigns set in
      quasi-historical settings. One was in late Roman Britain (where the
      druids' magic was real!), another was a fantasy Ireland. I have been
      gathering together all of the information from "Albion: Land of
      Faerie" (Ares #11) in order to do as David Ritchie suggested and use
      it as a DQ campaign setting. I am hoping to set it up on John Corey's
      dragonquestadventures website and encourage contributions to
      collaboratively develop it and use it as a setting against which we
      could write some new adventures.

      --Rodger

      --- In dqn-list@yahoogroups.com, Chris Klug <eaglewing@m...> wrote:
      >
      > Also, I'm curious. What kind of world are you guys using the DQ system
      > in? Are they all like middle ages Europe?
      >
      > Chris
      Group: dqn-list Message: 1990 From: rthorm Date: 4/6/2005
      Subject: Campaign notes
      I'm sure that there would be great interest. GMs are always looking
      for suggestions and new ideas and things that they can stea... er,
      crib from.

      We have a bit of space in this group's Files section. If they are
      large files, I could also post them over in the DragonQuest Newsletter
      (dqnewsletter, rather than dqn-list) Files, which has a lot more room.
      Or we might move some things around, here.

      (JohnC, if you have the space, we could clear about 10 megs by moving
      the adventures out of the folder here and over to your site, if it's
      available.)

      --Rodger

      --- In dqn-list@yahoogroups.com, Chris Klug <eaglewing@m...> wrote:

      > > If anyone else has campaign notes they have kept for DQ campaigns
      and
      > > are willing to share them, I would love to get copies. I really
      enjoy
      > > reading such things.
      >
      > I do have some such files, would anyone be interested if I shared them?
      >
      > Chris
      Group: dqn-list Message: 1991 From: Jason Honhera Date: 4/6/2005
      Subject: Re: Digest Number 360


      Chris Klug <eaglewing@mac.com> wrote:

      > Just a question:  Has anyone else restricted certain Colleges to 
      > certain regions?  I'm thinking like the Egyptians in our world were 
      > fascinated by death and so developed Necromantic Conjurations, whereas 
      > the Druids of the British Isles were Earth Magicians.  Basically, 
      > since I use Alusia, I have it set so that the folks on the other side 
      > of the desert use the new Colleges primarily.  This keeps the players 
      > on their toes and prevents the escalation of mages due to an 
      > overwhelming variety to choose from.

      See, I was asking because I found Alusia to be, ahem, useless.  It's 
      the societies that make the world, not the geography.  DQ was SOOO tied 
      to a high fantasy setting that I found it very difficult to move it to 
      any other society.

      Well, my friends and I were deeply disappointed that the other gazeteers never happened.  Alusia was great because it was the frontier and it made sense that there would be critters out there.  If you were in the civilized lands to the north you would be facing mostly human foes with a scattering of other races. While I run great political games, it is a let down to not throw in the fantastical elements when playing a fantasy game.

      The thing I liked best was that there were untamed reaches.  A baron is far more likely to grant a fief to a man who adds to the barony by carving new land out of the wilderness than he is to split an existing fief into 2 parts and upset a (presumably) loyal vassal.  That was something we stole from 1st edition AD&D: building strongholds. 


      Do you Yahoo!?
      Make Yahoo! your home page

      Group: dqn-list Message: 1992 From: John Rauchert Date: 4/6/2005
      Subject: Re: Digest Number 360
      Alas, I never played on the N64.

      **********WARNING NAME DROPPING ENSUES************

      But, I have been lurking around the periphery of the Game Industry for
      several years. An acquaintance of mine is the Director of Marketing for
      Steve Jackson Games and I have had some contact with the C&S guys (Ed
      Simbalist and Wilf Backhaus), since they are both originally from
      Alberta (Wilf still practices law in Camrose AB, I believe).

      I also had lunch with some of the developers of Neverwinter Nights (from
      Bioware out of Edmonton AB) a couple of times when I was involved in the
      early days of that game's development and I was asked to become a
      Neverwinter Nights forum moderator for Interplay pre-2002 before it
      dumped Black Isle Studio and Bioware moved to other publishers.

      Currently, I work for the Southern Alberta Institute of Technology in
      their Centre for Instructional Technology and Development, Multimedia
      Development Services and have been working on Simulations and
      Educational Games. I have authored and co-authored several unpublished
      RPG game systems (who hasn't) and I follow the goings on in the game
      industry through the IDGA and Gamasutra.

      But for the record I just googled you and N64
      http://www.google.ca/search?hl=en&q=chris+klug+n64

      John F. Rauchert
      Calgary, Alberta, Canada

      -----Original Message-----
      From: Chris Klug [mailto:eaglewing@mac.com]
      Sent: Wednesday, April 06, 2005 1:15 PM
      To: dqn-list@yahoogroups.com
      Subject: Re: [DQN-list] Digest Number 360



      >
      > That N64 game wouldn't be "Aidyn Chronicles: The First Mage" by any
      > chance?

      Ohmygod, yeah. I never figured people on this list would've played
      that game. Did you play it, and how did you know it was the game I
      spoke of?
      Group: dqn-list Message: 1993 From: J. Corey Date: 4/6/2005
      Subject: Re: Campaign notes
      Yes, let's move the adventures over to my site. In fact, I probably
      have room for the gazeeters too! For those who don't know rthorm and I
      personally... I have been threatening to launch a site dedicated to
      Dragon Quest adventures for about a year. This would give me plenty of
      content to make it worth while. And I have about 125MB of web server
      space to dedicate to this storage. It would be at
      www.dragonquestadventures.com. The site is just started, but it could
      be whipped into shape soon. Would people rather see it there, or here
      on the group? I would also give access rights to rthorm to ensure that
      things were updated in a timely manner. What say you?
      let's kick this idea around.

      John
      On Apr 6, 2005, at 3:32 PM, rthorm wrote:

      >
      >
      > I'm sure that there would be great interest. GMs are always looking
      > for suggestions and new ideas and things that they can stea... er,
      > crib from.
      >
      > We have a bit of space in this group's Files section. If they are
      > large files, I could also post them over in the DragonQuest Newsletter
      > (dqnewsletter, rather than dqn-list) Files, which has a lot more room.
      > Or we might move some things around, here.
      >
      > (JohnC, if you have the space, we could clear about 10 megs by moving
      > the adventures out of the folder here and over to your site, if it's
      > available.)
      >
      > --Rodger
      >
      > --- In dqn-list@yahoogroups.com, Chris Klug <eaglewing@m...> wrote:
      >
      >>> If anyone else has campaign notes they have kept for DQ campaigns
      > and
      >>> are willing to share them, I would love to get copies. I really
      > enjoy
      >>> reading such things.
      >>
      >> I do have some such files, would anyone be interested if I shared
      >> them?
      >>
      >> Chris
      >
      >
      >
      >
      >
      >
      > Yahoo! Groups Links
      >
      >
      >
      >
      >
      >
      Group: dqn-list Message: 1994 From: D. Cameron King Date: 4/6/2005
      Subject: Re: Digest Number 360
      >From: Chris Klug <eaglewing@mac.com>
      >
      >See, I was asking because I found Alusia to be, ahem, useless. It's
      >the societies that make the world, not the geography. DQ was SOOO tied
      >to a high fantasy setting that I found it very difficult to move it to
      >any other society.

      What kinds of other societies are you referring to? I'm trying to think of
      some, and all I can come up with is some kind of pseudo-historical campaign
      (like the Roman Empire with magic, for example)...but in that case, *of
      course* Alusia would be useless, so you must mean something else.

      What we found useful about Alusia is the same thing that makes D&D's
      Greyhawk stand out from, say, their Forgotten Realms--and that's the *lack*
      of definition. There's a real tendency by game publishers nowadays to so
      thoroughly "flesh out" their worlds that there's no room left for GMs at
      home to squeeze in their own material. Like (early-day) Greyhawk, Alusia
      gave you just the broad strokes and a few cryptic references to really
      tantalizing possibilities, and left it up to the reader to fill in the rest.
      That's almost always better than describing in exhaustive detail what's
      actually there (though it probably doesn't sell as many copies).

      In other words, it seems to me that the reason so many of us used Alusia is
      that it was so readily adaptable to our purposes--pretty much the exact
      opposite of your experience. But then, we were all intent upon running a
      "high fantasy" game, I'm sure. So I'm curious: what else did you want to
      use DQ for?

      -Cameron
      Group: dqn-list Message: 1995 From: D. Cameron King Date: 4/6/2005
      Subject: Re: DQ Campaign Worlds
      >From: "rthorm" <rthorm@cornellbox.com>
      >
      >I think that there is something in DQ that naturally encourages the
      >notion of a more advanced and enlightened world (or one that is moving
      >in that direction). Things like the Adventurers' Guild, the system of
      >Skills, the necessity to be literate for many skills, etc. all seem to
      >point towards a more advanced setting than peasants-in-the-mud (though
      >we also had a really good peasants campaign run by one of my friends
      >where even a single silver penny was deemed a minor fortune).

      I never really thought about *why* DQ felt this way to me, but I think
      you're right. It was common for non-human PCs to spend some of their
      hard-earned XP on becoming literate in our campaign, for example, and we
      really placed a premium on having a Party Leader with ranks in Military
      Scientist--someone who had actually *studied* tactics. Very insightful of
      you, Rodger!

      -Cameron

      -Cameron
      Group: dqn-list Message: 1996 From: Jeffery K. McGonagill Date: 4/6/2005
      Subject: Re: DQ Campaign Worlds
      I once ran what I thought would be a one shot game, but everyone liked it so
      much it became a campaign in its own right. It was DQ in New York City, and
      two the the main characters were a Healer at a hospital and a Necromancer,
      who was the Coroner.

      Sort of like Quincy and Crossing Jordan meets Buffy and Angel.

      ~Jeffery~

      > We've also had a couple of shorter run campaigns set in
      > quasi-historical settings. One was in late Roman Britain (where the
      > druids' magic was real!), another was a fantasy Ireland. I have been
      > gathering together all of the information from "Albion: Land of
      > Faerie" (Ares #11) in order to do as David Ritchie suggested and use
      > it as a DQ campaign setting. I am hoping to set it up on John Corey's
      > dragonquestadventures website and encourage contributions to
      > collaboratively develop it and use it as a setting against which we
      > could write some new adventures.
      >
      > --Rodger
      >
      > --- In dqn-list@yahoogroups.com, Chris Klug <eaglewing@m...> wrote:
      > >
      > > Also, I'm curious. What kind of world are you guys using the DQ system
      > > in? Are they all like middle ages Europe?
      > >
      > > Chris
      >
      >
      >
      >
      >
      >
      > Yahoo! Groups Links
      >
      >
      >
      >
      >
      >
      >
      >
      Group: dqn-list Message: 1997 From: dbarrass_2000 Date: 4/7/2005
      Subject: Re: DQ Campaign Worlds
      I think the main feel is the magic system, it is very categorised,
      just the sort of thing that blossomed during the Renaissance. Also
      the references read to design the magic system will be from that time
      I suspect: the Elemental colleges from Leonardo's notes, the black
      magic from 17th century witch trials; Greater summoning Dr Faustus
      etc. All of these are Renaissance sources (there aren't many truly
      medieval sources left), and fantasy books of course.

      I don't think you could run a high fantasy campaign in DQ (someone
      will prove me wrong here). Magic is too subtle in DQ, it can be very
      powerful, but you've got to choose the right time and location. Magic
      is also too chancy.

      So my preferred settings are pseudo Renaissance or pseudo Classical

      David

      >
      > >From: "rthorm" <rthorm@c...>
      > >
      > >I think that there is something in DQ that naturally encourages the
      > >notion of a more advanced and enlightened world (or one that is moving
      > >in that direction). Things like the Adventurers' Guild, the system of
      > >Skills, the necessity to be literate for many skills, etc. all seem to
      > >point towards a more advanced setting than peasants-in-the-mud (though
      > >we also had a really good peasants campaign run by one of my friends
      > >where even a single silver penny was deemed a minor fortune).
      >
      > I never really thought about *why* DQ felt this way to me, but I think
      > you're right. It was common for non-human PCs to spend some of their
      > hard-earned XP on becoming literate in our campaign, for example,
      and we
      > really placed a premium on having a Party Leader with ranks in Military
      > Scientist--someone who had actually *studied* tactics. Very
      insightful of
      > you, Rodger!
      >
      > -Cameron
      >
      > -Cameron
      Group: dqn-list Message: 1998 From: Davis, John R Date: 4/7/2005
      Subject: Re: DQ Campaign Worlds
      I agree here

      Plus the way that some of the skills work (alchemy , mechnician, merchant,navigator, healer) its very Renaissance and has a feel that the time of the machine of of industry is 'just around the corner'. Also the way courtesan and troubador work feels very 1600-1700 time feel.

      JohnD

      -----Original Message-----
      From: dbarrass_2000 [mailto:david.barrass@ed.ac.uk]
      Sent: 07 April 2005 10:05
      To: dqn-list@yahoogroups.com
      Subject: [DQN-list] Re: DQ Campaign Worlds





      I think the main feel is the magic system, it is very categorised,
      just the sort of thing that blossomed during the Renaissance. Also
      the references read to design the magic system will be from that time
      I suspect: the Elemental colleges from Leonardo's notes, the black
      magic from 17th century witch trials; Greater summoning Dr Faustus
      etc. All of these are Renaissance sources (there aren't many truly
      medieval sources left), and fantasy books of course.

      I don't think you could run a high fantasy campaign in DQ (someone
      will prove me wrong here). Magic is too subtle in DQ, it can be very
      powerful, but you've got to choose the right time and location. Magic
      is also too chancy.

      So my preferred settings are pseudo Renaissance or pseudo Classical

      David

      >
      > >From: "rthorm" <rthorm@c...>
      > >
      > >I think that there is something in DQ that naturally encourages the
      > >notion of a more advanced and enlightened world (or one that is moving
      > >in that direction). Things like the Adventurers' Guild, the system of
      > >Skills, the necessity to be literate for many skills, etc. all seem to
      > >point towards a more advanced setting than peasants-in-the-mud (though
      > >we also had a really good peasants campaign run by one of my friends
      > >where even a single silver penny was deemed a minor fortune).
      >
      > I never really thought about *why* DQ felt this way to me, but I think
      > you're right. It was common for non-human PCs to spend some of their
      > hard-earned XP on becoming literate in our campaign, for example,
      and we
      > really placed a premium on having a Party Leader with ranks in Military > Scientist--someone who had actually *studied* tactics. Very
      insightful of
      > you, Rodger!
      >
      > -Cameron
      >
      > -Cameron






      Yahoo! Groups Links









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      Group: dqn-list Message: 1999 From: dbarrass_2000 Date: 4/7/2005
      Subject: Re: DQ Campaign Worlds
      > We've also had a couple of shorter run campaigns set in
      > quasi-historical settings. One was in late Roman Britain (where the
      > druids' magic was real!), another was a fantasy Ireland. I have been
      > gathering together all of the information from "Albion: Land of
      > Faerie" (Ares #11) in order to do as David Ritchie suggested and use
      > it as a DQ campaign setting. I am hoping to set it up on John Corey's
      > dragonquestadventures website and encourage contributions to
      > collaboratively develop it and use it as a setting against which we
      > could write some new adventures.
      >
      > --Rodger


      Late to sub-Roman Britain is precicely what I'm doing with my
      intermittant campaign (the youngest is 9 so It's not very subtle), but
      I intend to include some of the Albion stuff as she grows up. I posted
      "Adventures in Albion" (Ares #12) as a PDF in the files section and
      keep meaning to do the same with the suff in Ares 11 (We got a big
      scanner at work last week so I can do the map now.
      The main impettus of my Religion stuff was to include paganism,
      druids, bards and early christianity into the campaign setting

      So I would be interested in co-opperating in this (time permitting).

      David
      Group: dqn-list Message: 2000 From: Loki Freyr Date: 4/7/2005
      Subject: adventure notes
      Ok, when you're ready go to
      http://www.magnetmusic.xbuild.com/ and click on
      "non-music" on the left. There is one adventure notes
      document in MS Word format, and one accompanying map
      (crudely done in MS Paint). I thought about emailing
      them, but I don't know how everyone would feel about
      unexpected attachments showing up. If someone else
      wants to add these to an adventure repository
      elsewhere, please do.

      --Loki


      --------------------------------------------------------------------------------
      From: Tavison [mailto:Tavison@Yahoo.com]
      Sent: Wed 4/6/2005 11:22 AM
      To: dqn-list@yahoogroups.com
      Subject: [DQN-list] Re: supplements





      That would be great! I'm trying to keep the number of
      side adventures
      up so the players are never really sure if they are on
      a wild goose
      chase, or if this will lead to more info. I'm also
      trying to lead them
      to contacting deamons in the quest for more
      information. I do wish now
      that I had kept logs of this campaign. It all started
      so innocently. :
      ) They were just supposed to help secure an alliance
      and as they asked
      more questions, this whole thing kinda grew.

      --- In dqn-list@yahoogroups.com, Loki Freyr
      <lfreyr@y...> wrote:
      >
      > Jim, I have a journal of each gameday for the last
      two DQ campaigns
      I ran. I think they would work well as a sort of
      supplement. They have
      a very strong DQ flavor (I frequently involve demons),
      and you can rob
      from them freely for game ideas. They are MS Word docs
      which I'll
      gladly email to you if you're interested. I could also
      save them as .
      rtf or .txt, of course.
      >
      > If anyone else has campaign notes they have kept for
      DQ campaigns
      and are willing to share them, I would love to get
      copies. I really
      enjoy reading such things.
      >
      > --Loki
      >
      > p.s. Here's an excerpt from the journal, so you can
      see the format:
      >
      >
      >
      > September 8. (Cloudy. � Moon.)
      >
      > Rasa, Sir Garrett and Lord Derrack (say "der ROCK")
      are dispatched
      into the sewers beneath the city to seek Snedra.
      Hengest, a soldier
      from the far south who was just hired as a castle
      guard, joins them.
      The party is instructed to bring Snedra back alive and
      unharmed, if at
      all possible.
      >
      > The sewers are built out of dressed stone, twenty
      feet wide, with
      arches twenty feet high at the peak. There are
      four-foot walkways,
      slightly inclined, on either side of a deep center
      channel that is
      twelve feet wide. Troughs balanced by counterweights
      constantly fill
      and then dump water to flush out the channels (built
      by the dwarves
      who founded this city centuries ago). The walkways are
      wet and
      therefore slippery, making poor platforms for
      fighting. Luckily, the
      ambient noise from running and dripping water is loud
      enough to cover
      the party's footsteps. Sir Garrett goes in wolf form.
      >
      > After taking some damage from wards of ignite
      flammables on the
      doorways, the party finds and traps Snedra, Malthus,
      Corred, and
      Snedra's serving wench in a large chamber. Malthus is
      killed by Lord
      Derrack, who puts an arrow in him and then snaps his
      neck with his
      bare hands. Corred is tossed into the pool that
      comprises most of the
      room, where his chainmail drags him to the bottom to
      drown.
      >
      > Snedra, who is a black witch, calls her master, the
      Demon Lord
      Sitri. Sitri at first appears as a supernaturally
      handsome man. When
      he tells Snedra that the price for his help will be
      the life of her
      unborn child, Snedra refuses. Sitri then announces
      that he will kill
      everyone in the room, including Snedra. He transforms,
      sprouting wings
      like a gryphon, while his head changes to that of a
      leopard.
      >
      > Sitri hovers in the air in the center of the
      chamber...
      >
      >
      --------------------------------------------------------------------
      ----------------







      Yahoo! Groups Links
      Group: dqn-list Message: 2001 From: Loki Freyr Date: 4/7/2005
      Subject: NZ DQ group
      I love that site, especially the Seagate Times, and
      cherish the Dragonquest pocket universe you and your
      friends have created down there. My favorite period
      of my life was playing DQ daily at college for years.
      I can't wait until my kids are a little older, so I
      can start the RPG machine all over again. I seriously
      consider retiring to New Zealand, if you all are still
      playing (and my government hasn't made Americans
      globally unwelcome by then).

      I personally would love to hear about the origins of
      the group. Who were the original players? Was it a
      group of college friends who stayed near the campus
      and just kept playing?

      > Jim, I have a journal of each gameday for the last
      two DQ campaigns I ran.
      > I think they would work well as a sort of
      supplement. They have a very
      > strong DQ flavor (I frequently involve demons), and
      you can rob from them
      > freely for game ideas. They are MS Word docs which
      I'll gladly email to
      you
      > if you're interested. I could also save them as .rtf
      or .txt, of course.
      > If anyone else has campaign notes they have kept for
      DQ campaigns and are
      > willing to share them, I would love to get copies. I
      really enjoy reading
      > such things.

      We have hundreds of them. If you go to
      www.dragonquest.org.nz and click on
      the dragonquest library it is where we keep copies of
      scribe notes from
      adventures. Basically each adventure that gets run
      (5-10 each quarter) has a
      scribe who should document the adventure, this does
      not always get done (or
      finished) but there are a decent number of scribe
      notes there spanning the
      last 20 years or so.

      Mandos
      /s




      Yahoo! Groups Links
      Group: dqn-list Message: 2002 From: Loki Freyr Date: 4/7/2005
      Subject: great books for adventure ideas
      Beside the usual (fantasitc) sources, such as Tolkien
      and LeGuin, if you are want some unique adventure
      ideas, take a look at any books from the Chronicles of
      An Age of Darkness series by Hugh Cook. The 10-book
      set was originally published in the UK under titles
      that followed a pattern: "The W-somethings and the
      W-somethings," e.g. The Wicked & The Witless, The
      Worshippers & The Way, and so on. Only the first 3
      and 1/2 were published in the U.S., the first of which
      was entitled "Wizard War." Due to the difficulty in
      finding a few of these, Hugh Cook has posted the
      entire text of several novels at www.hughcook.com.
      Any of them can be read as a standalone story. My
      most favorite of the relatively easier-to-find volumes
      are books one and four, The Wizards & The Warriors,
      and The Walrus & The Warwolf. They are available on
      amazon.com, but you might find better prices for some
      of them on amazon.co.uk. Wizard War, the American
      version of book one, can be purchased used for as
      little as fifty cents.

      The setting for the books is a post-nuclear-Holocaust
      world. If that prompts thoughts of the Sword of
      Shannara, be assured that they have nothing in common.


      Cook's world was clearly part of a Star Wars-style
      interplanetary civilization which became isolated when
      they bombed themselves back to the stone age. The
      action in the novels takes place 4,000 years after
      their world-wrecking war. Magic appeared on the scene
      sometime around then. It's pure fantasy, and when the
      s characters occasionally encounter stray bits of
      ancient technology, those function in the story
      exactly as magical artifacts function in traditional
      fantasy, without spoiling the high-fantasy feel in the
      least.

      --Loki
      Group: dqn-list Message: 2003 From: Martin Gallo Date: 4/7/2005
      Subject: Re: adventure notes
      Is there any place we can go to hear a sample of your music?

      > Ok, when you're ready go to
      > http://www.magnetmusic.xbuild.com/ and click on
      > "non-music" on the left. There is one adventure notes
      > document in MS Word format, and one accompanying map
      > (crudely done in MS Paint). I thought about emailing
      > them, but I don't know how everyone would feel about
      > unexpected attachments showing up. If someone else
      > wants to add these to an adventure repository
      > elsewhere, please do.

      Stupid trivia question: In addition to the number of us who created
      unpublished RPGs, how many of us were in bands at one time?

      I will fess up to both.

      Marty



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

      Love is a full time job, with fringe benefits.

      "Learn from the mistakes of others. You won't live long enough to make
      them all yourself."
      Group: dqn-list Message: 2004 From: Steven Wiles Date: 4/7/2005
      Subject: Re: Digest Number 360
      --- "D. Cameron King" <monarchy2000@hotmail.com>
      wrote:

      > >From: Chris Klug <eaglewing@mac.com>
      > >
      > >See, I was asking because I found Alusia to be,
      > ahem, useless. It's

      > What we found useful about Alusia is the same thing
      > that makes D&D's
      > Greyhawk stand out from, say, their Forgotten
      > Realms--and that's the *lack*
      > of definition. There's a real tendency by game
      > publishers nowadays to so
      > thoroughly "flesh out" their worlds that there's no
      > room left for GMs at
      > home to squeeze in their own material. Like
      > (early-day) Greyhawk, Alusia
      > gave you just the broad strokes and a few cryptic
      > references to really
      > tantalizing possibilities, and left it up to the
      > reader to fill in the rest.
      > That's almost always better than describing in
      > exhaustive detail what's
      > actually there (though it probably doesn't sell as
      > many copies).

      Bingo. This is not a phrase I use to often, but I can
      honestly say that you took the words right out of my
      mouth. Right down to the point about Greyhawk and
      Forgotten Realms. A couple of years ago a group of my
      friends started a DD3 campaign set in the FR. We
      played probably about a year until our characters were
      10th level, the so-called "legendary" levels. It was
      about that time we realized that this world had
      absolutely no mystery. Everything was explored.
      Everything was explained. Everything was defined.
      And frankly, you couldn't swing a dead cat and not hit
      a "legendary" NPC. I think the village idiot in most
      towns was at least 10th level. We were completely
      bored, and our DM promptly invented his own
      world/history/culture from scratch. That's the world
      we've been playing in since (well, until I moved again
      recently, sigh).

      That seems to be the pattern of the groups I play in.
      We don't actually want a world that's defined down to
      the last pebble in the stream. We want to build our
      own world as we go, either from whole imaginative
      cloth or by integrating cool stuff we found in other
      system. The FoA map freed us of the tedium of
      inventing geography and geology, but provided just
      enough creative seeds that we had no trouble filling
      in as we went. This is more subjective, but it also
      seemed that whenever we wanted to incorporate
      something preexisting into the map, there was always
      someplace on it that was perfect, a seamless fit.
      Part of that may be it was so wide open. I recognize
      that it was perhaps just uniquely well-suited to my
      groups' tastes and needs. :)

      Mort



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      Group: dqn-list Message: 2005 From: Steven Wiles Date: 4/7/2005
      Subject: Re: DQ Campaign Worlds
      --- "Jeffery K. McGonagill" <igmod@comcast.net> wrote:

      > I once ran what I thought would be a one shot game,
      > but everyone liked it so
      > much it became a campaign in its own right. It was
      > DQ in New York City, and
      > two the the main characters were a Healer at a
      > hospital and a Necromancer,
      > who was the Coroner.

      I've always thought that the DQ system would be easily
      adapted to modern setting, but I've never heard of
      anyone who tried. Good to see that my suspicions have
      been confirmed by play-testing. I'm going to have to
      pass this idea around now...

      Mort



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      Group: dqn-list Message: 2006 From: Steven Wiles Date: 4/7/2005
      Subject: Re: DQ Campaign Worlds
      --- "Davis, John R" <jrda@bgs.ac.uk> wrote:

      > I agree here
      >
      > Plus the way that some of the skills work (alchemy ,
      > mechnician, merchant,navigator, healer) its very
      > Renaissance and has a feel that the time of the
      > machine of of industry is 'just around the corner'.
      > Also the way courtesan and troubador work feels very
      > 1600-1700 time feel.
      >
      > JohnD

      I agree with all your examples. Heck, with Healer, DQ
      medical technology is several centuries ahead of our
      own. But least we forget the most obvious example of
      a Renaissance-flavored skill, Mechanician. That an
      Industrial Revolution just waiting to happen.

      On the other hand, my old GM had a pretty good point
      about Mechanician. He treated the Mechanician
      profession as more of an artistic one than a practical
      one. He said that in a world with functional magic,
      engineering would most likely never really get a hold.
      Anything that you can do with a machine, you can do
      with magic easier and probably better. Granted, DQ
      magic is more... unreliable, but if its use already
      has established precedence, it's going to be hard to
      market your clunky mechanical device as a replacement.
      Wizards do make stiff competition on the market.
      Also, magic is mostly unreliable when cast, and
      becomes considerably more reliable when permanently
      invested in items. What are other people's take on
      this?

      We also had a standing ground rule that no one could
      "accidentally" invent gunpowder, since firearms
      quickly make obsolete all armor and most bows, not to
      mention making the knighted classes of society
      irrelevant overnight. Our game world was permanently
      two minutes pre-Renaissance. :)

      Mort

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      Group: dqn-list Message: 2007 From: Davis, John R Date: 4/7/2005
      Subject: Re: DQ Campaign Worlds
      Attachments :
        Made attempt to use it in space. worked fairly well. have some websapce somewhere with stuff on and many word/excel files with it.

        JohnD

        -----Original Message-----
        From: Steven Wiles [mailto:mortdemuerte@yahoo.com]
        Sent: Thu 07/04/2005 16:51
        To: dqn-list@yahoogroups.com
        Cc:
        Subject: Re: [DQN-list] DQ Campaign Worlds






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