Messages in dqn-list group. Page 42 of 80.

Group: dqn-list Message: 2058 From: Martin Gallo Date: 4/20/2005
Subject: Re: Digest Number 372
Group: dqn-list Message: 2059 From: gmartinez@medioambiente.gov.ar Date: 4/20/2005
Subject: Re: DQ religion (was Digest Number 372)
Group: dqn-list Message: 2060 From: darkislephil Date: 4/20/2005
Subject: Re: DQ religion (was Digest Number 372)
Group: dqn-list Message: 2061 From: dbarrass_2000 Date: 4/21/2005
Subject: Re: DQ religion (was Digest Number 372)
Group: dqn-list Message: 2062 From: Davis, John R Date: 4/21/2005
Subject: Re: DQ religion (was Digest Number 372)
Group: dqn-list Message: 2063 From: Martin Gallo Date: 4/21/2005
Subject: Re: DQ religion (was Digest Number 372)
Group: dqn-list Message: 2064 From: dq@johncorey.com Date: 4/21/2005
Subject: Re: DQ religion
Group: dqn-list Message: 2065 From: darkislephil Date: 4/21/2005
Subject: Re: DQ religion
Group: dqn-list Message: 2066 From: dq@johncorey.com Date: 4/21/2005
Subject: Re: DQ religion
Group: dqn-list Message: 2067 From: darkislephil Date: 4/21/2005
Subject: Re: DQ religion (was Digest Number 372)
Group: dqn-list Message: 2068 From: darkislephil Date: 4/21/2005
Subject: Re: DQ religion
Group: dqn-list Message: 2069 From: dq@johncorey.com Date: 4/21/2005
Subject: Re: DQ religion (was Digest Number 372)
Group: dqn-list Message: 2070 From: Chris Klug Date: 4/21/2005
Subject: Re: Digest Number 373
Group: dqn-list Message: 2071 From: darkislephil Date: 4/21/2005
Subject: Re: Digest Number 373
Group: dqn-list Message: 2072 From: Trevor Murphy Date: 4/22/2005
Subject: Re: Digest Number 373
Group: dqn-list Message: 2073 From: darkislephil Date: 4/22/2005
Subject: Re: Digest Number 373
Group: dqn-list Message: 2074 From: Chris Klug Date: 4/23/2005
Subject: Re: Digest Number 375
Group: dqn-list Message: 2075 From: dbarrass_2000 Date: 4/23/2005
Subject: Re: Digest Number 373
Group: dqn-list Message: 2076 From: J. Corey Date: 4/23/2005
Subject: Re: Digest Number 375
Group: dqn-list Message: 2077 From: Chris Klug Date: 4/24/2005
Subject: Re: Digest Number 376
Group: dqn-list Message: 2078 From: D. Cameron King Date: 4/24/2005
Subject: Re: DQ religion
Group: dqn-list Message: 2079 From: J. K. Hoffman Date: 4/24/2005
Subject: Re: DQ religion
Group: dqn-list Message: 2080 From: dennisnordling Date: 4/24/2005
Subject: Do all characteristics have racial maximums
Group: dqn-list Message: 2081 From: Jeffery K. McGonagill Date: 4/24/2005
Subject: Re: Do all characteristics have racial maximums
Group: dqn-list Message: 2082 From: D. Cameron King Date: 4/24/2005
Subject: Re: Do all characteristics have racial maximums
Group: dqn-list Message: 2083 From: Keith Date: 4/24/2005
Subject: Re: Do all characteristics have racial maximums
Group: dqn-list Message: 2084 From: Jason Honhera Date: 4/25/2005
Subject: Re: DQ religion
Group: dqn-list Message: 2085 From: Jason Honhera Date: 4/25/2005
Subject: Re: Do all characteristics have racial maximums
Group: dqn-list Message: 2086 From: Jeffery K. McGonagill Date: 4/25/2005
Subject: Re: Do all characteristics have racial maximums
Group: dqn-list Message: 2087 From: darkislephil Date: 4/25/2005
Subject: Re: Digest Number 373
Group: dqn-list Message: 2088 From: Jeffery K. McGonagill Date: 4/25/2005
Subject: Re: Digest Number 373
Group: dqn-list Message: 2089 From: darkislephil Date: 4/25/2005
Subject: Re: Digest Number 375
Group: dqn-list Message: 2090 From: dq@johncorey.com Date: 4/25/2005
Subject: Re: Digest Number 375
Group: dqn-list Message: 2091 From: darkislephil Date: 4/25/2005
Subject: Re: Digest Number 376
Group: dqn-list Message: 2092 From: darkislephil Date: 4/25/2005
Subject: Re: Digest Number 375
Group: dqn-list Message: 2093 From: Jason Honhera Date: 4/25/2005
Subject: Re: Digest Number 375
Group: dqn-list Message: 2094 From: Davis, John R Date: 4/26/2005
Subject: Re: Digest Number 375
Group: dqn-list Message: 2095 From: dbarrass_2000 Date: 4/26/2005
Subject: Re: Digest Number 375
Group: dqn-list Message: 2096 From: dbarrass_2000 Date: 4/26/2005
Subject: Re: Digest Number 375
Group: dqn-list Message: 2097 From: Chris Klug Date: 4/26/2005
Subject: Re: Digest Number 377
Group: dqn-list Message: 2098 From: Arturo Algueiro Melo Date: 4/26/2005
Subject: Re: Do all characteristics have racial maximums
Group: dqn-list Message: 2099 From: Mark D Date: 4/26/2005
Subject: Re: Digest Number 378
Group: dqn-list Message: 2100 From: D. Cameron King Date: 4/26/2005
Subject: Re: Digest Number 375
Group: dqn-list Message: 2101 From: D. Cameron King Date: 4/26/2005
Subject: Re: Digest Number 377
Group: dqn-list Message: 2102 From: Davis, John R Date: 4/26/2005
Subject: Re: Digest Number 375
Group: dqn-list Message: 2103 From: darkislephil Date: 4/26/2005
Subject: Re: Digest Number 375
Group: dqn-list Message: 2104 From: darkislephil Date: 4/26/2005
Subject: Re: Digest Number 375
Group: dqn-list Message: 2105 From: dq@johncorey.com Date: 4/26/2005
Subject: Re: Digest Number 375
Group: dqn-list Message: 2106 From: rthorm Date: 4/26/2005
Subject: Religion in DQ
Group: dqn-list Message: 2107 From: darkislephil Date: 4/26/2005
Subject: Re: Do all characteristics have racial maximums



Group: dqn-list Message: 2058 From: Martin Gallo Date: 4/20/2005
Subject: Re: Digest Number 372
For what it is worth I think that that level of magic is covered in the
Minor magic rules of DQ. Something never explicitly stated but I always
thought every person had access to. I always pictured the housewives
zapping dust bunnies and other trivial household tasks. also, no need
for tinkers since something like a mend spell for a tin or iron pot
would be fairly common.

> I'm glad to hear that I'm not the only one who thought runes were
> under utilized in DQ. That is the reason I asked about RuneQuest. I
> also wanted to create a system/world where runes played a more
> important role in gaming. Ideally, I wanted to create a system/world
> where runes were a part of everyday life. (It sounds like my idea
> isn't too far off from your home-brew RQ system) Unfortunately, every
> time I sat down to work on it, I realized what an enormous task that
> would be. Needless to say, it is still on my DQ to do list. Maybe
> some day...

"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: 2059 From: gmartinez@medioambiente.gov.ar Date: 4/20/2005
Subject: Re: DQ religion (was Digest Number 372)
So, your office must be on Princess Road...!


Mensaje citado por dbarrass_2000 <david.barrass@ed.ac.uk>:

>
>
>
>
>
>
>
> Any world, including this one, is full of religions and creation
>
> myths.  Religious belief powers so many of the things that happen,
>
> even in our own secular societies.  If you have a world without myths
>
> and beliefs you only have maps (I sound like I'm ranting don't I -
>
> sorry).  Yes Dieties and Demigods system was a typical Gygax
>
> imposition but I believe that you should have rules that allow
>
> religions to be made, and some example religions to show how the rules
>
> could be used to make a complete world.  This is what has been tried
>
> in the Religion system developed in DQ cathedral.  You could make
>
> religions work without rules, but that will lead to inconsistencies
>
> unles you're very careful
>
>
>
> DQ actually gives some hints, check out the paragraph on consecrated
>
> ground at the beginning of the magic system and some "magic" item
>
> descriptions in Arcane Wisdom.
>
>
>
> David
>
>
>
> PS like your site, I look from my office window and can see Edinburgh
>
> Castle on one side and a 15th century tower house on the other
>
>
>
> <snip>
>
>
>
> > To my way of thinking as soon as you put in rules for priests or
>
> > divine intervention then you have to also describe the religions and
>
> > gods that go with them. How can you give abilities or spells to a
>
> > priest without describing the diety that would grant them? As soon as
>
> > you have gods you must have some kind of creation myth to explain
>
> > where these gods, and most likely the world itself, came from. IMO you
>
> > must define a campaign setting if you are going to define rules for
>
> > priests and dieties otherwise you end up with D&D.
>
> >
>
> > So why is it that you feel a religious system must be present in a game?
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
> Yahoo! Groups Links
>
>
> To visit your group on the web, go to:
> http://groups.yahoo.com/group/dqn-list/
>  
> To unsubscribe from this group, send an email to:
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>




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Group: dqn-list Message: 2060 From: darkislephil Date: 4/20/2005
Subject: Re: DQ religion (was Digest Number 372)
No question that religions do play an important part in any cultures
history whether in the real world or in a fantasy world for a RPG. But
that is talking about a campaign setting not game mechanics.

One problem with a religious rules system being deemed mandatory is
that I don't believe you can seperate the rules for such from a
campaign setting. Whereas I do believe you can define a campaign
setting, complete with pantheons and creation mythos, without getting
into a detailed rules system. As soon as you have rules for what the
gods are and can do you've placed limitations on what you, the GM, can
do with your stories. In my campaigns no character can ever really
know the motivations or abilities of the gods.

I haven't taken the time yet to go through the DQ cathedral rules but
I will take a pass through them today if I can.

"You could make religions work without rules, but that will lead to
inconsistencies unless you're very careful."

Well, no, religions work just fine without rules. What I suspect you
meant is that players, or npcs, acting as priests or supplicants to
gods and requesting favors/blessings/spells only available through
divine intervention needs rules to avoid inconsistencies. I can mostly
agree with that. As soon as you say a player (or NPC) can, as a priest
or worshipper of a diety, receive powers, spells or whatever then you
definitely need rules. That I am fine with. But, IMO, if you publish a
set of rules for what spells a priest receives then you MUST also
include the dieties and such to go with them. However game designers
always seem to feel the need to go that one step farther and assign
stats and abilities to those dieties reducing them to caricatures.

As you say the DQ rules include many references to religious type
events, items and beings. I always felt that they were provided as
nothing more than guidelines or suggestions of how to integrate
whatever it was into your own campaign.

I guess I have just never seen the lack of a religious system within
DQ as even a small problem let alone a big one. Talking with one of
my longtime players last night, she was also confused as to why it was
an issue

Thanks for the kind words about my site. It has been too long since I
was last in Scotland. We had hoped to get over there this year but
that darn work thing keeps getting in the way.

Slainte,

Phil

--- In dqn-list@yahoogroups.com, "dbarrass_2000" <david.barrass@e...>
wrote:
>
> Any world, including this one, is full of religions and creation
> myths. Religious belief powers so many of the things that happen,
> even in our own secular societies. If you have a world without myths
> and beliefs you only have maps (I sound like I'm ranting don't I -
> sorry). Yes Dieties and Demigods system was a typical Gygax
> imposition but I believe that you should have rules that allow
> religions to be made, and some example religions to show how the rules
> could be used to make a complete world. This is what has been tried
> in the Religion system developed in DQ cathedral. You could make
> religions work without rules, but that will lead to inconsistencies
> unles you're very careful
>
> DQ actually gives some hints, check out the paragraph on consecrated
> ground at the beginning of the magic system and some "magic" item
> descriptions in Arcane Wisdom.
>
> David
>
> PS like your site, I look from my office window and can see Edinburgh
> Castle on one side and a 15th century tower house on the other
>
> <snip>
>
> > To my way of thinking as soon as you put in rules for priests or
> > divine intervention then you have to also describe the religions and
> > gods that go with them. How can you give abilities or spells to a
> > priest without describing the diety that would grant them? As soon as
> > you have gods you must have some kind of creation myth to explain
> > where these gods, and most likely the world itself, came from. IMO you
> > must define a campaign setting if you are going to define rules for
> > priests and dieties otherwise you end up with D&D.
> >
> > So why is it that you feel a religious system must be present in a
game?
Group: dqn-list Message: 2061 From: dbarrass_2000 Date: 4/21/2005
Subject: Re: DQ religion (was Digest Number 372)
--- In dqn-list@yahoogroups.com, "darkislephil" <darkislephil@y...> wrote:
>
> No question that religions do play an important part in any cultures
> history whether in the real world or in a fantasy world for a RPG. But
> that is talking about a campaign setting not game mechanics.
>
> One problem with a religious rules system being deemed mandatory is
> that I don't believe you can seperate the rules for such from a
> campaign setting. Whereas I do believe you can define a campaign
> setting, complete with pantheons and creation mythos, without getting
> into a detailed rules system. As soon as you have rules for what the
> gods are and can do you've placed limitations on what you, the GM, can
> do with your stories. In my campaigns no character can ever really
> know the motivations or abilities of the gods.

I would largely agree here. The DQ cathedral rules do not deal with
gods so much as priests. The only limitation placed on gods is that
they cannot do something totally unexpected, as this would make their
believes say 'hold on a minute may be we were wrong about Gord the
Thunderer' and lead to a blurring of their power. And this is only
for the "pagan" religions, the powers of light have no limitations
what-so-ever.

There are 3 example pagan pantheons, all of which work very
differently and all are based on what the ancients believed (as far as
we can judge) about their gods. The stories they tell show that there
were consistencies in their god's character, and there have been
lightly sketched

> I haven't taken the time yet to go through the DQ cathedral rules but
> I will take a pass through them today if I can.
>
> "You could make religions work without rules, but that will lead to
> inconsistencies unless you're very careful."
>
> Well, no, religions work just fine without rules. What I suspect you
> meant is that players, or npcs, acting as priests or supplicants to
> gods and requesting favors/blessings/spells only available through
> divine intervention needs rules to avoid inconsistencies. I can mostly
> agree with that. As soon as you say a player (or NPC) can, as a priest
> or worshipper of a diety, receive powers, spells or whatever then you
> definitely need rules. That I am fine with.

Ok we agree here

> But, IMO, if you publish a
> set of rules for what spells a priest receives then you MUST also
> include the dieties and such to go with them. However game designers
> always seem to feel the need to go that one step farther and assign
> stats and abilities to those dieties reducing them to caricatures.

Has no player wished to try a priest? Certainly if all your priests
are NPCs then that's a lot of the pressure taken off. There's nothing
like a PC to try and bend the rules (not that I have anything against
that if its done in moderation and creatively).

The Cathedral rules have no stats and abillities of the diety
themselves. The diety is only described as far as it would impact the
religion, so the're really description of the religion's beleifs about
the diety. I have always assumed that they would be all powerfull if
met face to face, even if that were possible


> As you say the DQ rules include many references to religious type
> events, items and beings. I always felt that they were provided as
> nothing more than guidelines or suggestions of how to integrate
> whatever it was into your own campaign.
>
> I guess I have just never seen the lack of a religious system within
> DQ as even a small problem let alone a big one. Talking with one of
> my longtime players last night, she was also confused as to why it was
> an issue

My campaign is an alternate Britain, trying to model that without
working religions was to miss 9/10 ths of the tensions, and plot
lines. For example most of my magic users invoke a god for their
power as they are pagan priests. On the other side there are priests
of the powers of light which are anti-magic

David

<snip>
Group: dqn-list Message: 2062 From: Davis, John R Date: 4/21/2005
Subject: Re: DQ religion (was Digest Number 372)
Must admit I found the use of Gods an easy way to make up a plot-line if u are struggling and unprepared for a session. They are always meddling somewhere /or having something done in their names so are useful for spontaneous GM-ing.

This campaign sounds good. I was snowbound in edinburgh in february, i should have popped round!!

JohnD

My campaign is an alternate Britain, trying to model that without
working religions was to miss 9/10 ths of the tensions, and plot
lines. For example most of my magic users invoke a god for their
power as they are pagan priests. On the other side there are priests
of the powers of light which are anti-magic

David













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Group: dqn-list Message: 2063 From: Martin Gallo Date: 4/21/2005
Subject: Re: DQ religion (was Digest Number 372)
> Must admit I found the use of Gods an easy way to make up a plot-line
> if u are struggling and unprepared for a session. They are always
> meddling somewhere /or having something done in their names so are
> useful for spontaneous GM-ing.

This is one of the reasons I found GMing an RQ game so much easier.
Much easier to throw in some stuff outside the players control. I once
had a player rebellion on my hands when the party was arrested (as part
of my designed plot) during a DQ game. When the RQ gods called the
players to do something, they hopped to it! If the local militia
arrests the players for starting a fight in a pub, that was
unacceptable.

One of the most surreal experiences ever as a GM was when one of the
players got really mad because his character was shot point blank by a
crossbow and I said to him: "The trooper told you not to draw your
sword. There were three crossbows pointed at you. You drew your sword -
I was being nice when I only rolled for the one shot and you are mad at
me because you are lying on the floor bleeding?" We sat around arguing
for a couple of minutes about players being given a choice in their own
destinies before I revealed that they were going to be given a job by
the local leadership - and even showed them my scenario notes! Ruined
the whole evening and pretty much killed role playing for that summer.

"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: 2064 From: dq@johncorey.com Date: 4/21/2005
Subject: Re: DQ religion
I think religion is critical to successful campaigns. Is the debate here
really having the gods present in the lives of characters (D20s Scarred
Lands is an extreme example of this)? I have used religion in my DQ game
to great effect. Used the Karsus mythos from the Enchanted Wood as a base
for my mythology, and threw in some other stuff. In my campaign I had a
strong religious sect that specialized in hunting down and destroying
demons and other evil. One of the characters (A) wanted to join the sect.
So i made another character (B) get possessed by a demon. "A" decided
that he could help his frined "B" by involving this sect, and trying to
have the demon exorcised. Of course this sect came marching down the
street armed to the teeth, and ready to take "B" out. All hell broke
loose, and it was one of the best role-playing experiences I have ever
been a part of.

The point of this story is that religious structures provide excellent
role-playing opportunities. Aside from the demonic posession, the Gods
were not directly involved. So my question back to Chris Klug is...
Did you mean you needed to have gods present in the world? or simply that
religious structures were essential to a good role-playing experience.

JohnC
Group: dqn-list Message: 2065 From: darkislephil Date: 4/21/2005
Subject: Re: DQ religion
--- In dqn-list@yahoogroups.com, dq@j... wrote:
> I think religion is critical to successful campaigns. Is
> the debate here really having the gods present in the lives
> of characters?

John, that's definitely not the point of my original post on the
subject. There are two issues here I guess. First is whether or not
rules for religions and/or priest-type characters are needed for a
game system to be usable. It is this issue my original post was
directed towards.

The second issue would be the subject of your comments above. Whether
or not religion is critical in campaigns. For my part I say it is not
critical or even mandatory. Note that most of my campaigns have had
the presence of gods and their agents in them with varying degrees of
interference in the players actions. But I have run campaigns and
played in campaigns where religion played no part at all. We still
had fun and isn't that the true measure of a successful campaign?

- Phil
Group: dqn-list Message: 2066 From: dq@johncorey.com Date: 4/21/2005
Subject: Re: DQ religion
>
>
> --- In dqn-list@yahoogroups.com, dq@j... wrote:
>> I think religion is critical to successful campaigns. Is
>> the debate here really having the gods present in the lives
>> of characters?
>
> John, that's definitely not the point of my original post on the
> subject. There are two issues here I guess. First is whether or not
> rules for religions and/or priest-type characters are needed for a
> game system to be usable. It is this issue my original post was
> directed towards.

Thanks for clarifying. I was not entirely clear, and when Chris posted
his opinion i was not sure where this was headed.

>
> The second issue would be the subject of your comments above. Whether
> or not religion is critical in campaigns. For my part I say it is not
> critical or even mandatory. Note that most of my campaigns have had
> the presence of gods and their agents in them with varying degrees of
> interference in the players actions. But I have run campaigns and
> played in campaigns where religion played no part at all. We still
> had fun and isn't that the true measure of a successful campaign?\

You are absolutely right. I guess I shared this in story form to
illustrate that one of the most successful RPG experiences i have had
hinged on religious organizations. Your milage may vary.

My real motivation was to get Chris to clarify why he thought it was so
important.

JohnC

>
> - Phil
>
>
>
>
>
>
>
> Yahoo! Groups Links
>
>
>
>
>
>
>
Group: dqn-list Message: 2067 From: darkislephil Date: 4/21/2005
Subject: Re: DQ religion (was Digest Number 372)
--- In dqn-list@yahoogroups.com, "dbarrass_2000" <david.barrass@e...>
wrote:

> Has no player wished to try a priest? Certainly if all
> your priests are NPCs then that's a lot of the pressure
> taken off.

Pretty much never. Even back in the D&D days I was pretty much the
only one that played priests. Ironic, eh? At least as far as Fantasy
RPGs went.

Most of our players preferred to have little as possible to do with gods.

> My campaign is an alternate Britain, trying to model that without
> working religions was to miss 9/10 ths of the tensions, and plot
> lines.

Makes sense. Certainly wouldn't try a campaign set in ancient Greece
or Rome without setting out rules and guidelines for interactions with
the gods.

That is different though from the DQ campaign we ran in the Harn
setting. There were gods and temples and priests for those gods. The
NPC priests were very active in the politics of the various kingdoms.
But the priests had no abilities beyond those of anyone else. Some
of them would have skills in a particular magic college. Others might
be skilled in healing or perhaps alchemy. Most were just people
devoted to their diety. The gods worked through their people though
very infrequently they might take a more direct hand by influencing
the weather or causing a fantastical monster to show up where none
were normally found.

So in this campaign, we had priests (though no PC ones), we had gods
and we had religion playing an important part of events but we didn't
need any rules beyond what was already there.

- Phil
Group: dqn-list Message: 2068 From: darkislephil Date: 4/21/2005
Subject: Re: DQ religion
--- In dqn-list@yahoogroups.com, dq@j... wrote:

> My real motivation was to get Chris to clarify why he
> thought it was so important.

Same here. It had been kind of a running thread in several of his
posts and I finally got curious enough to raise the question.

- Phil
Group: dqn-list Message: 2069 From: dq@johncorey.com Date: 4/21/2005
Subject: Re: DQ religion (was Digest Number 372)
> That is different though from the DQ campaign we ran in the Harn
> setting. There were gods and temples and priests for those gods. The
> NPC priests were very active in the politics of the various kingdoms.
> But the priests had no abilities beyond those of anyone else. Some
> of them would have skills in a particular magic college. Others might
> be skilled in healing or perhaps alchemy. Most were just people
> devoted to their diety.

This is the model that i prefer. Though I did use one of the colleges of
White Magic I found floating around on the internet. Certain preists were
of that college.
Group: dqn-list Message: 2070 From: Chris Klug Date: 4/21/2005
Subject: Re: Digest Number 373
On Apr 20, 2005, at 4:51 PM, darkislephil wrote:

> No question that religions do play an important part in any cultures
> history whether in the real world or in a fantasy world for a RPG. But
> that is talking about a campaign setting not game mechanics.

I agree. What I am saying in essence is that if human beings are
involved I believe that gods will be involved. And if controllable
predictable magic exists in a world, that magic must, by definition,
manipulate the fabric of reality. And if reality is being manipulated,
the gods will take notice.
>
> One problem with a religious rules system being deemed mandatory

Please let me reiterate that this is just my opinion.

> is
> that I don't believe you can seperate the rules for such from a
> campaign setting.

I agree 100%.

> Whereas I do believe you can define a campaign
> setting, complete with pantheons and creation mythos, without getting
> into a detailed rules system.

Yup. I agree with this as well.

> As soon as you have rules for what the
> gods are and can do you've placed limitations on what you, the GM, can
> do with your stories.

I totally disagree with this. That is the same as saying the the world
setting you use places limitations on your stories. Which it does, of
course, but the limitations you're referring to are the very ones
you've chosen to work within by saying you want to run a fantasy
campaign.

> In my campaigns no character can ever really
> know the motivations or abilities of the gods.

Well, that's fine, but that's also your campaign.

> "You could make religions work without rules, but that will lead to
> inconsistencies unless you're very careful."
>
> But, IMO, if you publish a
> set of rules for what spells a priest receives then you MUST also
> include the dieties and such to go with them. However game designers
> always seem to feel the need to go that one step farther and assign
> stats and abilities to those dieties reducing them to caricatures.

Okay, so RQIII provided general deity types culled from human mythology
and then listed the spells that would be appropriate for that type of
deity. That approach sits right in between your two extremes. And, RQ
never published their stats, for reasons that agree with your last
point. It sounds like you're basing the conclusions on D&D, which I am
not a fan of, either.

>
> As you say the DQ rules include many references to religious type
> events, items and beings. I always felt that they were provided as
> nothing more than guidelines or suggestions of how to integrate
> whatever it was into your own campaign.

My opinion about religions and/or gods was given based on what I feel
now, not what the DQ team felt then. They were just, for the most
part, hand-waving about religion. I don't remember them offering an
opinion one way or the other. Religion and priests were most probably
left out of the game due to time constraints, not philosophy.

>
> I guess I have just never seen the lack of a religious system within
> DQ as even a small problem let alone a big one. Talking with one of
> my longtime players last night, she was also confused as to why it was
> an issue

This is an issue as I see it, nothing more. A fantasy campaign that
doesn't deal with mythology, gods and/or religions is missing the boat
in a big time way, IMHO.

Chris Klug
Cell: 724-766-0317
------------------
"Story is the gap between expectation and result"
Group: dqn-list Message: 2071 From: darkislephil Date: 4/21/2005
Subject: Re: Digest Number 373
--- In dqn-list@yahoogroups.com, Chris Klug <eaglewing@m...> wrote:
> <snip>
> This is an issue as I see it, nothing more. A fantasy campaign that
> doesn't deal with mythology, gods and/or religions is missing the boat
> in a big time way, IMHO.

Thanks for the comments, Chris. At first I thought, well dang it, he
just ended his post with more or less the same comment that caused me
to post in the first place. Then I reread it a few times and while I
don't agree 100%, it isn't the same.

Your original comments were along the lines of that a game system
without rules for religions and/or dieties was incomplete or flawed.

This latest comment is directed at the campaign and I agree that in
most but hardly all campaigns religion and/or gods will play some part
in them. What is unclear to me is what exactly you believe is being
missed?

Pulling a guess out of nowhere it seems like you feel that RPG
sessions should be serving a greater purpose than just general
storytelling, bad puns and the consuming of vast quantities of junk
food. Perhaps that we should be examining mans role in the universe or
something. I don't know. Please don't interpret my comments the wrong
way as I'm not trying to mock you or anything of the sort but my
impression from your comments was that you were hinting at deeper
things. Or maybe I'm just reading meaning into places where none was
to be found.

-Phil
Group: dqn-list Message: 2072 From: Trevor Murphy Date: 4/22/2005
Subject: Re: Digest Number 373
[DQN-list] Re: Digest Number 373
Phil --

The last thing I'd want to do is add fuel to the fire here.  But it seems to me that Chris's final point has a couple of possible meanings quite apart from the idea of role-playing sessions serving "greater purposes", whatever they may be. 

For me, sustaining the illusion of realism is a large part of the fun, and if your game is set in a pre-modern society where you take no systematic account of religion, realism will be harder to achieve.  I know some players have no problem with the incongruity of medieval Christian-style D&D 'clerics' who serve Thor, just as many have no scruples about parking otherwise homeless characters in economically context-less inns and taverns between games.  Myself, I'd rather house mine in a hut with a landlord and lease, even if it means mucking out the sheepfold every week.  Tastes vary.

The second meaning that I took from Chris's conclusion: if you like 'general storytelling' in your RPG, (and who doesn't?) why would you not want to draw on the good storytelling you can find in mythology? 

As to whether religion is better embodied in the rules or the campaign setting, I'm agnostic.  The only good game I can think of that made a particular religion an integral part of the rules is Runequest II.  But that was a really good game.  It may have more to do with whether the religious system is to your taste than what booklet it's printed in.

Trevor
Group: dqn-list Message: 2073 From: darkislephil Date: 4/22/2005
Subject: Re: Digest Number 373
Hey Trevor,

Don't think there is a fire here and I welcome anyone else jumping in
on this.

> For me, sustaining the illusion of realism is a large part
> of the fun, and if your game is set in a pre-modern society
> where you take no systematic account of religion, realism
> will be harder to achieve.

Really? Why? If there aren't make-believe gods in a make-believe
world you won't be able to suspend disbelief? ;)

In earth history, religion and/or the gods played a big part in the
day-to-day lives of the average person in most earth cultures. We
know this through historical record (though since much of that is
through religious records it may be a bit biased) but I doubt any of
us really appreciate the degree to which this was true. The majority
of people also suffered from malnutrition, pestilence, disease,
oppression and had short miserable lives. Doesn't really make for good
storytelling though.

Economics also affect everything that happens in a society or culture.
Would this not be equally as important as religion? Should every
campaign or RPG have rules for the GM to figure out the crops and
yields at harvest time? (Chivalry & Sorcerory anyone?)

What you do need, IMO, is a self-consistent world as much as that is
reasonably possible. Whether religion and/or the gods are a
significant part of that or just background scenery doesn't really
effect how easy it is to achieve suspension of disbelief.

> The second meaning that I took from Chris's conclusion: if you like
> 'general storytelling' in your RPG, (and who doesn't?) why would you
> not want to draw on the good storytelling you can find in mythology?

Because sometimes players like to chart the destinies of their
characters themselves? Because there are plenty of stories to be told
that don't involve either gods or religion?

Yes it is easy as a GM to get characters to go here or do that because
a god has asked them to do so but does that mandate rules for either
religions or gods?

Note that at no point have I been arguing against inclusion of
religions or gods in a campaign. I just disagree with the blanket
statement that they are mandatory in a campaign and/or rule system.

> The only good game I can think of that made a particular
> religion an integral part of the rules is Runequest II.
> But that was a really good game.

I can certainly agree that Runequest is one of the few fantasy RPGs to
really do a good job of tightly integrating religion into to the
overall rules and campaign. However I never liked the game system
itself. :)

Phil
Group: dqn-list Message: 2074 From: Chris Klug Date: 4/23/2005
Subject: Re: Digest Number 375
On Apr 22, 2005, at 3:29 PM, Phil wrote:

> Pulling a guess out of nowhere it seems like you feel that RPG
> sessions should be serving a greater purpose than just general
> storytelling, bad puns and the consuming of vast quantities of junk
> food.

Well, you know I think you're right but that isn't what I was trying to
say (grin). I am saying that a fantasy world is, IMHO, inescapably
intwined with such things as the creation myth, the character's
relationship with the gods, and such-like, all of which you pointed
out. Game system IS story. They are one in the same. So, a fantasy
game system that attempts to say 'we can be applied to many different
fantasy worlds' and just does hand-waving about a mythology / gods /
religion system would be identical, to my way of thinking, as saying
'the characters in this world use hand-to-hand combat, not firearms,
but you guys have to make up that system yourself.'

DQ tells story in the following ways (but these aren't the ONLY ways it
does):

1. the type of weapons it lists
2. the types of armor
3. the types of professions available
4. the schools of magic available
5. the way combat works (that a riposte, for instance, is available,
but not phalanx rules)
6. that the spirit world is not systemically available to the
characters
7. that demons ARE available

The implied world of DQ is High Fantasy Europe, very similar to Ray
Feist's novels (although those wonderful novels didn't exist yet).
That it can work in other settings is nice, but requires work on the
GM's part.

Again, since DQ I have read Joe Campbell extensively, and today, if I
was to deliver a pencil-and-paper RPG, I would absolutely deliver it
with a system for addressing mythology/gods, and I would deliver at the
very least a generic pantheon, and most probably a world and detailed
local pantheon. And, to boot, would NEVER deliver 'stats' for the
gods. I agree that's downright silly.

> Perhaps that we should be examining mans role in the universe or
> something. I don't know. Please don't interpret my comments the wrong
> way as I'm not trying to mock you or anything of the sort but my
> impression from your comments was that you were hinting at deeper
> things. Or maybe I'm just reading meaning into places where none was
> to be found.

As to your second point, yes, absolutely I believe that the kinds of
stories we tell are more, well, sacred than I might have thought 25
years ago. Less frivolous. More mythology and less D&D. That's what
my fiction is like as well.

Good discussion

Chris Klug
------------------
"Story is the gap between expectation and result"
Group: dqn-list Message: 2075 From: dbarrass_2000 Date: 4/23/2005
Subject: Re: Digest Number 373
stories about gods are fun: stories about economics aren't

OK OK sweeping generalisation

I think your points about consistant world is right. I would just
prefer to play in a world with the extra dimension of the possiblity
of being a priest

David
Group: dqn-list Message: 2076 From: J. Corey Date: 4/23/2005
Subject: Re: Digest Number 375
The point below is an excellent one... Except, people have been running
DQ for over 20 years. So I think that what you are saying is that the
demons make up the pantheon to a certain extent. I think most of us
have developed mystical systems on our own for the game. I did not
have a detailed divine interaction system, but certainly that
interaction takes place.

JohnC

> Game system IS story. They are one in the same. So, a fantasy
> game system that attempts to say 'we can be applied to many different
> fantasy worlds' and just does hand-waving about a mythology / gods /
> religion system would be identical, to my way of thinking, as saying
> 'the characters in this world use hand-to-hand combat, not firearms,
> but you guys have to make up that system yourself.'
>
>
Group: dqn-list Message: 2077 From: Chris Klug Date: 4/24/2005
Subject: Re: Digest Number 376
All

On Apr 23, 2005, at 2:24 PM, dqn-list@yahoogroups.com wrote:

> For me, sustaining the illusion of realism is a large part of the
> fun, and if your game is set in a pre-modern society where you take
> no systematic account of religion, realism will be harder to achieve.

I'm not advocating mythology/gods/religion for 'realism', I'm
advocating it for drama.

> The second meaning that I took from Chris's conclusion: if you like
> 'general storytelling' in your RPG, (and who doesn't?) why would you
> not want to draw on the good storytelling you can find in mythology?

Well, yes, but not only that, but *all* storytelling is about trying to
extract meaning from life, and that is the heart of mythology. In my
mind you cannot separate the two.

> As to whether religion is better embodied in the rules or the
> campaign setting, I'm agnostic. The only good game I can think of
> that made a particular religion an integral part of the rules is
> Runequest II. But that was a really good game.

And I believe that their decision to do that is part of what made it a
great game. Twenty-five years ago, I didn't understand that.

> In earth history, religion and/or the gods played a big part in the
> day-to-day lives of the average person in most earth cultures. We
> know this through historical record (though since much of that is
> through religious records it may be a bit biased) but I doubt any of
> us really appreciate the degree to which this was true. The majority
> of people also suffered from malnutrition, pestilence, disease,
> oppression and had short miserable lives. Doesn't really make for good
> storytelling though.

Right. RPG-ing is improvisational theater, and theater/drama is
selective. 'Reality' shows are not very real. They edit the footage
they've got to increase the drama. They show you only the stuff that
will make it more interesting. Same with RPG.

> What you do need, IMO, is a self-consistent world as much as that is
> reasonably possible. Whether religion and/or the gods are a
> significant part of that or just background scenery doesn't really
> effect how easy it is to achieve suspension of disbelief.

I agree with this. I'm saying that to me, the interrelationship
between magic in ANY form and the core universal forces of creation at
work in any world are inseparable.

> Because sometimes players like to chart the destinies of their
> characters themselves?

Why would the presence of mythology and/or gods stop this?

> Because there are plenty of stories to be told
> that don't involve either gods or religion?

Sure. But there are no good stories that don't somehow at their core
address the meaning/purpose of life. To storytellers, that is the Holy
Grail.

>
> Yes it is easy as a GM to get characters to go here or do that because
> a god has asked them to do so but does that mandate rules for either
> religions or gods?

I wouldn't use this technique, myself. The players need to want to do
anything or it is empty. Gods do not play that kind of role in my
worlds. I don't have (metaphorically) Athena and Aphrodite arguing
over Paris.
>
> Note that at no point have I been arguing against inclusion of
> religions or gods in a campaign. I just disagree with the blanket
> statement that they are mandatory in a campaign and/or rule system.

Just to be clear, what I am saying is that _I_ believe that the
exclusion of those concepts from DQ handicap the system, and I believe
that in a fantasy game, you need to address those issues.

> I can certainly agree that Runequest is one of the few fantasy RPGs to
> really do a good job of tightly integrating religion into to the
> overall rules and campaign. However I never liked the game system
> itself. :)

And, just to add sauce to the goose, I never liked Glorantha much. But
I believe the *idea* of a tight integration between system and story is
crucial to a great game system. RQ II / III were, IMHO, much better
games than DQ because of this. But this is certainly my personal
taste.

And this discussion has been wonderful (grin).

Chris Klug
------------------
"Story is the gap between expectation and result"
Group: dqn-list Message: 2078 From: D. Cameron King Date: 4/24/2005
Subject: Re: DQ religion
I just wanted to say, for whatever it's worth, that I see things much the
same way as Phil does, apparently. One of the things I really liked about
DQ was the total *absence* of rules governing religion, gods, divine magic,
etc. In our campaigns, religion certainly had a cultural significance, but
as far as players running D&D-style "clerics," it just didn't happen. The
gods may have been real, or they may not have been; either way, they
certainly didn't make their presence *known*, just as they don't in our
world.

Had anyone ever expressed interest in playing a priest (or devout follower)
of some god, we'd have encouraged him to do so, but that character would
have followed the exact same rules as anybody else, and received absolutely
no in-game benefits as a result of his faith. (At one point, we considered
allowing PCs to declare themselves a Servant of the Powers of Light, which
would have provided a bonus to Magic Resistance in exchange for taking on
certain restrictions/obligations and being excluded from the various
Colleges of Magic, but no one was ever serious enough about choosing that
option for us to bother fleshing the rules out.)

Aside from that, I never had any interest (or saw any need) in having DQ
rules for religion, and I would disagree that a system lacking such is in
any (serious) way flawed or incomplete.

-Cameron
Group: dqn-list Message: 2079 From: J. K. Hoffman Date: 4/24/2005
Subject: Re: DQ religion
D. Cameron King wrote:

>
> I just wanted to say, for whatever it's worth, that I see things much the
> same way as Phil does, apparently. One of the things I really liked about
> DQ was the total *absence* of rules governing religion, gods, divine magic,
> etc. In our campaigns, religion certainly had a cultural significance, but
> as far as players running D&D-style "clerics," it just didn't happen. The
> gods may have been real, or they may not have been; either way, they
> certainly didn't make their presence *known*, just as they don't in our
> world.
>
> Had anyone ever expressed interest in playing a priest (or devout follower)
> of some god, we'd have encouraged him to do so, but that character would
> have followed the exact same rules as anybody else, and received absolutely
> no in-game benefits as a result of his faith. (At one point, we considered
> allowing PCs to declare themselves a Servant of the Powers of Light, which
> would have provided a bonus to Magic Resistance in exchange for taking on
> certain restrictions/obligations and being excluded from the various
> Colleges of Magic, but no one was ever serious enough about choosing that
> option for us to bother fleshing the rules out.)
>
> Aside from that, I never had any interest (or saw any need) in having DQ
> rules for religion, and I would disagree that a system lacking such is in
> any (serious) way flawed or incomplete.
>
> -Cameron

Personally, I always thought there should have been a professional skill
for a priest, but along the lines of courtesan, with some "discounts"
for Healer as a secondary skill. Not "rules for religion", per se, but
rules for the professional skill of being a religious figure. There's a
difference.
And, I have to agree with the idea that bonuses for piety would have
been, well, complicated and artificial and forced. Obviously, some of
that stems from my own personal belief in how that all works in Real
Life. ^_^

Indeed, an interesting discussion!
Jim
----------
Quote of the day:
"Father, Mother, and Me,
Sister and Auntie say
All the people like us are We,
And every one else is They."
-"We and They" by Rudyard Kipling
-----
Group: dqn-list Message: 2080 From: dennisnordling Date: 4/24/2005
Subject: Do all characteristics have racial maximums
Our group is updating our DragonQuest house rules book. And as
strange as this is going to sound coming from a player who began
playing DragonQuest in 1981 (as most of my group has):

Do all characteristics have racial maximums? And what are they?

What characteristics can NOT be modified up (or down) using
experience? And are there characteristics which have limited
increase separate from racial limitiations?


Here are the points of confusion that a player brought up and no
absolute answer has been found:

1. Under rule 5 (Characteristic Generation) the range of values is
between 5 and 25. It also states that 25 is the maximum performance
which may be achieved by a human; 26 and above greater befits a
superman. The other player believes this could only be applicable
during the Character Generation process.

2. Fatigue for a EN of 25 in the table is 23. Can this be increased
above 23? And if so how far above 23?

3. The other player believes that the FT and EN (maybe) are not
intended to have limits. How else could a group hope to take on
Dragons (in this I can see his point). His belief is that the
designers intended the FT and EN (maybe) to be unlimited just as
D&Ds hitpoints can be theoretically increased forever. With the rule
82.7 (#3. ...Each succeeding 10 point Endurance bracket...), his
view is not without some merit being that they left it VERY open
ended. And if a human's FT or EN can be increased beyond the 25,
then what of the other stats?

4. Our group believes (by inferance) that Giant player characters
may begin with upto 2 characteristic points above that of NPC giants
listed in the book under rule 70.1. The basis of this inferance is
that the other player character races Dwarf, Elf, Halfling and Orc
all have beginning characteristics that are 2 points above those
listed in there corresponding NPC section. What are the Racial
maximums for all the other races (including the Shape-Changer animal
forms?

5. Physical Beauty characteristic offers a different question. Can
it be increased or decreased with experience? And if so how much?
Are there racial modifiers? Within our group a player plays an Orc
with the Troubador skill; he petitioned the rest of the group to
allow for him to use the disguise ability (66.5) with his purposed
new ability for (66.1) Appear ugly (alternate to appear attractive);
this seemed resonable. And with his PB of 7 being reduced to below 6
(64.1), this can cause a roll on the Fright Table.

I know that these questions seem simple. But I am looking for other
input from outside out group, before I finalize our house rules pdf.
Group: dqn-list Message: 2081 From: Jeffery K. McGonagill Date: 4/24/2005
Subject: Re: Do all characteristics have racial maximums
My input for what it is worth, answers follow questions.


> Our group is updating our DragonQuest house rules book. And as
> strange as this is going to sound coming from a player who began
> playing DragonQuest in 1981 (as most of my group has):
>
> Do all characteristics have racial maximums? And what are they?

The way I've done it is that 25 plus Racial modifier is the maximum a
character can bet to. So no Elf can have a PS 25 without magickal
intervention.

> What characteristics can NOT be modified up (or down) using
> experience? And are there characteristics which have limited
> increase separate from racial limitiations?

I don't allow PB to be modified by experience, but an increase can be
purchased from a Healer.

> Here are the points of confusion that a player brought up and no
> absolute answer has been found:
>
> 1. Under rule 5 (Characteristic Generation) the range of values is
> between 5 and 25. It also states that 25 is the maximum performance
> which may be achieved by a human; 26 and above greater befits a
> superman. The other player believes this could only be applicable
> during the Character Generation process.

I have an absoute upper limit of 25 (plus racial modifier).

> 2. Fatigue for a EN of 25 in the table is 23. Can this be increased
> above 23? And if so how far above 23?

I don't allow this. 23 is the upper max for a human, though Human females
can be at 24, plus modifier for other races. Yes, I use gender modifiers.

> 3. The other player believes that the FT and EN (maybe) are not
> intended to have limits. How else could a group hope to take on
> Dragons (in this I can see his point). His belief is that the
> designers intended the FT and EN (maybe) to be unlimited just as
> D&Ds hitpoints can be theoretically increased forever. With the rule
> 82.7 (#3. ...Each succeeding 10 point Endurance bracket...), his
> view is not without some merit being that they left it VERY open
> ended. And if a human's FT or EN can be increased beyond the 25,
> then what of the other stats?

With magick and luck. I play dragons even tougher than DQ stats by using PS
modifiers for close combat. If a someone is close enough for a dragon to
physically strike, they are in close combat. This gives a dragon about a
50% chance of causing a grevious injury. Have characters killed dragons in
my world? Yes, they have, through good strategems, special weapons, and/or
luck. Which to my way of thinking is the way it should be. On one occasion
it took a party of 25 PC & NPC to kill a dragon.

> 4. Our group believes (by inferance) that Giant player characters
> may begin with upto 2 characteristic points above that of NPC giants
> listed in the book under rule 70.1. The basis of this inferance is
> that the other player character races Dwarf, Elf, Halfling and Orc
> all have beginning characteristics that are 2 points above those
> listed in there corresponding NPC section. What are the Racial
> maximums for all the other races (including the Shape-Changer animal
> forms?

Answered previously above for character players. NPC's you adjust as needed
for the encounter/adventure/campaign.

> 5. Physical Beauty characteristic offers a different question. Can
> it be increased or decreased with experience? And if so how much?
> Are there racial modifiers? Within our group a player plays an Orc
> with the Troubador skill; he petitioned the rest of the group to
> allow for him to use the disguise ability (66.5) with his purposed
> new ability for (66.1) Appear ugly (alternate to appear attractive);
> this seemed resonable. And with his PB of 7 being reduced to below 6
> (64.1), this can cause a roll on the Fright Table.

As above, I don't allow PB to be altered by experience, but can be by a
Healer, Magick, Troubador or Courtesan (through cosmetics/disguise).

Grevious Injuries has a -4 PB result, so I would suggest 1/2 Rank as
Troubador/Courtesan be the limit of how much they can alter PB. Healer's
are limited to 25 plus racial max as an upper limit and 0 as a lower limit.
Keep in mind that anyone below 6 aren't going to be able to show their face
in public, and anyone above 22/23 will be targets of slavers.

I have a character that took that Grevious Injury that reduced his PB by 4,
dropping it to 5. He has a magickal artifact that drops his PB to 0 when he
uses it. He lives in a mansion in a swamp outside a major city. There are
plenty of rumors about him. He doesn't go into the city except on special
occasions; his shopping is done by those he's befriended; and the city folk
don't bother him because a) rumors b) he has befriended some very
experienced and respected (by the city folk) adventurers. Yes, he could
have his injury healed, but despite the drawbacks, he finds it helpful in
his profession.

One of my long time players has a character with a PB of 27 (Elf). She was
constantly the target of slavers, until she and her friends hurt them hard
enough for the message to get across that you don't mess with her.

~Jeffery~

> I know that these questions seem simple. But I am looking for other
> input from outside out group, before I finalize our house rules pdf.
>
>
>
>
>
>
> Yahoo! Groups Links
>
>
>
>
>
>
>
>
Group: dqn-list Message: 2082 From: D. Cameron King Date: 4/24/2005
Subject: Re: Do all characteristics have racial maximums
>Do all characteristics have racial maximums? And what are they?

I do not believe there are any "racial maximums" in DQ. There are "ranges
of normal," but no set limits on unusual members of the races.

>What characteristics can NOT be modified up (or down) using
>experience? And are there characteristics which have limited
>increase separate from racial limitiations?

The inclusion of "all others" in [87.8] strongly suggests to me that all of
the characteristics listed in [3.1] through [3.8] can be increased using EP.
Any optional characteristics such as Physical Beauty would have to be
ruled on by the GMs using them.

I'm not sure what your second question is asking, but I suspect I would deem
it moot, since I do not believe there *are* any racial limitations.

>Here are the points of confusion that a player brought up and no
>absolute answer has been found:
>
>1. Under rule 5 (Characteristic Generation) the range of values is
>between 5 and 25. It also states that 25 is the maximum performance
>which may be achieved by a human; 26 and above greater befits a
>superman. The other player believes this could only be applicable
>during the Character Generation process.

I believe the player is correct. The rule appears under the title of
"Character Generation," after all. Furthermore, I do not believe the rule
is intended to state any *limits* on player characters, but rather to
describe what the numbers mean in "real world" terms. Note that the rules
say: "The range of values for a characteristic will NORMALLY be between 5
and 25." (emphasis added). That implies there can (and will) be unusual
exceptions to the norm.

>2. Fatigue for a EN of 25 in the table is 23. Can this be increased
>above 23? And if so how far above 23?

I'm not aware of any rule prohibiting FT increases above 23, so the most
obvious reading of the rules permitting stat increases is that there is no
such limit (subject to the provisions of [87.2], of course).

>3. The other player believes that the FT and EN (maybe) are not
>intended to have limits. How else could a group hope to take on
>Dragons (in this I can see his point). His belief is that the
>designers intended the FT and EN (maybe) to be unlimited just as
>D&Ds hitpoints can be theoretically increased forever. With the rule
>82.7 (#3. ...Each succeeding 10 point Endurance bracket...), his
>view is not without some merit being that they left it VERY open
>ended. And if a human's FT or EN can be increased beyond the 25,
>then what of the other stats?

I think the onus is on the person claiming that there *is* some limit to
find a rule or implication in the rules supporting that contention.

>4. Our group believes (by inferance) that Giant player characters
>may begin with upto 2 characteristic points above that of NPC giants
>listed in the book under rule 70.1. The basis of this inferance is
>that the other player character races Dwarf, Elf, Halfling and Orc
>all have beginning characteristics that are 2 points above those
>listed in there corresponding NPC section. What are the Racial
>maximums for all the other races (including the Shape-Changer animal
>forms?

As I've said, I don't believe there *are* any racial maximums. The ranges
provided in the monster descriptions are the *normal* range. Player
characters are, by definition, not ordinary members of the species, however.

Calculation of shape-changer stats was always a problem area in our
campaigns, as well, but here's what we came up with (cut-and-pasted from our
house rules): "5. The shape-changer must devise a set of characteristics for
his animal form. Multiply the shape-changer's characteristics by the
following numbers (round results up to nearest whole number): (Wolf) PS
11/15; MD 19/15; AG 19/15; MA 0; EN 17/15; WP 20/15; FT 32/20; PC 22/8; PB
8/14; TMR 8/5 (Tiger) PS 26/15; MD 24/15; AG 27/15; MA 0; EN 22/15; WP 9/15;
FT 27/20; PC 20/8; PB 7/14; TMR 9/5 (Bear) PS 37/15; MD 13/15; AG 13/15; MA
0; EN 32/15; WP 9/15; FT 37/20; PC 20/8; PB 8/14; TMR 6/5 (Boar) PS 24/15;
MD 16/15; AG 22/15; MA 0; EN 22/15; WP 7/15; FT 27/20; PC 14/8; PB 8/14; TMR
7/5. Natural Armor ratings are as follows: (Wolf) 3 DP per Strike (Tiger) 3
DP per Strike (Bear) 4 DP per Strike (Boar) 4 DP per Strike. All natural
attacks are as per the animals themselves."

I hope that helps.

>5. Physical Beauty characteristic offers a different question. Can
>it be increased or decreased with experience? And if so how much?
>Are there racial modifiers? Within our group a player plays an Orc
>with the Troubador skill; he petitioned the rest of the group to
>allow for him to use the disguise ability (66.5) with his purposed
>new ability for (66.1) Appear ugly (alternate to appear attractive);
>this seemed resonable. And with his PB of 7 being reduced to below 6
>(64.1), this can cause a roll on the Fright Table.

We relied on the reference to "cosmetic surgery" in [55.6] to allow Healers
of sufficient rank to alter a patient's Physical Beauty without spending EP.
PB is an optional characteristic, generated randomly, outside of the
scheme detailed in [5.1], so it didn't seem fair to us that increasing it
should cost the same as other stats. (It also didn't make any sense to use
EP that way.) Only one character--a Courtier, of course--ever bothered.

>I know that these questions seem simple. But I am looking for other
>input from outside out group, before I finalize our house rules pdf.

Good questions! And fun to help answer.

-Cameron
Group: dqn-list Message: 2083 From: Keith Date: 4/24/2005
Subject: Re: Do all characteristics have racial maximums
>Our group is updating our DragonQuest house rules book. And as
>strange as this is going to sound coming from a player who began
>playing DragonQuest in 1981 (as most of my group has):
>
>Do all characteristics have racial maximums? And what are they?

According to us all of the base six stats top out at 25 plus/minus racial
modifiers. However, those stats can only be raised by experience to a
maximum of five points above the initial rolled stat, but they still can't
pass racial max. The exception to the five point rule is Perception which
can be raised up to racial max. FT's racial max is derived from the EN
racial max.

>What characteristics can NOT be modified up (or down) using
>experience? And are there characteristics which have limited
>increase separate from racial limitiations?

Physical Beauty can't be raised by EP

>Here are the points of confusion that a player brought up and no
>absolute answer has been found:
>
>1. Under rule 5 (Characteristic Generation) the range of values is
>between 5 and 25. It also states that 25 is the maximum performance
>which may be achieved by a human; 26 and above greater befits a
>superman. The other player believes this could only be applicable
>during the Character Generation process.

Not according to us. The racial maximuns mark the absolute limit of increases.


>2. Fatigue for a EN of 25 in the table is 23. Can this be increased
>above 23? And if so how far above 23?

Not according to us - unless exceptional magic is involved.


Keith
Group: dqn-list Message: 2084 From: Jason Honhera Date: 4/25/2005
Subject: Re: DQ religion
I remember there being a tie to the Powers of Light in the Karsus platline in the Enchanted Wood.  I don't recall the details now...

"D. Cameron King" <monarchy2000@hotmail.com> wrote:

I just wanted to say, for whatever it's worth, that I see things much the
same way as Phil does, apparently.  One of the things I really liked about
DQ was the total *absence* of rules governing religion, gods, divine magic,
etc.  In our campaigns, religion certainly had a cultural significance, but
as far as players running D&D-style "clerics," it just didn't happen.  The
gods may have been real, or they may not have been; either way, they
certainly didn't make their presence *known*, just as they don't in our
world.

Had anyone ever expressed interest in playing a priest (or devout follower)
of some god, we'd have encouraged him to do so, but that character would
have followed the exact same rules as anybody else, and received absolutely
no in-game benefits as a result of his faith.  (At one point, we considered
allowing PCs to declare themselves a Servant of the Powers of Light, which
would have provided a bonus to Magic Resistance in exchange for taking on
certain restrictions/obligations and being excluded from the various
Colleges of Magic, but no one was ever serious enough about choosing that
option for us to bother fleshing the rules out.)

Aside from that, I never had any interest (or saw any need) in having DQ
rules for religion, and I would disagree that a system lacking such is in
any (serious) way flawed or incomplete.

-Cameron


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Group: dqn-list Message: 2085 From: Jason Honhera Date: 4/25/2005
Subject: Re: Do all characteristics have racial maximums
I think applying the limits to character creation only is the way to go.  The very fact that the PCs are doing heroic acts on a regular basis proves that they are more than the others around them.  The amount of stuff you have to do to get 5000 xp to raise a stat is truely daunting...

dennisnordling <d.nordling@adelphia.net> wrote:

Our group is updating our DragonQuest house rules book. And as
strange as this is going to sound coming from a player who began
playing DragonQuest in 1981 (as most of my group has):

Do all characteristics have racial maximums? And what are they?

What characteristics can NOT be modified up (or down) using
experience? And are there characteristics which have limited
increase separate from racial limitiations?


Here are the points of confusion that a player brought up and no
absolute answer has been found:

1. Under rule 5 (Characteristic Generation) the range of values is
between 5 and 25. It also states that 25 is the maximum performance
which may be achieved by a human; 26 and above greater befits a
superman. The other player believes this could only be applicable
during the Character Generation process.

2. Fatigue for a EN of 25 in the table is 23. Can this be increased
above 23? And if so how far above 23?

3. The other player believes that the FT and EN (maybe) are not
intended to have limits. How else could a group hope to take on
Dragons (in this I can see his point). His belief is that the
designers intended the FT and EN (maybe) to be unlimited just as
D&Ds hitpoints can be theoretically increased forever. With the rule
82.7 (#3. ...Each succeeding 10 point Endurance bracket...), his
view is not without some merit being that they left it VERY open
ended. And if a human's FT or EN can be increased beyond the 25,
then what of the other stats?

4. Our group believes (by inferance) that Giant player characters
may begin with upto 2 characteristic points above that of NPC giants
listed in the book under rule 70.1. The basis of this inferance is
that the other player character races Dwarf, Elf, Halfling and Orc
all have beginning characteristics that are 2 points above those
listed in there corresponding NPC section. What are the Racial
maximums for all the other races (including the Shape-Changer animal
forms?

5. Physical Beauty characteristic offers a different question. Can
it be increased or decreased with experience? And if so how much?
Are there racial modifiers? Within our group a player plays an Orc
with the Troubador skill; he petitioned the rest of the group to
allow for him to use the disguise ability (66.5) with his purposed
new ability for (66.1) Appear ugly (alternate to appear attractive);
this seemed resonable. And with his PB of 7 being reduced to below 6
(64.1), this can cause a roll on the Fright Table.

I know that these questions seem simple. But I am looking for other
input from outside out group, before I finalize our house rules pdf.





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Group: dqn-list Message: 2086 From: Jeffery K. McGonagill Date: 4/25/2005
Subject: Re: Do all characteristics have racial maximums
My view is that character limits are applicable.  During generation at best the average characteristic stat is 16+ for a human; limiting the human character to a 25 max means that the same charactor can get an average of 25 for his stats.  That is 270,000 experience points!  That's 90 adventures or 5400 non-adventure days (a little over 14 years 9 1/2 months) at hero level.  That seems plenty heroic to me.
 
If a character wants to exceed his racial max, make them resort to magick.  Shapers are there for a reason.
 
~Jeffery~

I think applying the limits to character creation only is the way to go.  The very fact that the PCs are doing heroic acts on a regular basis proves that they are more than the others around them.  The amount of stuff you have to do to get 5000 xp to raise a stat is truely daunting...

dennisnordling <d.nordling@adelphia.net> wrote:

Our group is updating our DragonQuest house rules book. And as
strange as this is going to sound coming from a player who began
playing DragonQuest in 1981 (as most of my group has):

Do all characteristics have racial maximums? And what are they?

What characteristics can NOT be modified up (or down) using
experience? And are there characteristics which have limited
increase separate from racial limitiations?


Here are the points of confusion that a player brought up and no
absolute answer has been found:

1. Under rule 5 (Characteristic Generation) the range of values is
between 5 and 25. It also states that 25 is the maximum performance
which may be achieved by a human; 26 and above greater befits a
superman. The other player believes this could only be applicable
during the Character Generation process.

2. Fatigue for a EN of 25 in the table is 23. Can this be increased
above 23? And if so how far above 23?

3. The other player believes that the FT and EN (maybe) are not
intended to have limits. How else could a group hope to take on
Dragons (in this I can see his point). His belief is that the
designers intended the FT and EN (maybe) to be unlimited just as
D&Ds hitpoints can be theoretically increased forever. With the rule
82.7 (#3. ...Each succeeding 10 point Endurance bracket...), his
view is not without some merit being that they left it VERY open
ended. And if a human's FT or EN can be increased beyond the 25,
then what of the other stats?

4. Our group believes (by inferance) that Giant player characters
may begin with upto 2 characteristic points above that of NPC giants
listed in the book under rule 70.1. The basis of this inferance is
that the other player character races Dwarf, Elf, Halfling and Orc
all have beginning characteristics that are 2 points above those
listed in there corresponding NPC section. What are the Racial
maximums for all the other races (including the Shape-Changer animal
forms?

5. Physical Beauty characteristic offers a different question. Can
it be increased or decreased with experience? And if so how much?
Are there racial modifiers? Within our group a player plays an Orc
with the Troubador skill; he petitioned the rest of the group to
allow for him to use the disguise ability (66.5) with his purposed
new ability for (66.1) Appear ugly (alternate to appear attractive);
this seemed resonable. And with his PB of 7 being reduced to below 6
(64.1), this can cause a roll on the Fright Table.

I know that these questions seem simple. But I am looking for other
input from outside out group, before I finalize our house rules pdf.





Yahoo! Groups Links


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Yahoo! Small Business - Try our new resources site!

Group: dqn-list Message: 2087 From: darkislephil Date: 4/25/2005
Subject: Re: Digest Number 373
--- In dqn-list@yahoogroups.com, "dbarrass_2000" <david.barrass@e...>
wrote:

> I think your points about consistant world is right. I would just
> prefer to play in a world with the extra dimension of the possiblity
> of being a priest

Options are good and if I was running a campaign in which a player
really wanted to be a priest of a diety I would probably come up with
something. Whether it was something along the lines of a skill like
Healer or a magical college would depend on how much of an active role
in the campaign I had previously envisioned the gods taking. It would
be nothing like a D&D cleric though.

BTW, I did get a chance to read through your religion rules and I
think it is pretty good work. Doesn't really fit in with my campaigns
but then I never let players take Greater Summoning either.

-Phil
Group: dqn-list Message: 2088 From: Jeffery K. McGonagill Date: 4/25/2005
Subject: Re: Digest Number 373
The gods in my campaign are much like Greek gods, i.e., they have the
pettiness, foibles, interfere in the affairs of "man", etc.

~Jeffery~

> > I think your points about consistant world is right. I would just
> > prefer to play in a world with the extra dimension of the possiblity
> > of being a priest
>
> Options are good and if I was running a campaign in which a player
> really wanted to be a priest of a diety I would probably come up with
> something. Whether it was something along the lines of a skill like
> Healer or a magical college would depend on how much of an active role
> in the campaign I had previously envisioned the gods taking. It would
> be nothing like a D&D cleric though.
>
> BTW, I did get a chance to read through your religion rules and I
> think it is pretty good work. Doesn't really fit in with my campaigns
> but then I never let players take Greater Summoning either.
>
> -Phil
>
>
>
>
>
>
>
> Yahoo! Groups Links
>
>
>
>
>
>
>
>
Group: dqn-list Message: 2089 From: darkislephil Date: 4/25/2005
Subject: Re: Digest Number 375
--- In dqn-list@yahoogroups.com, Chris Klug <eaglewing@m...> wrote:

> Game system IS story. They are one in the same.

Interesting but I think that goes too far. Game system is a story
enabler - the soil in which stories can take root and grow. Obviously
some soil is better than others and some just won't support much of
anything. But like with plants and soil, there are different kinds of
stories and what grows in one type of soil won't grow at all in
another. In many cases the yield from the soil has much to do with
the farmer tending that soil.

Okay. Enough fertilizer. :)

Certainly a game system that includes rules governing religion,
priests and a complete background will enable a broader range of
stories and may engender game sessions that examine mans role in
creation or whatever. I don't think that makes the game system better
or worse than others merely different.

> The implied world of DQ is High Fantasy Europe, very similar to Ray
> Feist's novels (although those wonderful novels didn't exist yet).
> That it can work in other settings is nice, but requires work on the
> GM's part.

Which is not a bad thing in my mind.

> Again, since DQ I have read Joe Campbell extensively, and
> today, if I was to deliver a pencil-and-paper RPG, I would
> absolutely deliver it with a system for addressing
> mythology/gods, and I would deliver at the very least a
> generic pantheon, and most probably a world and detailed
> local pantheon.

I think that's a good thing. Sometimes that's exactly what a GM wants
or needs.

> As to your second point, yes, absolutely I believe that the
> kinds of stories we tell are more, well, sacred than I might
> have thought 25 years ago. Less frivolous. More mythology
> and less D&D. That's what my fiction is like as well.

I've always felt there were different levels to which a gaming session
could rise to. (Without putting to much emphasis on higher levels
being "better".) Most never rise above the frivolous, lite
entertainment variety. The beer and pretzels level. Sometimes you get
sessions where everyone is really engaged and often spend more time in
character than out. Memorably gaming stories frequently come from
these sessions. Then you have the sessions where the dice are rarely
rolled but great stories are still told. Where the conflicts come from
the choices that are made "in-character".

> Good discussion

Indeed. This has been good.

-Phil
Group: dqn-list Message: 2090 From: dq@johncorey.com Date: 4/25/2005
Subject: Re: Digest Number 375
> --- In dqn-list@yahoogroups.com, Chris Klug <eaglewing@m...> wrote:
>
>> Game system IS story. They are one in the same.
>
> Interesting but I think that goes too far. Game system is a story
> enabler -

One thing to note, though. Most modern game systems comply with what
Chris is saying. Except GURPS, games are striving to be more world based
than rule based. Even D&D has a mythology of it's own.

JohnC
Group: dqn-list Message: 2091 From: darkislephil Date: 4/25/2005
Subject: Re: Digest Number 376
--- In dqn-list@yahoogroups.com, Chris Klug <eaglewing@m...> wrote:

> > Because sometimes players like to chart the destinies of their
> > characters themselves?
>
> Why would the presence of mythology and/or gods stop this?

They don't necessarily but you only need rules for religions and gods
when they are directly manipulating events in the characters world.
And if they are messing around in mortal affairs then the characters
destinies are pretty much at the whim of the gods. If the gods aren't
mucking about in things then you don't need rules for them or
religions. A good writeup of the creation mythos and that followers
of god X like walks on the beach while followers of god Y prefer
snuggling in dark caves is enough. If the players embrace that
creation mythos and make it part of their role-playing isn't that what
we want?

> > Because there are plenty of stories to be told
> > that don't involve either gods or religion?
>
> Sure. But there are no good stories that don't somehow at
> their core address the meaning/purpose of life. To
> storytellers, that is the Holy Grail.

You don't have to involve gods or religion to explore the meaning of life.

> > Yes it is easy as a GM to get characters to go here or do
> > that because a god has asked them to do so...<snip>
>
> I wouldn't use this technique, myself. The players need to
> want to do anything or it is empty. Gods do not play that
> kind of role in my worlds. I don't have (metaphorically)
> Athena and Aphrodite arguing over Paris.

As a player I would prefer that. But it also means you don't need
rules for religions or gods just a setting with a creation mythos.

> And, just to add sauce to the goose, I never liked Glorantha much.

Heh. Not someplace I particularly cared to visit myself.

> I believe the *idea* of a tight integration between system
> and story is crucial to a great game system. RQ II / III
> were, IMHO, much better games than DQ because of this. But
> this is certainly my personal taste.

To each his own as they say. ;) I think the RQ game mechanics are just
terrible. I thought the writing, the concept of rune cults and the
idea of providing a campaign setting that was integrated with the
rules was all good. Just didn't like playing it.

At the end of the day, the better game is the one I played. At least
for me.

I'll let it go now. :)

-Phil
Group: dqn-list Message: 2092 From: darkislephil Date: 4/25/2005
Subject: Re: Digest Number 375
--- In dqn-list@yahoogroups.com, dq@j... wrote:
>
> > --- In dqn-list@yahoogroups.com, Chris Klug <eaglewing@m...> wrote:
> >
> > > Game system IS story. They are one in the same.
> >
> > Interesting but I think that goes too far. Game system is a story
> > enabler -
>
> One thing to note, though. Most modern game systems
> comply with what Chris is saying. Except GURPS, games
> are striving to be more world based than rule based.

True but does that have any bearing on the issue Chris brought up? I
owned and operated a game store for several years in the 80's. People
usually bought a new game when the setting for it caught their
interest or it presented a genre they wanted to experience.

From early on the RPGs that came out after the original boxed D&D set
included some kind of campaign setting or story framework. Even people
running RPG game companies, sooner or later, picked up on this basic fact.

The reason that most games published now are based around a setting,
moreso than the rules, is a marketing decision. Once you hook a
playerbase on the setting you can sell them an endless stream of
expansion books. With a universal rules system, like GURPS, you don't
have the quite the same hook. Multiple settings/genre expansions
aren't going to be as marketable as something that integrates into the
campaign setting they are already invested in. That isn't to say you
can't publish a campaign setting and then follow up with expansions
for it but it is a more difficult path. (Then there is the whole rules
that work for fantasy RPG rarely work as well for modern or futuristic
settings issue.)

So from my experience whether or not game system is story has little
to do with whether more games are published with integrated settings
or not.

> Even D&D has a mythology of it's own.

Do the core d20 rules include a mythos? I haven't really looked at
them but it seemed like they were a base set of rules with lots of
different genre and campaign settings available to use with the core
rules. I expect they do have some central setting but don't know if
that setting is actually part of the GM's or Players guides.

-Phil
Group: dqn-list Message: 2093 From: Jason Honhera Date: 4/25/2005
Subject: Re: Digest Number 375


darkislephil <darkislephil@yahoo.com> wrote:



Do the core d20 rules include a mythos?  -Phil

Yup.  The core rules of D&D assume the Greyhawk Mythos

Albavar


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Group: dqn-list Message: 2094 From: Davis, John R Date: 4/26/2005
Subject: Re: Digest Number 375
Dont know if this has been brought up but...Would early man have invented Gods to explain the strange phenomena and changing world around him if in fact it was shown to be real magic man could wield.

Would he have come up with the concept of spirits being angry etc if everything could be explained by magic.

I think he wouldnt, and therefore in a world where people can fairly easily do miracles by magic (i.e make something burst into flame, heal the sick, etc)gods wouldnt have been invented to explain wierd stuff, control the masses with fear etc.?

In this case religion, as we know it, wouldnt have occurrred / developed, and people would hold 'magicians', and maybe the demons they summon etc. as 'gods'.

If you have priests, like some suggest with no real power, then that worship would have died out. Therefore D&D may be right in that in order to compete with non-religious magic the D&D has his own demonstrable power.

Hope that makes sense?

JohnD


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Group: dqn-list Message: 2095 From: dbarrass_2000 Date: 4/26/2005
Subject: Re: Digest Number 375
I agree with Phil

The game system is there to serve the GM in telling his stories (but
if you have great stories it dosn't matter what system you play). For
me the essences of a good RPG system are:
*It should not get in the way, or at least as little as possible.
*It should also present adventure hooks in its rules:- Such as curing
backfires, finding the specialist, manipulating the modifiers to get
that one-off extra 20% on a spell to take out the big nasty...
*I also like the slightly sinister, yet flakey magic system. I think
it provides a good feel to the system, you're "dabelling in somthing
man should not know of" etc.
*And of course the lethal combat system adds a note of gritty realism
*You should be able to moddel reallity in the system (for example I
have always thought the DQ stats were very well thought out)

These are the things I think DQ does better than any other system I
have played. D&D gets in the way, GURPS is soulless and mechanical (I
quite liked RQ, but not in Glorantha)

I wanted to extend the adventure hooks and feel idea into the realm of
religion which to me adds an extra dimension and a new set of problems
and opportunities to overcome and exploit for the thinking role-player

Annother great thing about DQ (and I feel a little guilty about saying
this), is that SPI are never going to come out with a supliment that
some snotty role-player is going to beat you around the head with and
dosn't fit with your world. If the Religion rules don't fit with your
campain there is no pressure to adopt as they never will be an
"official" product

David

> --- In dqn-list@yahoogroups.com, Chris Klug <eaglewing@m...> wrote:
>
> > Game system IS story. They are one in the same.
>
> Interesting but I think that goes too far. Game system is a story
> enabler - the soil in which stories can take root and grow. Obviously
> some soil is better than others and some just won't support much of
> anything. But like with plants and soil, there are different kinds of
> stories and what grows in one type of soil won't grow at all in
> another. In many cases the yield from the soil has much to do with
> the farmer tending that soil.
>
> Okay. Enough fertilizer. :)
>
> Certainly a game system that includes rules governing religion,
> priests and a complete background will enable a broader range of
> stories and may engender game sessions that examine mans role in
> creation or whatever. I don't think that makes the game system better
> or worse than others merely different.
>
> > The implied world of DQ is High Fantasy Europe, very similar to Ray
> > Feist's novels (although those wonderful novels didn't exist yet).
> > That it can work in other settings is nice, but requires work on the
> > GM's part.
>
> Which is not a bad thing in my mind.
>
> > Again, since DQ I have read Joe Campbell extensively, and
> > today, if I was to deliver a pencil-and-paper RPG, I would
> > absolutely deliver it with a system for addressing
> > mythology/gods, and I would deliver at the very least a
> > generic pantheon, and most probably a world and detailed
> > local pantheon.
>
> I think that's a good thing. Sometimes that's exactly what a GM wants
> or needs.
>
> > As to your second point, yes, absolutely I believe that the
> > kinds of stories we tell are more, well, sacred than I might
> > have thought 25 years ago. Less frivolous. More mythology
> > and less D&D. That's what my fiction is like as well.
>
> I've always felt there were different levels to which a gaming session
> could rise to. (Without putting to much emphasis on higher levels
> being "better".) Most never rise above the frivolous, lite
> entertainment variety. The beer and pretzels level. Sometimes you get
> sessions where everyone is really engaged and often spend more time in
> character than out. Memorably gaming stories frequently come from
> these sessions. Then you have the sessions where the dice are rarely
> rolled but great stories are still told. Where the conflicts come from
> the choices that are made "in-character".
>
> > Good discussion
>
> Indeed. This has been good.
>
> -Phil
Group: dqn-list Message: 2096 From: dbarrass_2000 Date: 4/26/2005
Subject: Re: Digest Number 375
to me that makes sence and Gordon Frazer in "The Golden Bough" makes
precicely this point. DQ religions, or atlest those to the PoL are
anti-magic and I've always seen them as a way for the non-magical
peoples (such as most humans) to compete with the magical (such as
Mages, elves, shape shifters etc).

David

--- In dqn-list@yahoogroups.com, "Davis, John R" <jrda@b...> wrote:
>
> Dont know if this has been brought up but...Would early man have
invented Gods to explain the strange phenomena and changing world
around him if in fact it was shown to be real magic man could wield.
>
> Would he have come up with the concept of spirits being angry etc if
everything could be explained by magic.
>
> I think he wouldnt, and therefore in a world where people can fairly
easily do miracles by magic (i.e make something burst into flame, heal
the sick, etc)gods wouldnt have been invented to explain wierd stuff,
control the masses with fear etc.?
>
> In this case religion, as we know it, wouldnt have occurrred /
developed, and people would hold 'magicians', and maybe the demons
they summon etc. as 'gods'.
>
> If you have priests, like some suggest with no real power, then that
worship would have died out. Therefore D&D may be right in that in
order to compete with non-religious magic the D&D has his own
demonstrable power.
>
> Hope that makes sense?
>
> JohnD
>
>
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Group: dqn-list Message: 2097 From: Chris Klug Date: 4/26/2005
Subject: Re: Digest Number 377
On Apr 24, 2005, at 5:01 PM, D. Cameron King wrote:

> I just wanted to say, for whatever it's worth, that I see things much
> the
> same way as Phil does, apparently. One of the things I really liked
> about
> DQ was the total *absence* of rules governing religion, gods, divine
> magic,
> etc. In our campaigns, religion certainly had a cultural
> significance, but
> as far as players running D&D-style "clerics," it just didn't happen.

I am certainly not saying anyone has to change what makes their
campaign fun. And I never advocated D&D clerics. To summarize my point
of view, it would go like this:

1, Fantasy world, to my taste, are tied to concepts like gods &
mythology. For me, I cannot think of one without the other.
2. If I was doing a fantasy RPG today, I would include systems/rules
for the players relating to those concepts. Whether they played
'priests' or not would, of course, be up to them. Whether the GM
allowed those progression paths to be available to the players would be
up to them, as it should be. I cannot see doing fantasy RPG rules
without those kinds of systems any more than I could see doing a
fantasy RPG without a hand-to-hand combat system. I agree 100% this is
just my point of view.
3. If gods exist in the world (maybe calling them primal forces of
creation would be less electric???) they are going to notice some
skinny balding guy twirling his wand and altering the fabric of
reality. How could they not? What they do about it is entirely
different.

Chris
Group: dqn-list Message: 2098 From: Arturo Algueiro Melo Date: 4/26/2005
Subject: Re: Do all characteristics have racial maximums
Hi, people...
In our group there is no limit to stats raises.
We also use potions to increase stats:
+1 PC : 12500 SP
+1 FT : 19000 SP
+1 other: 25000 SP
PB is only modifiable by magic, wounds, disguise or healer arts.
Best regards... Arturo



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Group: dqn-list Message: 2099 From: Mark D Date: 4/26/2005
Subject: Re: Digest Number 378
--- dqn-list@yahoogroups.com wrote:

> Message: 1
> Date: Sun, 24 Apr 2005 23:49:26 -0000
> From: "dennisnordling" <d.nordling@adelphia.net>
> Subject: Do all characteristics have racial maximums
>
>
> Our group is updating our DragonQuest house rules
> book. And as
> strange as this is going to sound coming from a
> player who began
> playing DragonQuest in 1981 (as most of my group
> has):
>
> Do all characteristics have racial maximums? And
> what are they?
>
> What characteristics can NOT be modified up (or
> down) using
> experience? And are there characteristics which have
> limited
> increase separate from racial limitiations?
>
>
> Here are the points of confusion that a player
> brought up and no
> absolute answer has been found:
>
> 1. Under rule 5 (Characteristic Generation) the
> range of values is
> between 5 and 25. It also states that 25 is the
> maximum performance
> which may be achieved by a human; 26 and above
> greater befits a
> superman. The other player believes this could only
> be applicable
> during the Character Generation process.
>
> 2. Fatigue for a EN of 25 in the table is 23. Can
> this be increased
> above 23? And if so how far above 23?
>
> 3. The other player believes that the FT and EN
> (maybe) are not
> intended to have limits. How else could a group hope
> to take on
> Dragons (in this I can see his point). His belief is
> that the
> designers intended the FT and EN (maybe) to be
> unlimited just as
> D&Ds hitpoints can be theoretically increased
> forever. With the rule
> 82.7 (#3. ...Each succeeding 10 point Endurance
> bracket...), his
> view is not without some merit being that they left
> it VERY open
> ended. And if a human's FT or EN can be increased
> beyond the 25,
> then what of the other stats?
>
> 4. Our group believes (by inferance) that Giant
> player characters
> may begin with upto 2 characteristic points above
> that of NPC giants
> listed in the book under rule 70.1. The basis of
> this inferance is
> that the other player character races Dwarf, Elf,
> Halfling and Orc
> all have beginning characteristics that are 2 points
> above those
> listed in there corresponding NPC section. What are
> the Racial
> maximums for all the other races (including the
> Shape-Changer animal
> forms?
>
> 5. Physical Beauty characteristic offers a different
> question. Can
> it be increased or decreased with experience? And if
> so how much?
> Are there racial modifiers? Within our group a
> player plays an Orc
> with the Troubador skill; he petitioned the rest of
> the group to
> allow for him to use the disguise ability (66.5)
> with his purposed
> new ability for (66.1) Appear ugly (alternate to
> appear attractive);
> this seemed resonable. And with his PB of 7 being
> reduced to below 6
> (64.1), this can cause a roll on the Fright Table.
>
> I know that these questions seem simple. But I am
> looking for other
> input from outside out group, before I finalize our
> house rules pdf.


My group, which uses extensive house rules, limits the
main stats (PS, MD, AG, MA, WP, END)to 25 +/- Racial
modifiers. Perception is treated the same way:
starting base of 8; max of 25 +/- racial modifier. PB
is rolled at creation and cannot be increased by
experience, but we did allow characters to disfigure
themselves to lower their PB. However, we thought the
Fright roll for low PB was 'too cheesy' for a PC to
use and our DM only had peasants, and the like, recoil
and avoid them, usually while saying something like
"Dear god, what is that thing" [quite like the
description of 'to the pain' in "The Princess Bride"].
That lasted until the character got a reputation for
becoming violent towards those commenting on his
looks. But I digress. By our rules, Healer's can use
the equivalent of magic based plastic surgery to alter
the Character's PB by up to (rank of Healer) points.
However, the max total the character's PB can ever be
altered from the starting value by this process is 10,
the max rank of the Healer skill.

We use the following rule for Fatigue: character's can
purchase Fatigue at 2500 exp per point up to a max of
2 x Endurance stat.

We use these as hard limits. Experience can not be
used to exceed these limits unless the race of the
character is changed or altered by magic, like by a
Namer changing the character's Individual True Name.

BTW, we have also instituted a spell point system
instead of having mages cast using their fatigue.
Spell points are equal to starting MA and can
purchased using a tiered chart. We did not like the
concept of a mage using a spell to heal his casting
capacity. We felt that this could lead to the
evercasting mage, which we all agreed was too
powerful.

As for comparisons between characters and NPC
creatures of the same race, Characters typically have
stats higher than average for the race, but it is not
necessary or even advisable to create super-humans,
super-elves, or super-'insert race here' by allowing
experience to purchase stats higher than 25 +/- racial
modifier. Stats higher than our 'normal' limits are
only be obtainable by outright magic alteration of the
character or by use of a magic item that grants a stat
bonus.

As to your scenario of DQ characters be unable to
defeat dragons without Super stats: I, for one, do not
think that a small group of DQ characters should be
able to physically combat a dragon and win. They
should only succeed in such an endeavor through
powerful magic, cunning strategy, sufficient forces,
and luck, as has previously been expressed as an
opinion by someone else.

Just my views and our house rules.

Mark

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Group: dqn-list Message: 2100 From: D. Cameron King Date: 4/26/2005
Subject: Re: Digest Number 375
>From: "Davis, John R" <jrda@bgs.ac.uk>
>
>Dont know if this has been brought up but...Would early man have invented
>Gods to explain the strange phenomena and changing world around him if in
>fact it was shown to be real magic man could wield.
>
>Would he have come up with the concept of spirits being angry etc if
>everything could be explained by magic.
>
>I think he wouldnt, and therefore in a world where people can fairly easily
>do miracles by magic (i.e make something burst into flame, heal the sick,
>etc)gods wouldnt have been invented to explain wierd stuff, control the
>masses with fear etc.?

I agree with your thesis up until this point. But...


>In this case religion, as we know it, wouldnt have occurrred / developed,
>and people would hold 'magicians', and maybe the demons they summon etc. as
>'gods'.
>
>If you have priests, like some suggest with no real power, then that
>worship would have died out. Therefore D&D may be right in that in order to
>compete with non-religious magic the D&D has his own demonstrable power.

I don't agree with your conclusion, because you are assuming that the only
reason people turn to religion is its "demonstrable power." If that were
true, religion wouldn't have taken root in our Real World, either.

No, there is much more to religion than magical might, and myths do more
than simply provide explanations for the unexplained; they impart wisdom
about what it means to be human, the proper relationship between Man and
Nature, and much more. People attend church because it feeds their souls,
keeps them connected to their local community, etc...not because they
fear/respect/envy the head priest's mojo.

This is why I prefer DQ's lack of inherent religion to D&D's inextricable
involvement of gods in mortal affairs: because it better reflects our own
reality. "Powerless" priests actually have to appeal to the hearts and
minds of their followers, rather than just lay the holy smackdown on any
non-believers.

-Cameron
Group: dqn-list Message: 2101 From: D. Cameron King Date: 4/26/2005
Subject: Re: Digest Number 377
>From: Chris Klug <eaglewing@mac.com>
>
>I am certainly not saying anyone has to change what makes their
>campaign fun. And I never advocated D&D clerics. To summarize my point
>of view, it would go like this:
>
>1, Fantasy world, to my taste, are tied to concepts like gods &
>mythology. For me, I cannot think of one without the other.

I agree with that, as far as it goes. But do the gods have to be *real*, in
your opinion?

-Cameron
Group: dqn-list Message: 2102 From: Davis, John R Date: 4/26/2005
Subject: Re: Digest Number 375
Attachments :
    Im pretty sure people turned to 'religion' (i.e. the worship of something not quite explainable, mysterious, etc) out of 'fear' in the first instance....but this is now wondering a bit off topic.

    John

    -----Original Message-----
    From: dqn-list@yahoogroups.com on behalf of D. Cameron King
    Sent: Tue 26/04/2005 17:04
    To: dqn-list@yahoogroups.com
    Cc:
    Subject: RE: [DQN-list] Re: Digest Number 375






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    confidentiality of this e-mail and your reply cannot be guaranteed. If
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    Group: dqn-list Message: 2103 From: darkislephil Date: 4/26/2005
    Subject: Re: Digest Number 375
    --- In dqn-list@yahoogroups.com, "dbarrass_2000" <david.barrass@e...>
    wrote:

    > Annother great thing about DQ (and I feel a little guilty
    > about saying this), is that SPI are never going to come out
    > with a supliment that some snotty role-player is going to
    > beat you around the head with and dosn't fit with your world.

    That cracks me up and I pretty much feel the same way. As I have
    gotten older and more crotchety I am much happier with a rule system
    that is smaller rather than larger. I don't know how people manage to
    GM a game like the current DnD with a gazillion official rulebooks.

    -Phil
    Group: dqn-list Message: 2104 From: darkislephil Date: 4/26/2005
    Subject: Re: Digest Number 375
    --- In dqn-list@yahoogroups.com, "Davis, John R" <jrda@b...> wrote:
    >
    > Dont know if this has been brought up but...Would early man
    > have invented Gods to explain the strange phenomena and
    > changing world around him if in fact it was shown to be real
    > magic man could wield.

    I think that is a great observation John and points out a flaw in the
    assumption that a FRPG must have religions and a mythos like that of
    earth.

    > If you have priests, like some suggest with no real power,
    > then that worship would have died out.

    Well, yes & no, depends upon why the god would be worshipped and why
    they would have followers. The existence of an afterlife accessible
    only through worship of a god is enough for many.

    Phil
    Group: dqn-list Message: 2105 From: dq@johncorey.com Date: 4/26/2005
    Subject: Re: Digest Number 375
    >
    > That cracks me up and I pretty much feel the same way. As I have
    > gotten older and more crotchety I am much happier with a rule system
    > that is smaller rather than larger. I don't know how people manage to
    > GM a game like the current DnD with a gazillion official rulebooks.
    >
    > -Phil

    It is a nightmare. I am in a DnD group right now. We were going to
    rotate GM duties (I was the primary GM of our DQ campaign), but once I saw
    what was involved, I bowed out.

    JohnC
    Group: dqn-list Message: 2106 From: rthorm Date: 4/26/2005
    Subject: Religion in DQ
    Back in 1981, as a starting GM, I liked the DQ rules that I had to
    work with for my new campaign. The absence of "clerics" was not a
    problem for us.

    As I created my campaign world, I created a pantheon of gods and a
    history of the world, along with its cultures and geography and other
    elements. There were some legends and stories (What is thunder? Why
    are there rainbows? How did that giant cliff come to be? What are the
    seasons?) But I never felt that we suffered for a lack of rules for
    religions. Gods were there, but they were outside the strictures of
    rules.

    A couple of my players' characters were believers of one sort or
    another. One refused to allow himself to be resurrected if he should
    die. Another made offerings to the god of adventurers and made sure
    that the nearby shrine was well tended. Others were agnostic.

    In time, other gods and other belief systems came along, and there
    were conflicts between the differing systems. I developed some
    backstory about the 'new' religion and a sort of jihad that developed
    out of the conflict. And my 'save-the-world' arc dealt with a quest
    to prevent a group from performing a ritual that would enable an evil
    god to re-enter the world.

    So I think that I have to agree with Chris to some extent, since I've
    had religion as an important element in a number of the adventures
    I've run.

    But having anything written down (other than history and legend) turns
    it from the transcendent into the gameable. If there are game rules
    for the gods, then players will take advantage of those rules.

    I don't see a need for any rules about gods, because gods are beyond
    rules (or follow rules at a very different level). For the gods to be
    godlike, they need to be outside the rules system. Otherwise they are
    just another level of the system.

    And when, in the midst of a crucial battle, one of the players calls
    on the god of adventurers to guide his sword, and then immediately
    rolls an 01 for a Grievous Injury, then you have a story to remember.

    Rodger
    Group: dqn-list Message: 2107 From: darkislephil Date: 4/26/2005
    Subject: Re: Do all characteristics have racial maximums
    Might as well throw my 2 cents in here as well...

    (Assume an IMO in front of everthing. :)

    > Here are the points of confusion that a player brought up and no
    > absolute answer has been found:

    Of course all rules are at the GMs/players discretion. It's your group
    do what makes you guys happy.

    > 1. Under rule 5 (Characteristic Generation) the range of values is
    > between 5 and 25. It also states that 25 is the maximum performance
    > which may be achieved by a human; 26 and above greater befits a
    > superman. The other player believes this could only be applicable
    > during the Character Generation process.

    This would run completely counter to the overall design of DQ. One of
    the things I love about DQ is that you can drop a brand new character
    into an ongoing campaign and they will be able to participate and
    contribute to the party. Then there is the issue of internal game
    logic. How is it that a character could raise their strength beyond
    (or whatever) beyond the racial max? Surely this would have to involve
    magic or the gods or something.

    > 2. Fatigue for a EN of 25 in the table is 23. Can this be increased
    > above 23? And if so how far above 23?

    I would probably allow players to increase FT some additional amount.
    Probably no more than 50% above starting.

    > 3. The other player believes that the FT and EN (maybe) are not
    > intended to have limits. How else could a group hope to take on
    > Dragons (in this I can see his point). <snip>

    Short answer is they shouldn't. DQ dragons aren't the pansies of DnD.
    An adult DQ dragon can and would lay waste to any typical party of
    adventurers without breaking a sweat. With good preparation, a whole
    lot of luck and probably some kind of relics a party might take out a
    dragon. Sounds like your player want's to be playing DnD.

    > 4. Our group believes (by inferance) that Giant player characters
    > may begin with upto 2 characteristic points above that of NPC giants
    > listed in the book under rule 70.1.

    Shape-changers and giants were always a bit wierd though there was an
    article in Ares IIRC that covered this. Check the files area.

    > 5. Physical Beauty characteristic offers a different
    > question. Can it be increased or decreased with experience?
    > <snip> And with his PB of 7 being reduced to below 6
    > (64.1), this can cause a roll on the Fright Table.

    I wouldn't allow PB to be changed except through magic or a healer. To
    causes rolls on the fright table is just silly. To adversely affect
    reaction rolls, sure, cause fright in anything other than small
    children, no way.

    I don't know how long the characters in question have been around but
    in the many years of our DQ campaigns no one ever raised a primary
    stat more than 1 or 2 points. Perception - oh yeah but primary stats
    very rarely. There was just never that kind XP to spare. The levels of
    XP that would be required to push a primary stat up from a typical
    starting level to over 25 is pretty extreme.

    But that's my take on it.

    Phil