Messages in dqn-list group. Page 52 of 80.

Group: dqn-list Message: 2559 From: rthorm Date: 3/9/2006
Subject: Re: Online tools
Group: dqn-list Message: 2560 From: John M Kahane Date: 3/11/2006
Subject: Re: DQ Adventures and Seeds
Group: dqn-list Message: 2561 From: John M Kahane Date: 3/11/2006
Subject: Re: DQ Adventures and Seeds
Group: dqn-list Message: 2562 From: John M Kahane Date: 3/11/2006
Subject: DQ Scanned Graphics?
Group: dqn-list Message: 2563 From: John M Kahane Date: 3/11/2006
Subject: DragonQuest Inspirations
Group: dqn-list Message: 2564 From: John M Kahane Date: 3/11/2006
Subject: DQ FAQ Subject
Group: dqn-list Message: 2565 From: John Corey Date: 3/11/2006
Subject: Re: DQ Adventures and Seeds
Group: dqn-list Message: 2566 From: John Corey Date: 3/11/2006
Subject: Re: DQ Adventures and Seeds
Group: dqn-list Message: 2567 From: Jason Honhera Date: 3/11/2006
Subject: Re: DQ Scanned Graphics?
Group: dqn-list Message: 2568 From: Jason Honhera Date: 3/11/2006
Subject: Re: DQ FAQ Subject
Group: dqn-list Message: 2569 From: davis john Date: 3/11/2006
Subject: Re: DQ Adventures and Seeds
Group: dqn-list Message: 2570 From: pilum067 Date: 3/11/2006
Subject: Re: DQ FAQ Subject
Group: dqn-list Message: 2571 From: pilum067 Date: 3/11/2006
Subject: Shield question
Group: dqn-list Message: 2572 From: Gabriel Martinez Date: 3/11/2006
Subject: Re: DQ Scanned Graphics?
Group: dqn-list Message: 2573 From: Gabriel Martinez Date: 3/11/2006
Subject: Re: DQ FAQ Subject
Group: dqn-list Message: 2574 From: Jason Honhera Date: 3/11/2006
Subject: Re: Shield question
Group: dqn-list Message: 2575 From: Jeffery K. McGonagill Date: 3/11/2006
Subject: Re: Shield question
Group: dqn-list Message: 2576 From: John M Kahane Date: 3/11/2006
Subject: Re: DQ Scanned Graphics?
Group: dqn-list Message: 2577 From: John M Kahane Date: 3/11/2006
Subject: Re: DQ FAQ Subject
Group: dqn-list Message: 2578 From: John M Kahane Date: 3/11/2006
Subject: Re: DQ Scanned Graphics?
Group: dqn-list Message: 2579 From: John M Kahane Date: 3/11/2006
Subject: Re: DQ FAQ Subject
Group: dqn-list Message: 2580 From: Gabriel Martinez Date: 3/11/2006
Subject: Re: DQ FAQ Subject
Group: dqn-list Message: 2581 From: Jeffery K. McGonagill Date: 3/11/2006
Subject: Re: DQ FAQ Subject
Group: dqn-list Message: 2582 From: D. Cameron King Date: 3/12/2006
Subject: Re: DQ FAQ Subject
Group: dqn-list Message: 2583 From: pilum067 Date: 3/13/2006
Subject: Re: DQ FAQ Subject
Group: dqn-list Message: 2584 From: Stephen Clark Date: 3/13/2006
Subject: DQ sets on Ebay
Group: dqn-list Message: 2585 From: John M Kahane Date: 3/18/2006
Subject: JohnK DQ Webpages On-Line
Group: dqn-list Message: 2586 From: John Kahane Date: 3/21/2006
Subject: Re: Digest Number 360
Group: dqn-list Message: 2587 From: John M Kahane Date: 3/24/2006
Subject: Re; Starting Experience Points (Was: Re: DQ FAQ Subject)
Group: dqn-list Message: 2588 From: John M Kahane Date: 3/24/2006
Subject: DQ Webpages and Fan Poll Thoughts
Group: dqn-list Message: 2589 From: Jeffery K. McGonagill Date: 3/24/2006
Subject: Re: Re; Starting Experience Points (Was: Re: DQ FAQ Subject)
Group: dqn-list Message: 2590 From: davis john Date: 3/25/2006
Subject: Re: Re; Starting Experience Points (Was: Re: DQ FAQ Subject)
Group: dqn-list Message: 2591 From: John Corey Date: 3/25/2006
Subject: Re: DQ Webpages and Fan Poll Thoughts
Group: dqn-list Message: 2592 From: John Kahane Date: 3/25/2006
Subject: Re: DQ Adventures and Seeds
Group: dqn-list Message: 2593 From: John Kahane Date: 3/25/2006
Subject: Starting Experience Rule (Was: Re: DQ FAQ Subject)
Group: dqn-list Message: 2594 From: Phil Wright Date: 3/25/2006
Subject: Re: Starting Experience Rule (Was: Re: DQ FAQ Subject)
Group: dqn-list Message: 2595 From: davis john Date: 3/27/2006
Subject: Campaign Sticking point
Group: dqn-list Message: 2596 From: krusher0 Date: 3/28/2006
Subject: Re: Campaign Sticking point
Group: dqn-list Message: 2597 From: john@johncorey.com Date: 3/28/2006
Subject: Re: Campaign Sticking point
Group: dqn-list Message: 2598 From: John M Kahane Date: 3/30/2006
Subject: College of Sun Magics?
Group: dqn-list Message: 2599 From: Russ Jones Date: 3/31/2006
Subject: Re: College of Sun Magics?
Group: dqn-list Message: 2600 From: John M Kahane Date: 3/31/2006
Subject: Re: College of Sun Magics?
Group: dqn-list Message: 2601 From: rthorm Date: 4/3/2006
Subject: Re: College of Sun Magics?
Group: dqn-list Message: 2602 From: John M Kahane Date: 4/3/2006
Subject: Re: DQ Webpages and Fan Poll Thoughts
Group: dqn-list Message: 2603 From: John M Kahane Date: 4/3/2006
Subject: Re: Campaign Sticking point
Group: dqn-list Message: 2604 From: John M Kahane Date: 4/3/2006
Subject: Re: Re; Starting Experience Points
Group: dqn-list Message: 2605 From: John M Kahane Date: 4/3/2006
Subject: DQ PBeM Interest?
Group: dqn-list Message: 2606 From: John M Kahane Date: 4/3/2006
Subject: Re: College of Sun Magics?
Group: dqn-list Message: 2607 From: John M Kahane Date: 4/4/2006
Subject: Re: College of Sun Magics?
Group: dqn-list Message: 2608 From: davis john Date: 4/5/2006
Subject: Re: Campaign Sticking point



Group: dqn-list Message: 2559 From: rthorm Date: 3/9/2006
Subject: Re: Online tools
The old WebRPG had a nice set of tools that included hexmaps and other
graphical tools (though that required a lot of preparation on the part
of the GM), and had "miniatures" that could be moved around.

This was combined with a chat session for narrative and description
(which could also be saved to provide a record of the adventure). It
also incorporated a dice roller. Steve/Mort de Muerte was running a
campaign using this system a few years ago. I played in it for a
while, but eventually scheduling it became too difficult for me.

If you aren't dealing with things that are more complicated, I imagine
there must be some collaborative whiteboard web applications that you
could use for diagrammatic purposes, and then use VOIP or chat
software for the connection. But I'm afraid I don't have any specific
names of things to point you at.

--RT

--- In dqn-list@yahoogroups.com, "jcorey30" <john@...> wrote:
> I am working on getting an on-line game started. It is going to be
> just me and a one of my pals to start. I was thinking of Open RPG to
> start, but boy does it look like a lot of work to get running on my Mac.
>
> Any other tools out there?
Group: dqn-list Message: 2560 From: John M Kahane Date: 3/11/2006
Subject: Re: DQ Adventures and Seeds
Hullo, JohnD,

In a message of March 2nd, 2006, you wrote,

> I have a stack of extended encounters and fuller scenarios in an electronic
> form if somebody wishes to host them. They are a bit specific to my campaign
> but still adaptable.

I would certainly like to see them for myself, but I figure that
the adventures can be posted up on John Corey's DQ Adventure site when
it's ready to go.

Does this include some of the missing Dragon-Newt scenarios, hmm? <g>

--
JohnK
e-mail: jkahane@comnet.ca
web: http://www.comnet.ca/~jkahane
Group: dqn-list Message: 2561 From: John M Kahane Date: 3/11/2006
Subject: Re: DQ Adventures and Seeds
Hullo, JohnD,

Sorry...forgot to mentiont hat the shorter encounters would likely
fit the idea that I have for the Adventure Seed pages, so would be much
appreciated by me. :)

--
JohnK
e-mail: jkahane@comnet.ca
web: http://www.comnet.ca/~jkahane
Group: dqn-list Message: 2562 From: John M Kahane Date: 3/11/2006
Subject: DQ Scanned Graphics?
Hullo, folks,

I was wondering whether anyone has any of the images from
DRAGONQUEST and the various DQ supplements and module scanned, other
than the stuff that I saw on Snafaru's page and a couple of other
websites. There's some truly neat DQ graphics for the game, and well...

--
JohnK
e-mail: jkahane@comnet.ca
web: http://www.comnet.ca/~jkahane
Group: dqn-list Message: 2563 From: John M Kahane Date: 3/11/2006
Subject: DragonQuest Inspirations
Hullo, folks,

One of the things I intend to put up on the DQ site is a page
about DQ Inspirations. This will include books, both fiction and
non-fiction, movies and tv series, music, comics and graphic novels and
anything else that folks might have in mind as having inspired their DQ
games.

For this list, please don't send just the name of the inspiring
item, but also what about it inspires/inspired you.

Looking forward to seeing this stuff, and sharing the material
with other, potential DQ GMs and players.

--
JohnK
e-mail: jkahane@comnet.ca
web: http://www.comnet.ca/~jkahane
Group: dqn-list Message: 2564 From: John M Kahane Date: 3/11/2006
Subject: DQ FAQ Subject
Hullo, folks,

Okay, it's FAQ time again...

How do folks interpret the section [8.6] rule that stats, "A
character may expend 100 Experience Points (rather than the usual cost
of 1000) to acquire any one skill at Rank 0."? There aren't that many
skills that cost 1000 EPs to begin with. Healer is the only one...

--
JohnK
e-mail: jkahane@comnet.ca
web: http://www.comnet.ca/~jkahane
Group: dqn-list Message: 2565 From: John Corey Date: 3/11/2006
Subject: Re: DQ Adventures and Seeds
I already have some of the Dragon Newt scenarios in my possession. I
would love to have updated copies.

JohnC
On Mar 11, 2006, at 10:45 AM, John M Kahane wrote:

> Hullo, JohnD,
>
> In a message of March 2nd, 2006, you wrote,
>
>> I have a stack of extended encounters and fuller scenarios in an
>> electronic
>> form if somebody wishes to host them. They are a bit specific to
>> my campaign
>> but still adaptable.
>
> I would certainly like to see them for myself, but I figure that
> the adventures can be posted up on John Corey's DQ Adventure site when
> it's ready to go.
>
> Does this include some of the missing Dragon-Newt scenarios,
> hmm? <g>
>
> --
> JohnK
> e-mail: jkahane@comnet.ca
> web: http://www.comnet.ca/~jkahane
>
>
>
>
> Yahoo! Groups Links
>
>
>
>
>
>
>
>
Group: dqn-list Message: 2566 From: John Corey Date: 3/11/2006
Subject: Re: DQ Adventures and Seeds
I am going to have a page for adventure seeds as well. Sort of one
stop shopping for adventures, but nothing else. That is the idea any
way

JohnC
On Mar 11, 2006, at 10:46 AM, John M Kahane wrote:

> Hullo, JohnD,
>
> Sorry...forgot to mentiont hat the shorter encounters would
> likely
> fit the idea that I have for the Adventure Seed pages, so would be
> much
> appreciated by me. :)
>
> --
> JohnK
> e-mail: jkahane@comnet.ca
> web: http://www.comnet.ca/~jkahane
>
>
>
>
> Yahoo! Groups Links
>
>
>
>
>
>
>
>
Group: dqn-list Message: 2567 From: Jason Honhera Date: 3/11/2006
Subject: Re: DQ Scanned Graphics?
I have a scanner and everything published for 2nd edition, including the JG stuff, but very little time.  In a pinch I can try to help.

John M Kahane <jkahane@comnet.ca> wrote:
      Hullo, folks,

      I was wondering whether anyone has any of the images from
DRAGONQUEST and the various DQ supplements and module scanned, other
than the stuff that I saw on Snafaru's page and a couple of other
websites.  There's some truly neat DQ graphics for the game, and well...

--
      JohnK
      e-mail: jkahane@comnet.ca
      web:  http://www.comnet.ca/~jkahane



Yahoo! Mail
Bring photos to life! New PhotoMail makes sharing a breeze.

Group: dqn-list Message: 2568 From: Jason Honhera Date: 3/11/2006
Subject: Re: DQ FAQ Subject
I've run it both ways... either any career path skill is 100xp or it is 1/10th cost.  Right now I have it set at a flat 100.  I think it was set that way so starting characters could choose a "class" right at the outset.

John M Kahane <jkahane@comnet.ca> wrote:
      Hullo, folks,

      Okay, it's FAQ time again...

      How do folks interpret the section [8.6] rule that stats, "A
character may expend 100 Experience Points (rather than the usual cost
of 1000) to acquire any one skill at Rank 0."?  There aren't that many
skills that cost 1000 EPs to begin with.  Healer is the only one...

--
      JohnK
      e-mail: jkahane@comnet.ca
      web:  http://www.comnet.ca/~jkahane



Yahoo! Mail
Bring photos to life! New PhotoMail makes sharing a breeze.

Group: dqn-list Message: 2569 From: davis john Date: 3/11/2006
Subject: Re: DQ Adventures and Seeds
JohnK

Some the missing dragonnewt are paper copy not electronic and they are
'somewhere' in my rpg junk . unfortunately 3 parties members died in a
horrible session, and the characters were dead for good and bodies takne by
the enemy. In theory the baddies should then have taken over the
world...with 60% of the party dead the campaign died too.

Sent JohnC about 11 pdf's of encounters and scenarios from my current
campaign which is with a whole different set of people. Unofrtuntaley this
one has stuttered too as the party have come to a critical juncture and
after 2 sessions of debate they are still split on what to do. Someone else
is GMing something else for a bit. When i pick up the DQ campaign again i
think i will skip it forward 5 years and assume they solved the arc. Bit of
a cop out but all the players have agreed this too, but no one could see a
better way around things.

JohnD


>From: John M Kahane <jkahane@comnet.ca>
>Reply-To: dqn-list@yahoogroups.com
>To: dqn-list@yahoogroups.com
>Subject: Re: [DQN-list] DQ Adventures and Seeds
>Date: Sat, 11 Mar 2006 10:45:08 -0500
>
> Hullo, JohnD,
>
>In a message of March 2nd, 2006, you wrote,
>
> > I have a stack of extended encounters and fuller scenarios in an
>electronic
> > form if somebody wishes to host them. They are a bit specific to my
>campaign
> > but still adaptable.
>
> I would certainly like to see them for myself, but I figure that
>the adventures can be posted up on John Corey's DQ Adventure site when
>it's ready to go.
>
> Does this include some of the missing Dragon-Newt scenarios, hmm? <g>
>
>--
> JohnK
> e-mail: jkahane@comnet.ca
> web: http://www.comnet.ca/~jkahane
>
Group: dqn-list Message: 2570 From: pilum067 Date: 3/11/2006
Subject: Re: DQ FAQ Subject
> Hullo, folks,
>
> Okay, it's FAQ time again...
>
> How do folks interpret the section [8.6] rule that stats, "A
> character may expend 100 Experience Points (rather than the usual cost
> of 1000) to acquire any one skill at Rank 0."? There aren't that many
> skills that cost 1000 EPs to begin with. Healer is the only one...


If I renember things correctly, EVERY skill had a rank 0 cost of 1000 XP, in the original
ruleset. So begining characters needed a little help to acquire their first skill. And only the
first.

P.
Group: dqn-list Message: 2571 From: pilum067 Date: 3/11/2006
Subject: Shield question
Is it me or shields became quite useless with the second edition combat rules? I mean, until
you raise your skill rank to 4, and even then, you'd better have a very large shield. Compare
this with the 4 to 6 damage reduction they provided in the previous rules...

Anybody dares to use a shield around here?

P.
Group: dqn-list Message: 2572 From: Gabriel Martinez Date: 3/11/2006
Subject: Re: DQ Scanned Graphics?
Attachments :
    Count with it. I have all the existing suplement, and even the Ares magazine's adventure.

    Regards.

    Gabriel.


    ________________________________

    De: dqn-list@yahoogroups.com en nombre de John M Kahane
    Enviado el: sáb 11/03/2006 12:51
    Para: dqn-list@yahoogroups.com
    Asunto: [DQN-list] DQ Scanned Graphics?


    Hullo, folks,

    I was wondering whether anyone has any of the images from
    DRAGONQUEST and the various DQ supplements and module scanned, other
    than the stuff that I saw on Snafaru's page and a couple of other
    websites. There's some truly neat DQ graphics for the game, and well...

    --
    JohnK
    e-mail: jkahane@comnet.ca
    web: http://www.comnet.ca/~jkahane




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    ________________________________
    Group: dqn-list Message: 2573 From: Gabriel Martinez Date: 3/11/2006
    Subject: Re: DQ FAQ Subject
    Attachments :
      We supose is to give a "cheaper chance" to get 1 skill when you start to play. Helaer is the most "rentable", but not necesary the "one" you must choose.

      Regards.

      Gabriel.

      ________________________________

      De: dqn-list@yahoogroups.com en nombre de John M Kahane
      Enviado el: sáb 11/03/2006 12:54
      Para: dqn-list@yahoogroups.com
      Asunto: [DQN-list] DQ FAQ Subject


      Hullo, folks,

      Okay, it's FAQ time again...

      How do folks interpret the section [8.6] rule that stats, "A
      character may expend 100 Experience Points (rather than the usual cost
      of 1000) to acquire any one skill at Rank 0."? There aren't that many
      skills that cost 1000 EPs to begin with. Healer is the only one...

      --
      JohnK
      e-mail: jkahane@comnet.ca
      web: http://www.comnet.ca/~jkahane



      ________________________________

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      * To unsubscribe from this group, send an email to:
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      ________________________________
      Group: dqn-list Message: 2574 From: Jason Honhera Date: 3/11/2006
      Subject: Re: Shield question
      The shield is the savior of a low AG person.  The shield is for the heavily armored tank that already has 7ish Protection but the armor and weight have lowered AG to nothing...

      pilum067 <pilum067@yahoo.fr> wrote:
      Is it me or shields became quite useless with the second edition combat rules? I mean, until
      you raise your skill rank to 4, and even then, you'd better have a very large shield. Compare
      this with the 4 to 6  damage reduction they provided in the previous rules...

      Anybody dares to use a shield around here?

      P.






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      Group: dqn-list Message: 2575 From: Jeffery K. McGonagill Date: 3/11/2006
      Subject: Re: Shield question
      That is why I still use the first edition shield rules.

      ~Jeffery~


      > Is it me or shields became quite useless with the second edition combat
      > rules? I mean, until
      > you raise your skill rank to 4, and even then, you'd better have a very
      > large shield. Compare
      > this with the 4 to 6 damage reduction they provided in the previous
      > rules...
      >
      > Anybody dares to use a shield around here?
      >
      > P.
      >
      >
      >
      >
      >
      >
      >
      > Yahoo! Groups Links
      >
      >
      >
      >
      >
      >
      >
      Group: dqn-list Message: 2576 From: John M Kahane Date: 3/11/2006
      Subject: Re: DQ Scanned Graphics?
      Hullo, Jason,

      In a message of March 11th, 2006, you wrote,

      > I have a scanner and everything published for 2nd edition, including
      >the JG stuff, but very little time. In a pinch I can try to help.

      Hey, I would appreciate amy help in this regard. I'm looking for a
      complete collection of the graphics from the various DQ products and
      supplements. I have most of the covers scanned, thanks to friends from
      years back, and would love to get virtually all of the interior graphics
      (or at least as many as possible).

      So, whatever you and other folks are willing to do, I'd be most
      appreciative.

      --
      JohnK
      e-mail: jkahane@comnet.ca
      web: http://www.comnet.ca/~jkahane
      Group: dqn-list Message: 2577 From: John M Kahane Date: 3/11/2006
      Subject: Re: DQ FAQ Subject
      Hullo, Jason,

      In a message of March 11th, 2006, you wrote,

      > I've run it both ways... either any career path skill is 100xp
      >or it is 1/10th cost. Right now I have it set at a flat 100.
      >I think it was set that way so starting characters could choose
      >a "class" right at the outset.

      Ah, but notice the original text from section [8.6] states, "...to
      acquire any one skill at Rank 0." The only skill that fits the bill is
      Healer. Althogh I suppose it could be interpreted as meaning that one
      could take a skill for 600 and a skill for 400 (totalling 1,000 points)
      for the 100 points, too.

      --
      JohnK
      e-mail: jkahane@comnet.ca
      web: http://www.comnet.ca/~jkahane
      Group: dqn-list Message: 2578 From: John M Kahane Date: 3/11/2006
      Subject: Re: DQ Scanned Graphics?
      Hullo, Gabriel,

      In a message of March 11th, 2006, you wrote,

      > Count with it. I have all the existing suplement, and even the Ares magazine's adventure.

      Excellent, since I wouldn't mind some of the graphics from the
      various scenarios and all that were published in Ares M<agazine, too.

      --
      JohnK
      e-mail: jkahane@comnet.ca
      web: http://www.comnet.ca/~jkahane
      Group: dqn-list Message: 2579 From: John M Kahane Date: 3/11/2006
      Subject: Re: DQ FAQ Subject
      Hullo, Gabriel,

      In a message of March 11th, 2006, you wrote,

      > We supose is to give a "cheaper chance" to get 1 skill when you start to play. Helaer is the most "rentable",
      >but not necesary the "one" you must choose.

      So, in that case, how do you interpret the rule? :)

      --
      JohnK
      e-mail: jkahane@comnet.ca
      web: http://www.comnet.ca/~jkahane
      Group: dqn-list Message: 2580 From: Gabriel Martinez Date: 3/11/2006
      Subject: Re: DQ FAQ Subject
      Attachments :
        Under our interpretation is: The first skill you get, you just pay XP 100. It is in adition for other skill the GM give you by background, of course.

        People use to get Healer at the first very moment, but after Rk. 4, it became very expensive, and they realiced the error. :)

        Regards.

        Gabriel.

        ________________________________

        De: dqn-list@yahoogroups.com en nombre de John M Kahane
        Enviado el: dom 12/03/2006 1:56
        Para: dqn-list@yahoogroups.com
        Asunto: Re: [DQN-list] DQ FAQ Subject


        Hullo, Gabriel,

        In a message of March 11th, 2006, you wrote,

        > We supose is to give a "cheaper chance" to get 1 skill when you start to play. Helaer is the most "rentable",
        >but not necesary the "one" you must choose.

        So, in that case, how do you interpret the rule? :)

        --
        JohnK
        e-mail: jkahane@comnet.ca
        web: http://www.comnet.ca/~jkahane




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        ________________________________
        Group: dqn-list Message: 2581 From: Jeffery K. McGonagill Date: 3/11/2006
        Subject: Re: DQ FAQ Subject
        The rule is a leftover from 1st Edition. Though I like the thought of a
        total of 1,000 points to be edited in for post-1st Edition rules.

        ~Jeffery~

        > Ah, but notice the original text from section [8.6] states, "...to
        > acquire any one skill at Rank 0." The only skill that fits the bill is
        > Healer. Althogh I suppose it could be interpreted as meaning that one
        > could take a skill for 600 and a skill for 400 (totalling 1,000 points)
        > for the 100 points, too.
        >
        > --
        > JohnK
        > e-mail: jkahane@comnet.ca
        > web: http://www.comnet.ca/~jkahane
        >
        >
        >
        >
        > Yahoo! Groups Links
        >
        >
        >
        >
        >
        >
        >
        Group: dqn-list Message: 2582 From: D. Cameron King Date: 3/12/2006
        Subject: Re: DQ FAQ Subject
        > > We supose is to give a "cheaper chance" to get 1 skill when you start to
        >play. Helaer is the most "rentable",
        > >but not necesary the "one" you must choose.
        >
        > So, in that case, how do you interpret the rule? :)

        I haven't been following this discussion closely, so forgive me if I missed
        something, but...how many different ways ARE there to interpret the rule?
        It never occurred to us that it meant anything other than "a character may,
        once in his lifetime, acquire Rank 0 in a single skill (Healer, Assassin, or
        even a weapon if you like) for 100 XP instead of the usual cost."

        Where's the confusion?

        -Cameron
        Group: dqn-list Message: 2583 From: pilum067 Date: 3/13/2006
        Subject: Re: DQ FAQ Subject
        > I haven't been following this discussion closely, so forgive me if I missed
        > something, but...how many different ways ARE there to interpret the rule?
        > It never occurred to us that it meant anything other than "a character may,
        > once in his lifetime, acquire Rank 0 in a single skill (Healer, Assassin, or
        > even a weapon if you like) for 100 XP instead of the usual cost."
        >
        > Where's the confusion?
        >
        > -Cameron


        That's true. Every character can choose a skill at rank 0 for 100 exp instead of the usual exp
        cost. Plain and simple.

        I guess it was confusing because in the earlier ruleset, rank 0 skill cost was always 1000 exp
        and they are much cheaper in the last one.

        P.
        Group: dqn-list Message: 2584 From: Stephen Clark Date: 3/13/2006
        Subject: DQ sets on Ebay
        Hi, all.
         
        I put my mint condition 2nd Ed. Master Set up on Ebay.  The auction ends this Sunday.  I also put up a lot of the 3 SPI adventures and the Alusia map set, all in mint condition.  No reserve price, and each auction starts at just $9.
         
        No links, but if you search for DragonQuest SPI it should come right up.
         
        Regards,
        Steve
         
         
        ----- Original Message -----
        Sent: Sunday, March 12, 2006 3:51 PM
        Subject: Re: [DQN-list] DQ FAQ Subject

        > > We supose is to give a "cheaper chance" to get 1 skill when you start to
        >play. Helaer is the most "rentable",
        >  >but not necesary the "one" you must choose.
        >
        >      So, in that case, how do you interpret the rule? :)

        I haven't been following this discussion closely, so forgive me if I missed
        something, but...how many different ways ARE there to interpret the rule? 
        It never occurred to us that it meant anything other than "a character may,
        once in his lifetime, acquire Rank 0 in a single skill (Healer, Assassin, or
        even a weapon if you like) for 100 XP instead of the usual cost."

        Where's the confusion?

        -Cameron


        Group: dqn-list Message: 2585 From: John M Kahane Date: 3/18/2006
        Subject: JohnK DQ Webpages On-Line
        Hullo, folks,

        I ma pleased to announce that my set of DRAGONQUEST rpg fan pages
        are back on-line after quite some time. While some of the links do not
        work yet (the NPCs and a beastie, as well as the FAQ files, and some
        other stuff), much of the website is up and running. There will be
        changes to the website after JohnC gets his DQ Adventures pages on-line,
        and some graphics for a few things are set up. Not too mention a few
        colour changes and the like to links.

        The Fan Poll at the bottom of the main page is on-line, so please
        take the fan poll and get your players, your friends, your enemies, and
        other DQ players and GMs to take the poll. Thanks. :)

        Oh, the URL, right? :)

        http://www.comnet.ca/~jkahane/dq/dragonquest.html

        Comments, suggestions, and submissions for various stuff (like
        characters, new beasties, spells and magic, skills and whatever, DQ
        inspirations for campaigns and game, and reviews of DQ products) would
        be appreciated.

        Enjoy. :)

        --
        JohnK
        e-mail: jkahane@comnet.ca
        web: http://www.comnet.ca/~jkahane
        Group: dqn-list Message: 2586 From: John Kahane Date: 3/21/2006
        Subject: Re: Digest Number 360
        Hullo, folks,

        Once upon a time, in a message of April 6th, 2005, Chris Klug wrote:

        >> If anyone else has campaign notes they have kept for DQ campaigns and
        >> are willing to share them, I would love to get copies. I really enjoy
        >> reading such things.
        >
        > I do have some such files, would anyone be interested if I shared them?

        Out of curiosity, did Chris ever share these campaign notes with
        folks around here? I know I would have been interested in them, for
        sure! :)

        JohnK
        jkahane@comnet.ca
        http://www.comnet.ca/~jkahane/dq/dragonquest.html
        Group: dqn-list Message: 2587 From: John M Kahane Date: 3/24/2006
        Subject: Re; Starting Experience Points (Was: Re: DQ FAQ Subject)
        Hullo, Jeffery,

        In a message of March 12th, 2006, you wrote,

        > The rule is a leftover from 1st Edition. Though I like the thought of a
        > total of 1,000 points to be edited in for post-1st Edition rules.

        In that case, what do you feel the rule should be in DQ these days?
        I mean, as it stands, this works out rather nice, since it means a
        character can always start with one of the skills in DQ at Rank 0, other
        than Horsemanship and Stealth, if he has at least 100 EPs on which to
        create the character. Won't necessarily have a weapon, mind you, but...

        --
        JohnK
        e-mail: jkahane@comnet.ca
        web: http://www.comnet.ca/~jkahane
        Group: dqn-list Message: 2588 From: John M Kahane Date: 3/24/2006
        Subject: DQ Webpages and Fan Poll Thoughts
        Hullo, folks,

        Okay, now, people...

        My set of DragonQuest RPG pages has been on-line for over a week,
        and no has commented on the stuff up there right now, said anything
        about what they'd like to see, and well, the fan poll only got 5 (!!)
        votes cast in it!! For shame, folks, for shame... :)

        http://www.comnet.ca/~jkahane/dq/dragonquest.html

        Get your players, and get yourself and get going and vote!! <g>

        Oh, and John Corey, when are we going to see your DQ Adventures
        pages on-line, hmm? :)

        --
        JohnK
        e-mail: jkahane@comnet.ca
        web: http://www.comnet.ca/~jkahane
        Group: dqn-list Message: 2589 From: Jeffery K. McGonagill Date: 3/24/2006
        Subject: Re: Re; Starting Experience Points (Was: Re: DQ FAQ Subject)
        > Hullo, Jeffery,
        >
        > In a message of March 12th, 2006, you wrote,
        >
        >> The rule is a leftover from 1st Edition. Though I like the thought of a
        >> total of 1,000 points to be edited in for post-1st Edition rules.
        >
        > In that case, what do you feel the rule should be in DQ these days?
        > I mean, as it stands, this works out rather nice, since it means a
        > character can always start with one of the skills in DQ at Rank 0, other
        > than Horsemanship and Stealth, if he has at least 100 EPs on which to
        > create the character. Won't necessarily have a weapon, mind you, but...

        In the past I let players choose two weapons at Rk 0 and spend 100 EPs on a
        skill. Lately I've been giving players lump sums of EPs (5,000 as an
        example) to give their characters some heft to begin campaigning.

        But if I were not handing out lump sums, I would let them select 1,000 EPs
        of skills at a cost of only 100 to start with.

        ~Jeffery~
        Group: dqn-list Message: 2590 From: davis john Date: 3/25/2006
        Subject: Re: Re; Starting Experience Points (Was: Re: DQ FAQ Subject)
        let them start off with whatever is rolled on the backgound table,
        multiplied by birth status.
        I give a 1st skill rank at 10% cost (not fltat 100 as suggested)
        Everyone can manage to tweak a rank of two in something and you do earn xp
        pretty quick in DQ so after a few sessions have lots of ranks in stuff.


        >From: "Jeffery K. McGonagill" <igmod@comcast.net>
        >Reply-To: dqn-list@yahoogroups.com
        >To: <dqn-list@yahoogroups.com>
        >Subject: Re: [DQN-list] Re; Starting Experience Points (Was: Re: DQ FAQ
        >Subject)
        >Date: Fri, 24 Mar 2006 18:56:07 -0800
        >
        > > Hullo, Jeffery,
        > >
        > > In a message of March 12th, 2006, you wrote,
        > >
        > >> The rule is a leftover from 1st Edition. Though I like the thought of
        >a
        > >> total of 1,000 points to be edited in for post-1st Edition rules.
        > >
        > > In that case, what do you feel the rule should be in DQ these days?
        > > I mean, as it stands, this works out rather nice, since it means a
        > > character can always start with one of the skills in DQ at Rank 0, other
        > > than Horsemanship and Stealth, if he has at least 100 EPs on which to
        > > create the character. Won't necessarily have a weapon, mind you, but...
        >
        >In the past I let players choose two weapons at Rk 0 and spend 100 EPs on a
        >skill. Lately I've been giving players lump sums of EPs (5,000 as an
        >example) to give their characters some heft to begin campaigning.
        >
        >But if I were not handing out lump sums, I would let them select 1,000 EPs
        >of skills at a cost of only 100 to start with.
        >
        >~Jeffery~
        >
        >
        Group: dqn-list Message: 2591 From: John Corey Date: 3/25/2006
        Subject: Re: DQ Webpages and Fan Poll Thoughts
        >
        > Get your players, and get yourself and get going and vote!! <g>\

        I voted I voted!


        >
        > Oh, and John Corey, when are we going to see your DQ Adventures
        > pages on-line, hmm? :)

        I am working on it! actually I am fairly close. stay tuned


        >
        Group: dqn-list Message: 2592 From: John Kahane Date: 3/25/2006
        Subject: Re: DQ Adventures and Seeds
        Hullo, JohnD,

        This was one of the posts I never saw in my inbox for DQN-list
        mail, but I thought I would reply to it here, on-line.

        In a message of March 11th, 2006, you wrote,

        > Some the missing dragonnewt are paper copy not electronic and they
        >are 'somewhere' in my rpg junk.

        Ooh, hopefully you will search this out, since the on-line files
        that have been posted up are quite incomplete without this additional
        material.

        > unfortunately 3 parties members died in a horrible session, and the
        >characters were dead for good and bodies takne by the enemy. In
        >theory the baddies should then have taken over the world...with 60%
        >of the party dead the campaign died too.

        That is a very high kill rate, to be hoenst, especially if it
        happened in one or two shots of scenarios. Obviously, the player
        characters weren't prepared for what they encountered.

        > Sent JohnC about 11 pdf's of encounters and scenarios from my
        >current campaign which is with a whole different set of people.

        Hmm, any chance of sending me this stuff, just so I can take a look
        at it and see what's there? Would love to use some of this stuff on
        my webpages, as well.

        >Unofrtuntaley this one has stuttered too as the party have come to a
        >critical juncture and after 2 sessions of debate they are still split
        >on what to do.

        That's not a good situation. What happened here? Perhaps we can
        all offer solutions and ideas and stuff...

        >Someone else is GMing something else for a bit. When i pick up the DQ
        >campaign again i think i will skip it forward 5 years and assume they
        >solved the arc. Bit of a cop out but all the players have agreed this
        >too, but no one could see a better way around things.

        This makes me curious about the critical juncture, and what they
        were debating. I would love to see this material, and perhasp the
        folks here can comment on it.

        Btw, sorry if you felt ignored with this message, but I never
        even saw this in my e-mail. Perhaps I, or some of the others here,
        can help out with possible solutions...

        JohnK
        e-mail: jkahane@comnet.ca
        http://www.comnet.ca/~jkahane
        Group: dqn-list Message: 2593 From: John Kahane Date: 3/25/2006
        Subject: Starting Experience Rule (Was: Re: DQ FAQ Subject)
        Hullo, pilum067,

        *sigh* Another message that I never saw in my e-mail... :(

        In a message of March 11th, 2006, you wrote,

        >> How do folks interpret the section [8.6] rule that stats, "A
        >>character may expend 100 Experience Points (rather than the usual
        >>cost of 1000) to acquire any one skill at Rank 0."? There aren't
        >>that many skills that cost 1000 EPs to begin with. Healer is the
        >>only one...
        >
        > If I renember things correctly, EVERY skill had a rank 0 cost of
        1000 XP, in the original ruleset. So begining characters needed a
        little help to acquire their first skill. And only the first.

        Yes, this is true of the 1st Edition, but the rule was held over
        into the 2nd Edition of the game as well. Some people say that this
        means that one can use the 1/10th the cost for Rank 0 to start, but in
        such a case, how many skills can a character buy? Up to 100 points
        worth, or just one skill at Rank 0?

        JohnK
        e-mail: jkahane@comnet.ca
        Group: dqn-list Message: 2594 From: Phil Wright Date: 3/25/2006
        Subject: Re: Starting Experience Rule (Was: Re: DQ FAQ Subject)
        FWIW, we also said any one skill at 100 points.  Obviously you would choose the most expensive skill you planned on getting.

           Phil


        John Kahane <jkahane@comnet.ca> wrote:
             Hullo, pilum067,

             *sigh*  Another message that I never saw in my e-mail... :(

        In a message of March 11th, 2006, you wrote,

        >>     How do folks interpret the section [8.6] rule that stats, "A
        >>character may expend 100 Experience Points (rather than the usual
        >>cost of 1000) to acquire any one skill at Rank 0."?  There aren't
        >>that many skills that cost 1000 EPs to begin with.  Healer is the
        >>only one...
        >
        > If I renember things correctly, EVERY skill had a rank 0 cost of
        1000 XP, in the original ruleset. So begining characters needed a
        little help to acquire their first skill. And only the first.

            Yes, this is true of the 1st Edition, but the rule was held over
        into the 2nd Edition of the game as well.  Some people say that this
        means that one can use the 1/10th the cost for Rank 0 to start, but in
        such a case, how many skills can a character buy? Up to 100 points
        worth, or just one skill at Rank 0?

             JohnK
             e-mail: jkahane@comnet.ca
            







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        Group: dqn-list Message: 2595 From: davis john Date: 3/27/2006
        Subject: Campaign Sticking point
        johnK: kes me curious about the critical juncture, and what they
        >were debating. I would love to see this material, and perhasp the
        >folks here can comment on it.


        ....Ok as i remember it. The party are around the 4 things at rank 8 in
        terms of experience. This is my dragonquest campaign set in the world of the
        majesty computer game.

        In the past a magician made 'a sphere of ultimate power' in an effort to
        bring about the end of a terrible war. The gods were all at each other uisng
        the humanoids as their pawns, and getting more desperate, they started to
        use demons and angels to assist them and it all got very messy. This sphere
        was created to give one man, the king of the main country of ardania, the
        power to cleanse the land of all outsider influnces, and would have cast out
        angel and demon, diety and dragon alike (in the campaign dragons are made
        from angels who became enamoured of this world, and were tricked by demons
        who gave them a form more fitting to the world. Its a long side story which
        i could fill in on one day!)
        before the sphere could be used it was shattered by a fanatic of one faction
        and sundered into 7 peices. The war raged on, humankind et al just couldnt
        cope and left the land of ardania, and went over the seas. the gods reaised
        what they had done..etc...time passed

        The party and indeed all humanoid kind are trying to reclain Ardania. in the
        process of this they have
        found 4 peices of the shard, and have one pece each. they are quite mighty
        and individually give +10 to one stat and some othe abilites. No one knows
        what happens if a poerson where to own two pieces....
        The breakdown has occurred because they have found where another piece is.
        findng the shards is incidental to the main campaign btw. there are fanatics
        who wish to reunite all the shards, and be rid of the gods who are agan
        being worshipped and giving powers to mankind.
        the peice they have a clue to finding is the shard of magic. it will give
        +10 To MA and some other abilites. All the party are adepts. two party
        members wish to find the shard and give it to the queen as a gift (in the
        past they have been four musketeers in here service as it where). Two wish
        it to remain where it is, or at best let some other adventuring group find
        it. There arguement is that if they touched it they have said they cant ever
        see there character giving up souch an item. (in the campaign if u get 27 or
        more in one stat it is highly beneficial. I always thought it was odd in DQ
        that high AG gave extra benefits, but other stats didnt). with 27 MA you can
        prepare and cast in one round!
        two of the party members say they could find a way of carrying it without
        touching it and giving it to the queen. The other two party members dont
        believe the others will give it up. to be honest I can garauntee one will
        not, as he has already told me as DM.
        they spent two 3.5 hour sessions discussing this and cannot agree. One of
        them has said he will try and get it solo. Ive said i will GM this but as it
        is writtne for four characters certain of death is very high indeed. this
        would give the owner of the MA shard the one of WP and make him very mighty
        indeed, and in fact a threat beyond what he is. Also unknown to the party
        having 2 shards is much betta than owning one. The two sessions nearly
        killed of all my GMing reserves and i said i needed a break.
        Anybody think of a way around this. there is buckets more intricate detail
        but i will put it here

        JohnD
        >
        >
        >
        >
        >
        Group: dqn-list Message: 2596 From: krusher0 Date: 3/28/2006
        Subject: Re: Campaign Sticking point
        --- In dqn-list@yahoogroups.com, "davis john" <jrd123@...> wrote:>
        > there are fanatics
        > who wish to reunite all the shards, and be rid of the gods who are
        agan
        > being worshipped and giving powers to mankind.
        > JohnD
        > >


        Just found this group and am happy as I am starting a new game within
        a week.

        As for this problem, I think you already have it solved. If the
        fanatics have a piece and/or a few gods have their high priests
        acquire the pieces would (should) slow the PC's down. A few well
        trained fanatics or prehaps an entire priesthood protecting the shards
        might deter them.
        Group: dqn-list Message: 2597 From: john@johncorey.com Date: 3/28/2006
        Subject: Re: Campaign Sticking point
        One interesting way to solve this may be to have the shards change what
        they can do for players. Now that a fifth shard is found, it will
        beging to interact with the other shards in interesting ways. Perhaps
        it randomly changes the powers of the other shards, or reduces the
        power shards already in posession of the PCs. This may create a
        motivation to get rid of, and or unite the shards. For example, each
        time a shard is found the other shards lose a fraction of their power.
        Once the shards are united, then everyone in the party benefits greatly.
        That might motivate them to do something different.

        JohnC

        > -------- Original Message --------
        > Subject: [DQN-list] Campaign Sticking point
        > From: "davis john" <jrd123@hotmail.com>
        > Date: Mon, March 27, 2006 2:35 pm
        > To: dqn-list@yahoogroups.com
        >
        > johnK: kes me curious about the critical juncture, and what they
        > >were debating. I would love to see this material, and perhasp the
        > >folks here can comment on it.
        >
        >
        > ....Ok as i remember it. The party are around the 4 things at rank 8 in
        > terms of experience. This is my dragonquest campaign set in the world of the
        > majesty computer game.
        >
        > In the past a magician made 'a sphere of ultimate power' in an effort to
        > bring about the end of a terrible war. The gods were all at each other uisng
        > the humanoids as their pawns, and getting more desperate, they started to
        > use demons and angels to assist them and it all got very messy. This sphere
        > was created to give one man, the king of the main country of ardania, the
        > power to cleanse the land of all outsider influnces, and would have cast out
        > angel and demon, diety and dragon alike (in the campaign dragons are made
        > from angels who became enamoured of this world, and were tricked by demons
        > who gave them a form more fitting to the world. Its a long side story which
        > i could fill in on one day!)
        > before the sphere could be used it was shattered by a fanatic of one faction
        > and sundered into 7 peices. The war raged on, humankind et al just couldnt
        > cope and left the land of ardania, and went over the seas. the gods reaised
        > what they had done..etc...time passed
        >
        > The party and indeed all humanoid kind are trying to reclain Ardania. in the
        > process of this they have
        > found 4 peices of the shard, and have one pece each. they are quite mighty
        > and individually give +10 to one stat and some othe abilites. No one knows
        > what happens if a poerson where to own two pieces....
        > The breakdown has occurred because they have found where another piece is.
        > findng the shards is incidental to the main campaign btw. there are fanatics
        > who wish to reunite all the shards, and be rid of the gods who are agan
        > being worshipped and giving powers to mankind.
        > the peice they have a clue to finding is the shard of magic. it will give
        > +10 To MA and some other abilites. All the party are adepts. two party
        > members wish to find the shard and give it to the queen as a gift (in the
        > past they have been four musketeers in here service as it where). Two wish
        > it to remain where it is, or at best let some other adventuring group find
        > it. There arguement is that if they touched it they have said they cant ever
        > see there character giving up souch an item. (in the campaign if u get 27 or
        > more in one stat it is highly beneficial. I always thought it was odd in DQ
        > that high AG gave extra benefits, but other stats didnt). with 27 MA you can
        > prepare and cast in one round!
        > two of the party members say they could find a way of carrying it without
        > touching it and giving it to the queen. The other two party members dont
        > believe the others will give it up. to be honest I can garauntee one will
        > not, as he has already told me as DM.
        > they spent two 3.5 hour sessions discussing this and cannot agree. One of
        > them has said he will try and get it solo. Ive said i will GM this but as it
        > is writtne for four characters certain of death is very high indeed. this
        > would give the owner of the MA shard the one of WP and make him very mighty
        > indeed, and in fact a threat beyond what he is. Also unknown to the party
        > having 2 shards is much betta than owning one. The two sessions nearly
        > killed of all my GMing reserves and i said i needed a break.
        > Anybody think of a way around this. there is buckets more intricate detail
        > but i will put it here
        >
        > JohnD
        > >
        > >
        > >
        > >
        > >
        >
        >
        >
        >
        >
        > Yahoo! Groups Links
        >
        >
        >
        Group: dqn-list Message: 2598 From: John M Kahane Date: 3/30/2006
        Subject: College of Sun Magics?
        Hullo, folks,

        I seem to recall once upon a timet hat Rodger or JohR had been
        working on a College of Sun Magics and possibly a College of Moon
        Magics. Did anything ever come of these two Colleges?

        --
        JohnK
        e-mail: jkahane@comnet.ca
        web: http://www.comnet.ca/~jkahane
        Group: dqn-list Message: 2599 From: Russ Jones Date: 3/31/2006
        Subject: Re: College of Sun Magics?
        In our group, we moved the Shadow Weaver college into the Entities branch,
        and created a Celestial branch (opposed to the Elemental branch as
        Thaumaturgies is opposed to Entities), with re-writes of the Star Light and
        Star Dark colleges. Joe Gregg created a Sun Magics college, and I created a
        Lunar Magics college. Unfortunately, due to the onset of family life, and
        other aspects of actually having lives, our playing time has declined
        considerably, and we never got around to seriously play-testing the Sun and
        Lunar colleges. From what we've done, we apparently did not infuse enough
        functionality into the colleges to compensate for the obvious limitations
        (i.e. cast chance modifiers) of a celestially dependent magic.

        I have run a Sun mage on a few adventures, but not from ground zero. Also,
        most of the adventures he participated in were an absolute trial for the GM.
        It was a party of non-lawful, non-good characters who had no real motivation
        to cooperate, and incompatible modus operandi, so they didn't want to be in
        each other's company. The GM (Joe) spent most of the time pulling his hair
        out trying to corral us into a single adventure. It was an extremely fun
        role-playing experience, but there wasn't a whole lot of opportunity for
        spell-casting.

        Unfortunately, the two players who attempted Lunar mages were infrequent
        players who eventually dropped out.

        If you would like, I can send you copies of those colleges to use as a
        stepping-off point.

        Russ Jones

        -----Original Message-----
        From: dqn-list@yahoogroups.com [mailto:dqn-list@yahoogroups.com] On Behalf
        Of John M Kahane
        Sent: Thursday, March 30, 2006 7:18 AM
        To: dqn-list@yahoogroups.com
        Subject: [DQN-list] College of Sun Magics?

        Hullo, folks,

        I seem to recall once upon a timet hat Rodger or JohR had been
        working on a College of Sun Magics and possibly a College of Moon
        Magics. Did anything ever come of these two Colleges?

        --
        JohnK
        e-mail: jkahane@comnet.ca
        web: http://www.comnet.ca/~jkahane




        Yahoo! Groups Links
        Group: dqn-list Message: 2600 From: John M Kahane Date: 3/31/2006
        Subject: Re: College of Sun Magics?
        Hullo, Russ,

        In a message of March 31st, 2006, you wrote,

        [stuff snipped]
        > If you would like, I can send you copies of those colleges to use as a
        > stepping-off point.

        I would love to see these two Colleges, Russ.

        --
        JohnK
        e-mail: jkahane@comnet.ca
        web: http://www.comnet.ca/~jkahane
        Group: dqn-list Message: 2601 From: rthorm Date: 4/3/2006
        Subject: Re: College of Sun Magics?
        --- In dqn-list@yahoogroups.com, John M Kahane <jkahane@...> wrote:
        > Hullo, folks,
        >
        > I seem to recall once upon a timet hat Rodger or JohR had been
        > working on a College of Sun Magics and possibly a College of Moon
        > Magics. Did anything ever come of these two Colleges?

        Hi John,

        Yes, I was kicking around an idea for a College of Sun Magics some
        time ago. I shouldn't be surprised that there are other versions of
        Sun Magics out there, as well. I thought Time Magics was a
        wonderfully unique idea at the time, and I have seen a couple other
        versions of that that were created completely independently of each other.

        I haven't done much work on it beyond outlining my original idea
        several years ago. It exists as a plot device in my current campaign
        (one of the PCs has family who are Sun Mages, and there's an NPC Sun
        Mage floating around in town), but I haven't had to use it directly,
        so it's an idea that is just sitting there for now.

        My idea of Sun Magics was that it was not a further twist on Celestial
        Magics nor was it a separate Elemental college. Rather, the College
        of Sun Magics is an Entities college.

        My version of Sun Magics considered the aspects of Apollo (Charioteer
        of the Sun, but also patron of medicine and healing, patron of the
        Oracle at Delphi, etc.), as well as the sun as a metaphor for power
        and leadership, monotheistic sun cults, the image of Louis XIV as a
        sun-god, etc. in working out the basis for the college. The Sun was a
        symbol of leadership (and often was regarded as a god) in many
        civilizations, so my approach to Sun Magics makes it a college that
        supports leadership, healing, and personal power. (This also makes it
        more difficult for Sun Mages to work with wards or investments or to
        combine their spells with the works of Alchemists, Mechanicians, or
        Shapers.) Sun Mages also suffer significant penalties when trying to
        work at night (rather obviously).

        I never took it as far as coming up with a counterpoint Moon Magics
        (maybe because my campaign world has 3 moons, so it's not as obvious a
        step as it might usually be). Adding both Sun Magics and Moon Magics
        would seem to automatically lead to reevaluating the standing of
        Celestial Magics (possibly realigning things with Sun Moon and
        Celestial in their own branch?) or otherwise shifting things around in
        more serious ways. Not that that would be out of line (I was working
        on a campaign that never took off where I was going to pull Celestial
        Magics out almost as something other than magic).

        I'd be curious to see what else you get from the other versions that
        people have invented. I'll see if I can clean up my notes a bit, and
        I'll post them here for everyone who is interested to have a look and
        comment on it.

        If other creators of Sun/Solar/Moon/Lunar colleges would like to send
        copies of them to me as well, I will compile them into the files
        section (or I can just post them all here if there's enough interest).

        --Rodger
        Group: dqn-list Message: 2602 From: John M Kahane Date: 4/3/2006
        Subject: Re: DQ Webpages and Fan Poll Thoughts
        Hullo, JohnC,

        In a message of March 25th, 2006, you wrote,

        >>Get your players, and get yourself and get going and vote!! <g>\
        >
        > I voted I voted!

        Good stuff. You and 11 other people out of the folks on this
        mailing list, and the other two. For shame. :(

        >> Oh, and John Corey, when are we going to see your DQ Adventures
        >>pages on-line, hmm? :)
        >
        > I am working on it! actually I am fairly close. stay tuned

        So, where is it, JohnC? Been waiting for something on this for over
        a week now. :)

        Oh, just so that folks know, I've been working on the FAQ files for
        my website; 24 of them at this point - but no FAQs on some of the
        Colleges of Magic, and very little about beasties and the like. May put
        that material up and on-line by the weekend.

        --
        JohnK
        e-mail: jkahane@comnet.ca
        web: http://www.comnet.ca/~jkahane
        Group: dqn-list Message: 2603 From: John M Kahane Date: 4/3/2006
        Subject: Re: Campaign Sticking point
        Hullo, JohnD,

        In a message of March 27th, 2006, you wrote,

        >>[...] mkes me curious about the critical juncture, and what they
        >>were debating. I would love to see this material, and perhasp the
        >>folks here can comment on it.
        >
        > ....Ok as i remember it. The party are around the 4 things at rank 8 in
        > terms of experience. This is my dragonquest campaign set in the world of the
        > majesty computer game.

        Ah, okay...not familiar with the computer game. Lead on, MacDavis...

        > In the past a magician made 'a sphere of ultimate power' in an effort to
        > bring about the end of a terrible war.

        <snippety, snipp!>

        > The party and indeed all humanoid kind are trying to reclain Ardania. in the
        > process of this they have
        > found 4 peices of the shard, and have one pece each. they are quite mighty
        > and individually give +10 to one stat and some othe abilites. No one knows
        > what happens if a poerson where to own two pieces....

        Okay, this is sounding cool. Reminds me of the Stan Nicholls
        "Orcs: First Blood" stuff as well. I did something along these lines a
        long time ago in my campaign. Turned into a series of eight scenarios,
        about finding and reunited seven crystals to overcome the evil the
        characters had unleashed in the game world. But never mind about that
        for now...

        > The breakdown has occurred because they have found where another piece is.
        > findng the shards is incidental to the main campaign btw. there are fanatics
        > who wish to reunite all the shards, and be rid of the gods who are agan
        > being worshipped and giving powers to mankind.

        Okay, here's the thing... If the finding of the shards is
        incidental to the main campaign, then why has it become a focus of the
        player characters? Or rather, how did you let it come down to this
        situation, is more along the lines of what I'm asking here.

        > the peice they have a clue to finding is the shard of magic. it will give
        > +10 To MA and some other abilites. All the party are adepts. two party
        > members wish to find the shard and give it to the queen as a gift (in the
        > past they have been four musketeers in here service as it where). Two wish
        > it to remain where it is, or at best let some other adventuring group find
        > it. There arguement is that if they touched it they have said they cant ever
        > see there character giving up souch an item. (in the campaign if u get 27 or
        > more in one stat it is highly beneficial. I always thought it was odd in DQ
        > that high AG gave extra benefits, but other stats didnt). with 27 MA you can
        > prepare and cast in one round!
        > two of the party members say they could find a way of carrying it without
        > touching it and giving it to the queen. The other two party members dont
        > believe the others will give it up. to be honest I can garauntee one will
        > not, as he has already told me as DM.
        > they spent two 3.5 hour sessions discussing this and cannot agree. One of
        > them has said he will try and get it solo. Ive said i will GM this but as it
        > is writtne for four characters certain of death is very high indeed. this
        > would give the owner of the MA shard the one of WP and make him very mighty
        > indeed, and in fact a threat beyond what he is. Also unknown to the party
        > having 2 shards is much betta than owning one. The two sessions nearly
        > killed of all my GMing reserves and i said i needed a break.
        > Anybody think of a way around this. there is buckets more intricate detail
        > but i will put it here

        Okay, inteersting situation... For me, there is an obvious solution
        to this dilemma that you face. The most obvious solution here is to
        have the characters confronted from this point on by an adversary and
        his or her minions, one who wants the shard(s) for himself or herself.
        Common sense says that it is time to make things difficult for the
        characters, to say the least. The best adversary to use here would be
        the religion that you mentioned above. Fanatical believers and acolytes
        would make for good opposition, especially if their priestly-ness
        somehow negates magic and all.

        Another solution is the shards themselves, but I see that JohnC
        addressed this one rather nicely, so I'll leave it be. :)

        --
        JohnK
        e-mail: jkahane@comnet.ca
        web: http://www.comnet.ca/~jkahane
        Group: dqn-list Message: 2604 From: John M Kahane Date: 4/3/2006
        Subject: Re: Re; Starting Experience Points
        Hullo, Jeffery,

        In a message of March 24th, 2006, you wrote,

        > In the past I let players choose two weapons at Rk 0 and spend 100 EPs on a
        > skill. Lately I've been giving players lump sums of EPs (5,000 as an
        > example) to give their characters some heft to begin campaigning.
        >
        > But if I were not handing out lump sums, I would let them select 1,000 EPs
        > of skills at a cost of only 100 to start with.

        I think I would prefer to take this route, although I have used a
        couple of ways to handle the initial EPs allotment to the players.
        Everyone's taste and style will differ in this respect, I guess. :)

        --
        JohnK
        e-mail: jkahane@comnet.ca
        web: http://www.comnet.ca/~jkahane
        Group: dqn-list Message: 2605 From: John M Kahane Date: 4/3/2006
        Subject: DQ PBeM Interest?
        Hullo, folks,

        I've been considering the possibility of running a DRAGONQUEST
        play-by-email here on Yahoogroups. Would anyone be interested in
        playing in the game in question?

        The only problem I'm having trouble solving is the one that deals
        with combat and handling it in a PBeM format. Anyone have thoughts on
        this? Feel free to e-mail me privately.

        --
        JohnK
        e-mail: jkahane@comnet.ca
        web: http://www.comnet.ca/~jkahane
        Group: dqn-list Message: 2606 From: John M Kahane Date: 4/3/2006
        Subject: Re: College of Sun Magics?
        Hullo, Russ,

        In a message of March 31st, 2006, you wrote,

        > In our group, we moved the Shadow Weaver college into the Entities branch,
        > and created a Celestial branch (opposed to the Elemental branch as
        > Thaumaturgies is opposed to Entities), with re-writes of the Star Light and
        > Star Dark colleges. Joe Gregg created a Sun Magics college, and I created a
        > Lunar Magics college. Unfortunately, due to the onset of family life, and
        > other aspects of actually having lives, our playing time has declined
        > considerably, and we never got around to seriously play-testing the Sun and
        > Lunar colleges. From what we've done, we apparently did not infuse enough
        > functionality into the colleges to compensate for the obvious limitations
        > (i.e. cast chance modifiers) of a celestially dependent magic.

        I've started to take a look at these two Colleges - thanks for
        sending them my way, btw - and I see what you mean. I'm not really sure
        about what you meant by the last sentence, but to be honest, there's a
        good starting framework here.

        > I have run a Sun mage on a few adventures, but not from ground zero. Also,
        > most of the adventures he participated in were an absolute trial for the GM.
        > It was a party of non-lawful, non-good characters who had no real motivation
        > to cooperate, and incompatible modus operandi, so they didn't want to be in
        > each other's company. The GM (Joe) spent most of the time pulling his hair
        > out trying to corral us into a single adventure. It was an extremely fun
        > role-playing experience, but there wasn't a whole lot of opportunity for
        > spell-casting.

        I hate when players and GMs use the terms "non-lawful, non-good"
        or "alignment" phrases in reference to DQ player characters, since
        people don't have alignments in this game. Morality and ethics is never
        black-and-white, and characters in games should reflect this. That
        said, I don't really want to get into a debate about this elemnent of
        the game, but just felt the "need" to comment on it.

        That said, what did you like about this particular game and
        campaign style?

        --
        JohnK
        e-mail: jkahane@comnet.ca
        web: http://www.comnet.ca/~jkahane
        Group: dqn-list Message: 2607 From: John M Kahane Date: 4/4/2006
        Subject: Re: College of Sun Magics?
        Hullo, Rodger,

        In a message of April 3rd, 2006, you wrote,

        >> I seem to recall once upon a timet hat Rodger or JohR had been
        >>working on a College of Sun Magics and possibly a College of Moon
        >>Magics. Did anything ever come of these two Colleges?
        >
        > Yes, I was kicking around an idea for a College of Sun Magics some
        > time ago. I shouldn't be surprised that there are other versions of
        > Sun Magics out there, as well. I thought Time Magics was a
        > wonderfully unique idea at the time, and I have seen a couple other
        > versions of that that were created completely independently of each other.

        I thought that it was you who had written the Sun Magics stuff that
        I had remembered, since I knew it was one of the "grand old vets" of the
        game. ;)

        > I haven't done much work on it beyond outlining my original idea
        > several years ago. It exists as a plot device in my current campaign
        > (one of the PCs has family who are Sun Mages, and there's an NPC Sun
        > Mage floating around in town), but I haven't had to use it directly,
        > so it's an idea that is just sitting there for now.

        Hey, plot devices are all fine and good, to be honest, and they
        work wonders that way at times. I use the College of Spider Magics for
        NPCs and villains and don't really let players take that one. So I can
        see the direction here for Sun Mages, too.

        > My idea of Sun Magics was that it was not a further twist on Celestial
        > Magics nor was it a separate Elemental college. Rather, the College
        > of Sun Magics is an Entities college.
        >
        > My version of Sun Magics considered the aspects of Apollo (Charioteer
        > of the Sun, but also patron of medicine and healing, patron of the
        > Oracle at Delphi, etc.), as well as the sun as a metaphor for power
        > and leadership, monotheistic sun cults, the image of Louis XIV as a
        > sun-god, etc. in working out the basis for the college.

        [stuff snipped]

        Yes, this is what I had remembered you saying a few years ago
        when the College was first mentioned. One of the reasons why I had
        wanted to take a look at it.

        > I never took it as far as coming up with a counterpoint Moon Magics
        > (maybe because my campaign world has 3 moons, so it's not as obvious a
        > step as it might usually be). Adding both Sun Magics and Moon Magics
        > would seem to automatically lead to reevaluating the standing of
        > Celestial Magics (possibly realigning things with Sun Moon and
        > Celestial in their own branch?) or otherwise shifting things around in
        > more serious ways. Not that that would be out of line (I was working
        > on a campaign that never took off where I was going to pull Celestial
        > Magics out almost as something other than magic).

        Frankly, I've never really seen Sun and Moon Magics as being
        something to interfere with the College of Celestial Magics. Celestials
        strike me as being more about light, darkness, and shadow, whereas Sun
        Magics is more along the lines of what you suggested and Moon Magics
        would be more about the stuff of possibly Morpheus, Diana, Athena and a
        few of the others (if one even felt the need for M<oon Magics).

        > If other creators of Sun/Solar/Moon/Lunar colleges would like to send
        > copies of them to me as well, I will compile them into the files
        > section (or I can just post them all here if there's enough interest).

        I can send the files along to you, if you like. As long as the
        folks who created them don't mind. In the meantime, I think I'll send
        you another little "present" as well.

        --
        JohnK
        e-mail: jkahane@comnet.ca
        web: http://www.comnet.ca/~jkahane
        Group: dqn-list Message: 2608 From: davis john Date: 4/5/2006
        Subject: Re: Campaign Sticking point
        >
        > Okay, this is sounding cool. Reminds me of the Stan Nicholls
        >"Orcs: First Blood" stuff as well. I did something along these lines a
        >long time ago in my campaign.
        Big fan of this too and we nearly started campaign wholley based on this but
        all got delayed and put on back burner.>
        > Okay, inteersting situation... For me, there is an obvious solution
        >to this dilemma that you face. The most obvious solution here is to
        >have the characters confronted from this point on by an adversary and
        >his or her minions, one who wants the shard(s) for himself or herself.
        >Common sense says that it is time to make things difficult for the
        >characters, to say the least. The best adversary to use here would be
        >the religion that you mentioned above. Fanatical believers and acolytes
        >would make for good opposition, especially if their priestly-ness
        >somehow negates magic and all.

        Shard number 5 in the hands of an adversary (witch-lord who masters in
        arachnamancey). long back story but he was the thrall of the lich queen till
        he found the shard and managed to escape here and indeed set up his onw
        rival bad lands. He doesnt really do anyone any harm, sits deep in his
        forest surrounding by goblins and spiders (these two races are linked long
        in the past but more backstory).
        >
        I do agree that they shouldnt have become the campaign focus, but getting
        hold off +10 stat items is quite a big distraction. The party half wanted to
        nobble the witch lord and get the shard and half to get the lich queen as
        her airborne armies of harpys and gargoyles and foul birds has just been
        destroyed in a mass combat with the united folk of ardania. She is weakened
        somewhat.

        What the party should be doing, but have agreed to let other adventuring
        parties do, is to track the main bad guys deep into the mountains who have
        with them the five dragons (who are really fallen angels) the party need to
        rescue. The party, while on a false trail of one shard, inadvertently awoke
        the dragons.>

        I guess i did let the party lead too much and they became a bit too
        obsessed. All my campaigns, an i am a right b*gger for doing this, has
        multiple shades of grey and dilemas, which often end up with things going
        astray. I will sort this eventually as i do like the campaign setting i have
        created.
        The temples and cults in the campaign give magic to folk, so their is no
        religion that is anti-magic. Their is supposedly a college of light magic
        (paladin-ish as they do appear in the computer game) but it is 'lost'. Im
        sure finding it would be one twist to many.

        One of the players is currently DMing MERP so i get to play as a change. I
        am also Dming a bit of D&D set in trudi canavans black magician trilogy,
        except the party are the magicians,not the heroes so they get to play jack
        booted oppressors for a while rather than good guy heroes.

        Question: We are all 39 to 45 years old, does anybody knwo of any
        rolepalyers who play on past 60/retirement age?

        John