Messages in dqn-list group. Page 54 of 80.

Group: dqn-list Message: 2659 From: rthorm Date: 7/4/2006
Subject: Re: World Generation - Group Magic
Group: dqn-list Message: 2660 From: Jason Winter Date: 7/5/2006
Subject: Re: World Generation - Group Magic
Group: dqn-list Message: 2661 From: Jeffery K. McGonagill Date: 7/5/2006
Subject: Re: World Generation - Group Magic
Group: dqn-list Message: 2662 From: Jason Winter Date: 7/5/2006
Subject: Re: World Generation - Group Magic
Group: dqn-list Message: 2663 From: J K Hoffman Date: 7/5/2006
Subject: Re: World Generation - Group Magic
Group: dqn-list Message: 2664 From: hollywood314@juno.com Date: 7/6/2006
Subject: Re: World Generation - Group Magic
Group: dqn-list Message: 2665 From: darkislephil Date: 7/6/2006
Subject: Re: World Generation - Group Magic
Group: dqn-list Message: 2666 From: darkislephil Date: 7/6/2006
Subject: Re: World Generation - Group Magic
Group: dqn-list Message: 2667 From: darkislephil Date: 7/6/2006
Subject: Re: World Generation - Group Magic
Group: dqn-list Message: 2668 From: Jason Winter Date: 7/6/2006
Subject: Re: World Generation - Group Magic
Group: dqn-list Message: 2669 From: darkislephil Date: 7/6/2006
Subject: Re: World Generation - Group Magic
Group: dqn-list Message: 2670 From: dennisnordling Date: 7/7/2006
Subject: Re: World Generation - Group Magic
Group: dqn-list Message: 2671 From: Jeffery K. McGonagill Date: 7/7/2006
Subject: Re: World Generation - Group Magic
Group: dqn-list Message: 2672 From: darkislephil Date: 7/7/2006
Subject: Re: World Generation - Group Magic
Group: dqn-list Message: 2673 From: darkislephil Date: 7/7/2006
Subject: Wyvern poison
Group: dqn-list Message: 2674 From: Jeffery K. McGonagill Date: 7/8/2006
Subject: Re: Wyvern poison
Group: dqn-list Message: 2675 From: darkislephil Date: 7/8/2006
Subject: Looking for James Flowers and/or Dialog Publishing
Group: dqn-list Message: 2676 From: hollywood314@juno.com Date: 7/8/2006
Subject: Re: World Generation - Group Magic
Group: dqn-list Message: 2677 From: dennisnordling Date: 7/8/2006
Subject: Re: World Generation - Group Magic
Group: dqn-list Message: 2678 From: dennisnordling Date: 7/8/2006
Subject: Seeking a PDF of the 1st edition DQ rules.
Group: dqn-list Message: 2679 From: J. K. Hoffman Date: 7/9/2006
Subject: Re: Seeking a PDF of the 1st edition DQ rules.
Group: dqn-list Message: 2680 From: darkislephil Date: 7/9/2006
Subject: Re: World Generation - Group Magic
Group: dqn-list Message: 2681 From: Mark D Date: 7/10/2006
Subject: Re: Wyvern poison
Group: dqn-list Message: 2682 From: darkislephil Date: 7/10/2006
Subject: Re: Wyvern poison
Group: dqn-list Message: 2683 From: darkislephil Date: 7/15/2006
Subject: Virtual Table-Top Apps with DQ
Group: dqn-list Message: 2684 From: rthorm Date: 8/30/2006
Subject: Article search
Group: dqn-list Message: 2685 From: John Rauchert Date: 8/30/2006
Subject: Re: Article search
Group: dqn-list Message: 2687 From: Lev Lafayette Date: 9/27/2006
Subject: New DQ Campaign in Melbourne
Group: dqn-list Message: 2688 From: darkislephil Date: 9/29/2006
Subject: Re: New DQ Campaign in Melbourne
Group: dqn-list Message: 2689 From: David Chappell Date: 10/1/2006
Subject: Re: World Generation - Group Magic
Group: dqn-list Message: 2690 From: David Chappell Date: 10/1/2006
Subject: Re: World Generation - Group Magic
Group: dqn-list Message: 2691 From: dennisnordling Date: 10/2/2006
Subject: Re: World Generation - Group Magic
Group: dqn-list Message: 2692 From: trumpetmmb Date: 10/2/2006
Subject: Re: World Generation - Group Magic
Group: dqn-list Message: 2693 From: Lev Lafayette Date: 10/26/2006
Subject: Red Age of Castofan (was Re: It *must* have been done before, right
Group: dqn-list Message: 2694 From: Rafael Date: 10/30/2006
Subject: Re: Red Age of Castofan (was Re: It *must* have been done before, r
Group: dqn-list Message: 2695 From: Lev Lafayette Date: 10/31/2006
Subject: Re: Red Age of Castofan (was Re: It *must* have been done before, r
Group: dqn-list Message: 2696 From: Rafael Date: 11/8/2006
Subject: Re: Red Age of Castofan (was Re: It *must* have been done before,
Group: dqn-list Message: 2697 From: J K Hoffman Date: 11/8/2006
Subject: Re: Red Age of Castofan (was Re: It *must* have been done before,
Group: dqn-list Message: 2698 From: Lev Lafayette Date: 11/9/2006
Subject: Re: Red Age of Castofan (was Re: It *must* have been done before,
Group: dqn-list Message: 2699 From: The Taylors Date: 11/10/2006
Subject: Re: Red Age of Castofan (was Re: It *must* have been done before,
Group: dqn-list Message: 2700 From: Lev Lafayette Date: 11/11/2006
Subject: Re: Red Age of Castofan (was Re: It *must* have been done before,
Group: dqn-list Message: 2701 From: Rafael Date: 11/16/2006
Subject: Re: Red Age of Castofan (was Re: It *must* have been done before,
Group: dqn-list Message: 2702 From: Lev Lafayette Date: 11/16/2006
Subject: New Edition of DQ (Re: [DQN-list] Re: Red Age of Castofan (was Re:
Group: dqn-list Message: 2703 From: arkivbouv Date: 11/16/2006
Subject: New Edition of DQ (Re: [DQN-list] Re: Red Age of Castofan (was Re:
Group: dqn-list Message: 2704 From: Lev Lafayette Date: 11/16/2006
Subject: Re: New Edition of DQ (Re: [DQN-list] Re: Red Age of Castofan (was
Group: dqn-list Message: 2705 From: arkivbouv Date: 11/16/2006
Subject: Group in D.C./MD/VA area?
Group: dqn-list Message: 2706 From: Viktor Haag Date: 11/16/2006
Subject: Re: New Edition of DQ (Re: [DQN-list] Re: Red Age of Castofan (was
Group: dqn-list Message: 2707 From: Lev Lafayette Date: 11/16/2006
Subject: Re: New Edition of DQ (Re: [DQN-list] Re: Red Age of Castofan (was
Group: dqn-list Message: 2708 From: Rachel McGonagill Date: 11/16/2006
Subject: DQ Game, play by post--was: Red Age of Castofan
Group: dqn-list Message: 2709 From: J. K. Hoffman Date: 11/16/2006
Subject: Re: New Edition of DQ (Re: [DQN-list] Re: Red Age of Castofan (was



Group: dqn-list Message: 2659 From: rthorm Date: 7/4/2006
Subject: Re: World Generation - Group Magic
--- In dqn-list@yahoogroups.com, "Jeffery K. McGonagill" <igmod@...>
wrote:
>
> Very few spells to Rk 10? I remember one character who spent
practically
> every EP on Wall of Fire, getting it to Rk 20.

Different campaigns proceeded differently, I'm sure. I know other
groups where there were characters with multiple spells ranked in the
teens.
Group: dqn-list Message: 2660 From: Jason Winter Date: 7/5/2006
Subject: Re: World Generation - Group Magic
I know my old campaign most likely falls into the unique category,
but towards the end of it, I had 2 mages that were close to 22 spells
at rank 22. In my world, that was considered to have mastered the
college, at that point, a mage could pick a second collage of magic
to practice. This was a campaign I ran while in the military, and I
was lucky to have a core group of players (there were 4 core and
others that came and went as thier tours of duty took them elsewhere)
that lasted for the 3 plus years I ran it. We played from 10:30 pm
to 6am monday through Friday for over 3 years.

At 10:40 PM 7/4/2006, you wrote:

>--- In <mailto:dqn-list%40yahoogroups.com>dqn-list@yahoogroups.com,
>"Jeffery K. McGonagill" <igmod@...>
>wrote:
> >
> > Very few spells to Rk 10? I remember one character who spent
>practically
> > every EP on Wall of Fire, getting it to Rk 20.
>
>Different campaigns proceeded differently, I'm sure. I know other
>groups where there were characters with multiple spells ranked in the
>teens.
>
>
Group: dqn-list Message: 2661 From: Jeffery K. McGonagill Date: 7/5/2006
Subject: Re: World Generation - Group Magic
In my campaign Rk 20 was the highest level that could be achieved. After
some experimentation (and abuse by a munchkin) I've limited a second college
to Shaping. One has to have the spells of the first College to Rk 6 to free
up the MA to be high enough to learn Shaping.

~Jeffery~

>I know my old campaign most likely falls into the unique category,
> but towards the end of it, I had 2 mages that were close to 22 spells
> at rank 22. In my world, that was considered to have mastered the
> college, at that point, a mage could pick a second collage of magic
> to practice. This was a campaign I ran while in the military, and I
> was lucky to have a core group of players (there were 4 core and
> others that came and went as thier tours of duty took them elsewhere)
> that lasted for the 3 plus years I ran it. We played from 10:30 pm
> to 6am monday through Friday for over 3 years.
Group: dqn-list Message: 2662 From: Jason Winter Date: 7/5/2006
Subject: Re: World Generation - Group Magic
I had one player play a shaper, and it threw my campaign so out of
whack I had to restart it with new characters and ban the shaper as a
PC class. Again, this was in a higher level campaign at that point,
but he was producing so many items and had produced so many items as
he advanced that it was impossible for me to get things back into
control without doing something ridiculously drastic. Now it might
have been my fault that I let things go that far, but at higher
levels, I think the shaper is totally unbalanced.


At 08:13 AM 7/5/2006, you wrote:

>In my campaign Rk 20 was the highest level that could be achieved. After
>some experimentation (and abuse by a munchkin) I've limited a second college
>to Shaping. One has to have the spells of the first College to Rk 6 to free
>up the MA to be high enough to learn Shaping.
>
>~Jeffery~
>
> >I know my old campaign most likely falls into the unique category,
> > but towards the end of it, I had 2 mages that were close to 22 spells
> > at rank 22. In my world, that was considered to have mastered the
> > college, at that point, a mage could pick a second collage of magic
> > to practice. This was a campaign I ran while in the military, and I
> > was lucky to have a core group of players (there were 4 core and
> > others that came and went as thier tours of duty took them elsewhere)
> > that lasted for the 3 plus years I ran it. We played from 10:30 pm
> > to 6am monday through Friday for over 3 years.
>
>
Group: dqn-list Message: 2663 From: J K Hoffman Date: 7/5/2006
Subject: Re: World Generation - Group Magic
Actually, I've always felt the Shaper was a little unbalanced at
virtually every level beyond the very start. Also, I can see how
GMing a Shaper with anyone that had ANY tendancy toward
munchkinism would get complicated fast. There are a lot of
angles to work there, you know what I mean?

Thanks,
Jim

--- Original Message ---
From: Jason Winter <JasonWinter@scicable.com>
To: dqn-list@yahoogroups.com
Subject: Re: [DQN-list] Re: World Generation - Group Magic

>I had one player play a shaper, and it threw my campaign so out of
>whack I had to restart it with new characters and ban the shaper
as a
>PC class. Again, this was in a higher level campaign at that
point,
>but he was producing so many items and had produced so many
items as
>he advanced that it was impossible for me to get things back into
>control without doing something ridiculously drastic. Now it might
>have been my fault that I let things go that far, but at higher
>levels, I think the shaper is totally unbalanced.
>
>
>At 08:13 AM 7/5/2006, you wrote:
>
>>In my campaign Rk 20 was the highest level that could be
achieved. After
>>some experimentation (and abuse by a munchkin) I've limited a
second college
>>to Shaping. One has to have the spells of the first College to
Rk 6 to free
>>up the MA to be high enough to learn Shaping.
>>
>>~Jeffery~
>>
>> >I know my old campaign most likely falls into the unique
category,
>> > but towards the end of it, I had 2 mages that were close to
22 spells
>> > at rank 22. In my world, that was considered to have
mastered the
>> > college, at that point, a mage could pick a second collage
of magic
>> > to practice. This was a campaign I ran while in the
military, and I
>> > was lucky to have a core group of players (there were 4 core and
>> > others that came and went as thier tours of duty took them
elsewhere)
>> > that lasted for the 3 plus years I ran it. We played from
10:30 pm
>> > to 6am monday through Friday for over 3 years.
>>
>>
>
>
>
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Group: dqn-list Message: 2664 From: hollywood314@juno.com Date: 7/6/2006
Subject: Re: World Generation - Group Magic

I'm jumping in late, so I might be repeating an idea that has already been thrown out there.  What if Group Magic was possible as a Talent.  i.e. Share Mana?   Each College would have their own talent that would allow fellow mages to contribute mana to a casting mage.  In order to contribute mana to a spell or receive mana, the individual mages participating in the group spell would need to pass a talent check. 

Steve



-- "darkislephil" <darkislephil@yahoo.com> wrote:
--- In dqn-list@yahoogroups.com, "rthorm" <rthorm@...> wrote:

> 1.  Make the min rank for doing Group Magic Rank 6.  This corresponds
> with other DQ Magic rules (such as MA requirement).

I'm becoming more comfortable with the notion of having a minimum rank
requirement for doing Group Magic.  I'm not following you though on
where R6 correlates with existing DQ rules.

I'd be tempted to go with something closer to R4 but then our
campaigns have always been very low power compared to many other DQ
campaigns.
 
> 2.  Use spell Rank as the determinant for maximum number of
participants.

I'd go with that but would still want to decrease the bonuses every
few participants.






 
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Group: dqn-list Message: 2665 From: darkislephil Date: 7/6/2006
Subject: Re: World Generation - Group Magic
--- In dqn-list@yahoogroups.com, "rthorm" <rthorm@...> wrote:

> Rank 6 is the point at which an adept has "mastered" the spell and it
> no longer counts against their MA limit (see [34.6]).

Makes perfect sense then. I'll go with it. :)
Group: dqn-list Message: 2666 From: darkislephil Date: 7/6/2006
Subject: Re: World Generation - Group Magic
--- In dqn-list@yahoogroups.com, "hollywood314@..." <hollywood314@...>
wrote:
>
> I'm jumping in late, so I might be repeating an idea that has
> already been thrown out there. What if Group Magic was possible
> as a Talent. i.e. Share Mana?

So what would this actually do in the context of Group Magic?

Would this be a check to see if the particular mage could contribute,
ie add his bonus, to the group spell?
Group: dqn-list Message: 2667 From: darkislephil Date: 7/6/2006
Subject: Re: World Generation - Group Magic
Given the time requirements to create even the most trivial items, not
to mention the endurance loss and skills loss, I can't see how any
Shaper would ever make more than a few items of any real power.

The Shaper in my current campaign has never even made a permanent
magic item. Pretty much gets by on invested items and rag golems.

But then our campaigns have always been pretty low power.

--- In dqn-list@yahoogroups.com, Jason Winter <JasonWinter@...> wrote:
>
> I had one player play a shaper, and it threw my campaign so out of
> whack I had to restart it with new characters and ban the shaper as a
> PC class. Again, this was in a higher level campaign at that point,
> but he was producing so many items and had produced so many items as
> he advanced that it was impossible for me to get things back into
> control without doing something ridiculously drastic. Now it might
> have been my fault that I let things go that far, but at higher
> levels, I think the shaper is totally unbalanced.
>
>
> At 08:13 AM 7/5/2006, you wrote:
>
> >In my campaign Rk 20 was the highest level that could be achieved.
After
> >some experimentation (and abuse by a munchkin) I've limited a
second college
> >to Shaping. One has to have the spells of the first College to Rk 6
to free
> >up the MA to be high enough to learn Shaping.
> >
> >~Jeffery~
> >
> > >I know my old campaign most likely falls into the unique category,
> > > but towards the end of it, I had 2 mages that were close to 22
spells
> > > at rank 22. In my world, that was considered to have mastered the
> > > college, at that point, a mage could pick a second collage of magic
> > > to practice. This was a campaign I ran while in the military, and I
> > > was lucky to have a core group of players (there were 4 core and
> > > others that came and went as thier tours of duty took them
elsewhere)
> > > that lasted for the 3 plus years I ran it. We played from 10:30 pm
> > > to 6am monday through Friday for over 3 years.
> >
> >
>
Group: dqn-list Message: 2668 From: Jason Winter Date: 7/6/2006
Subject: Re: World Generation - Group Magic
I don't recall our shaper ever making anything really powerful. What
he did do though was make 8 zillion piddily things that pretty much
gave him a solution for everything. My campaign might have been a
bit out of the ordinary in that I really let the group do whatever
they wanted. Sure now and then something came up that required their
immediate attention, but for the most part they did their own
things. I would throw out a bunch of potential tidbits over the
course of time and they picked up on what interested them and ignored
others. Once I had an idea of where they were headed, I would flesh
out what was required. The side effect to this was once they became
established (keep in mind this was a long running campaign, ran over
the course of 10 years) they would often take 1, 2, 3 years off to do
their own things or research stuff/whatever. The shaper had plenty
of time to create all the misc stuff they wanted.


At 09:14 PM 7/6/2006, you wrote:

>Given the time requirements to create even the most trivial items, not
>to mention the endurance loss and skills loss, I can't see how any
>Shaper would ever make more than a few items of any real power.
>
>The Shaper in my current campaign has never even made a permanent
>magic item. Pretty much gets by on invested items and rag golems.
>
>But then our campaigns have always been pretty low power.
>
>--- In <mailto:dqn-list%40yahoogroups.com>dqn-list@yahoogroups.com,
>Jason Winter <JasonWinter@...> wrote:
> >
> > I had one player play a shaper, and it threw my campaign so out of
> > whack I had to restart it with new characters and ban the shaper as a
> > PC class. Again, this was in a higher level campaign at that point,
> > but he was producing so many items and had produced so many items as
> > he advanced that it was impossible for me to get things back into
> > control without doing something ridiculously drastic. Now it might
> > have been my fault that I let things go that far, but at higher
> > levels, I think the shaper is totally unbalanced.
> >
> >
> > At 08:13 AM 7/5/2006, you wrote:
> >
> > >In my campaign Rk 20 was the highest level that could be achieved.
>After
> > >some experimentation (and abuse by a munchkin) I've limited a
>second college
> > >to Shaping. One has to have the spells of the first College to Rk 6
>to free
> > >up the MA to be high enough to learn Shaping.
> > >
> > >~Jeffery~
> > >
> > > >I know my old campaign most likely falls into the unique category,
> > > > but towards the end of it, I had 2 mages that were close to 22
>spells
> > > > at rank 22. In my world, that was considered to have mastered the
> > > > college, at that point, a mage could pick a second collage of magic
> > > > to practice. This was a campaign I ran while in the military, and I
> > > > was lucky to have a core group of players (there were 4 core and
> > > > others that came and went as thier tours of duty took them
>elsewhere)
> > > > that lasted for the 3 plus years I ran it. We played from 10:30 pm
> > > > to 6am monday through Friday for over 3 years.
> > >
> > >
> >
>
>
Group: dqn-list Message: 2669 From: darkislephil Date: 7/6/2006
Subject: Re: World Generation - Group Magic
Given enough campaign time I can see how a dedicated group could come
up with a pretty broad arsenal of magic items.

What with people moving and the like I don't think we had a campaign
last more than three years with the same characters. In our groups
the older characters would usually just retire when a group with new
blood would start up.


--- In dqn-list@yahoogroups.com, Jason Winter <JasonWinter@...> wrote:
>
> I don't recall our shaper ever making anything really powerful. What
> he did do though was make 8 zillion piddily things that pretty much
> gave him a solution for everything. My campaign might have been a
> bit out of the ordinary in that I really let the group do whatever
> they wanted. Sure now and then something came up that required their
> immediate attention, but for the most part they did their own
> things. I would throw out a bunch of potential tidbits over the
> course of time and they picked up on what interested them and ignored
> others. Once I had an idea of where they were headed, I would flesh
> out what was required. The side effect to this was once they became
> established (keep in mind this was a long running campaign, ran over
> the course of 10 years) they would often take 1, 2, 3 years off to do
> their own things or research stuff/whatever. The shaper had plenty
> of time to create all the misc stuff they wanted.
>
>
> At 09:14 PM 7/6/2006, you wrote:
>
> >Given the time requirements to create even the most trivial items, not
> >to mention the endurance loss and skills loss, I can't see how any
> >Shaper would ever make more than a few items of any real power.
> >
> >The Shaper in my current campaign has never even made a permanent
> >magic item. Pretty much gets by on invested items and rag golems.
> >
> >But then our campaigns have always been pretty low power.
> >
> >--- In <mailto:dqn-list%40yahoogroups.com>dqn-list@yahoogroups.com,
> >Jason Winter <JasonWinter@> wrote:
> > >
> > > I had one player play a shaper, and it threw my campaign so out of
> > > whack I had to restart it with new characters and ban the shaper
as a
> > > PC class. Again, this was in a higher level campaign at that point,
> > > but he was producing so many items and had produced so many items as
> > > he advanced that it was impossible for me to get things back into
> > > control without doing something ridiculously drastic. Now it might
> > > have been my fault that I let things go that far, but at higher
> > > levels, I think the shaper is totally unbalanced.
> > >
> > >
> > > At 08:13 AM 7/5/2006, you wrote:
> > >
> > > >In my campaign Rk 20 was the highest level that could be achieved.
> >After
> > > >some experimentation (and abuse by a munchkin) I've limited a
> >second college
> > > >to Shaping. One has to have the spells of the first College to Rk 6
> >to free
> > > >up the MA to be high enough to learn Shaping.
> > > >
> > > >~Jeffery~
> > > >
> > > > >I know my old campaign most likely falls into the unique
category,
> > > > > but towards the end of it, I had 2 mages that were close to 22
> >spells
> > > > > at rank 22. In my world, that was considered to have
mastered the
> > > > > college, at that point, a mage could pick a second collage
of magic
> > > > > to practice. This was a campaign I ran while in the
military, and I
> > > > > was lucky to have a core group of players (there were 4 core and
> > > > > others that came and went as thier tours of duty took them
> >elsewhere)
> > > > > that lasted for the 3 plus years I ran it. We played from
10:30 pm
> > > > > to 6am monday through Friday for over 3 years.
> > > >
> > > >
> > >
> >
> >
>
Group: dqn-list Message: 2670 From: dennisnordling Date: 7/7/2006
Subject: Re: World Generation - Group Magic
Our world has been running sense 1981, and it is true that given time
a Shaper can (given time) unbalance a world. However, there are a few
things that can be done to put a halt (or at least limit) the problem.

- Be specific on what can and cannot have investments placed on them.
And the "3rd edition" rules removing the ability of the
common "Investment Ritual" being able to do anything other than
recharge was a good thing, to help restrict the problem. Our group
went one step further and now requires that only specifically shaped
items crafted to receive Investments are suitable. Not even Shapers
can just grab any old item and invest something into it.

- if you don't allow the "Ritual of Binding Investments" the worst
abuses can be limited. Having a Wand with infinite fireballs is very
much a bad thing. We altered this Ritual significantly. Our version of
this ritual requires the wielder to pay the FT cost as if they are the
originating caster. And only shaped items specifically created for
being used with this Ritual can be made.

- There were not restriction about what items can be shaped.
Unfortunately, the game left a few glaring holes about this. For a
while there were alot of copper farthings in our world with permanent
spells upon them (this made the SP cost of the items almost free). As
an example, having spells of Enhancing Armor, Enhancing Weapons,
Detect Enchantment as wells as many very useful spells from other
colleges flood into a world causes unbalancing. While make a magical
Two-Handed Sword when a dagger can do almost as well. Our group
instigated a flat rate charge. Now, at least there are a variety of
magical items instead of copper farthings everywhere.

- Hold firm to the permenant items only effecting the user. (We added
the addition of those items upon his/her person, and if the item is
that grants the effect is removed from the person the effect drops.
This removes the temptation of passing around an item of invisability
so everyone is Invisable.) We changed many things in the shaper
college to reflect certain concepts. Permanently shaped items with a
spell that enhances armor Must be placed upon the armor; spells that
effect weapons must be placed upon weapons, etc... Wands, rods and
staffs are ideal as Invested items. We now force Shapers to follow
some logic upon their created items. Otherwise the SP cost are doubled.

- Make the Shaper Workshop as expensive as it is intented in the book.
And if you allow a player to rent such a shop, make the rental
outragious. This makes for a difficult hurdle for the casual shaper to
overcome.

- Consider that finding a mage with a powerful spell at a high rank
might be difficult in itself. Getting that mage to dedicate the time
necessary to make a powerful item might be even harder and more
expensive than the player can afford. And even with Invested Items,
not every mage will be thrilled at the concept of having items out
there that duplicate their power to the undeserving. It is even
possible that such rare spells being used improperly could cause the
authorities to blame the mage as being directly responsible for
illegal acts.

- The scaling of the "Magical Item Construction Chart" makes certain
items with a shaping index of 300 or less cost no Endurance. We
changed the basic formula for spells to read instead: ShapingIndex =
Spell Multiplier + (5 percent per Rank with the spell). Now rank 20
spells cost more to make than Rank 0, we prefer this to the book
version.

Even after all this, there are Powerful items that every Shaper deem
worth a year and 7 Endurance to construct: +9 Endurance (shaping index
= 2500 [1×500+{8×250}], +10 Fatigue (shaping index = 2500 [10×250],
+25 PC (shaping index = 1900 [1×100+{24×75}]).

It is also important to remember that the shaper Must find an
assistant wtih the desired abilities. If the item is too powerful for
your DQ world, it is the GM's responsibility to put a stop to the
project (making the desired ability nearly impossible to find, or
maybe the project requires some rare item that will require a quest).
While it is true that this is a heavy handed way to prevent or
restrict unbalancing items, sometimes it is just necessary.
Group: dqn-list Message: 2671 From: Jeffery K. McGonagill Date: 7/7/2006
Subject: Re: World Generation - Group Magic
This is an example of how I cost out items:

Base cost of item = 10 sp (a gold nugget. I determine the base cost
depending on what the PC wants, but never go below 10 sp.)
Talent of Resist Pain is 300 Exp for a Cost Factor of 5
Amulet is a Cost Factor of 25

Cost so far is 10x5x25=1,250 sp

Assume maintenance cost of shop is 9,150 (Shaper's highest Rk is 7 and it is
a well stocked shop). It takes 2 months to create the item, so 2 months of
maintenance cost is 1,525 sp.

Cost is now 1,250 + 1,525 = 2,775 sp.

8 weeks of Shaper's time is worth at least 100 sp per week for 800 sp. (I
charge at 150.)

Cost is now 3,575 sp.

4 weeks of Mind Mage's time is worth at least 100 sp per week is 400 sp. (I
charge at 150.)

Cost is now 3,975.

Add in whatever you want to charge per Rank of the Talent

Finally, double it for the Shaper to make a profit, so it is now 7,950 sp to
purchase the Resist Pain item. Half payed up front, half paid on delivery.
If there is a Shaping accident that ruins the item so it doesn't function,
start all over with the purchaser paying the cost up front.

~Jeffery~



Our world has been running sense 1981, and it is true that given time
a Shaper can (given time) unbalance a world. However, there are a few
things that can be done to put a halt (or at least limit) the problem.

- Be specific on what can and cannot have investments placed on them.
And the "3rd edition" rules removing the ability of the
common "Investment Ritual" being able to do anything other than
recharge was a good thing, to help restrict the problem. Our group
went one step further and now requires that only specifically shaped
items crafted to receive Investments are suitable. Not even Shapers
can just grab any old item and invest something into it.

- if you don't allow the "Ritual of Binding Investments" the worst
abuses can be limited. Having a Wand with infinite fireballs is very
much a bad thing. We altered this Ritual significantly. Our version of
this ritual requires the wielder to pay the FT cost as if they are the
originating caster. And only shaped items specifically created for
being used with this Ritual can be made.

- There were not restriction about what items can be shaped.
Unfortunately, the game left a few glaring holes about this. For a
while there were alot of copper farthings in our world with permanent
spells upon them (this made the SP cost of the items almost free). As
an example, having spells of Enhancing Armor, Enhancing Weapons,
Detect Enchantment as wells as many very useful spells from other
colleges flood into a world causes unbalancing. While make a magical
Two-Handed Sword when a dagger can do almost as well. Our group
instigated a flat rate charge. Now, at least there are a variety of
magical items instead of copper farthings everywhere.

- Hold firm to the permenant items only effecting the user. (We added
the addition of those items upon his/her person, and if the item is
that grants the effect is removed from the person the effect drops.
This removes the temptation of passing around an item of invisability
so everyone is Invisable.) We changed many things in the shaper
college to reflect certain concepts. Permanently shaped items with a
spell that enhances armor Must be placed upon the armor; spells that
effect weapons must be placed upon weapons, etc... Wands, rods and
staffs are ideal as Invested items. We now force Shapers to follow
some logic upon their created items. Otherwise the SP cost are doubled.

- Make the Shaper Workshop as expensive as it is intented in the book.
And if you allow a player to rent such a shop, make the rental
outragious. This makes for a difficult hurdle for the casual shaper to
overcome.

- Consider that finding a mage with a powerful spell at a high rank
might be difficult in itself. Getting that mage to dedicate the time
necessary to make a powerful item might be even harder and more
expensive than the player can afford. And even with Invested Items,
not every mage will be thrilled at the concept of having items out
there that duplicate their power to the undeserving. It is even
possible that such rare spells being used improperly could cause the
authorities to blame the mage as being directly responsible for
illegal acts.

- The scaling of the "Magical Item Construction Chart" makes certain
items with a shaping index of 300 or less cost no Endurance. We
changed the basic formula for spells to read instead: ShapingIndex =
Spell Multiplier + (5 percent per Rank with the spell). Now rank 20
spells cost more to make than Rank 0, we prefer this to the book
version.

Even after all this, there are Powerful items that every Shaper deem
worth a year and 7 Endurance to construct: +9 Endurance (shaping index
= 2500 [1×500+{8×250}], +10 Fatigue (shaping index = 2500 [10×250],
+25 PC (shaping index = 1900 [1×100+{24×75}]).

It is also important to remember that the shaper Must find an
assistant wtih the desired abilities. If the item is too powerful for
your DQ world, it is the GM's responsibility to put a stop to the
project (making the desired ability nearly impossible to find, or
maybe the project requires some rare item that will require a quest).
While it is true that this is a heavy handed way to prevent or
restrict unbalancing items, sometimes it is just necessary.








Yahoo! Groups Links
Group: dqn-list Message: 2672 From: darkislephil Date: 7/7/2006
Subject: Re: World Generation - Group Magic
All good advice Dennis.

> Even after all this, there are Powerful items that
> every Shaper deem worth a year and 7 Endurance to
> construct: +9 Endurance (shaping index = 2500
> [1×500+{8×250}], +10 Fatigue (shaping index = 2500
> [10×250], +25 PC (shaping index = 1900 [1×100+{24×75}]).

Did you really have Shapers do those kinds of investments?

How in the heck do they recover from all the loss?

7 pts of endurance - gonna cost them 17,500 xp and 7 adventures (1 pt
after each one) to restore it. That would be a lot of real world and
game world time. And taking a strict interpretation of the rules they
would have to buy back a couple points of Fatigue as well.

A year shaping also means a loss of 4 ranks in all skills. Let's say
the mage has to be Adventurer ranked to even consider it. We're
talking a minimum 100K xp or more to re-earn and they would have to do
so at their now reduced status of Adventurer or possibly even
Mercenary. At Adventurer lvl xp rewards that's 40 or more adventures
plus a lot of down time retraining. The character would probably end
up aging 10 years or more.

For the XP costs to restore your skills you could have bought 10 pts
in End, Fat & Per and had a ton of points left over.



--- In dqn-list@yahoogroups.com, "dennisnordling" <d.nordling@...> wrote:
>
> Our world has been running sense 1981, and it is true that given time
> a Shaper can (given time) unbalance a world. However, there are a few
> things that can be done to put a halt (or at least limit) the problem.
>
> - Be specific on what can and cannot have investments placed on them.
> And the "3rd edition" rules removing the ability of the
> common "Investment Ritual" being able to do anything other than
> recharge was a good thing, to help restrict the problem. Our group
> went one step further and now requires that only specifically shaped
> items crafted to receive Investments are suitable. Not even Shapers
> can just grab any old item and invest something into it.
>
> - if you don't allow the "Ritual of Binding Investments" the worst
> abuses can be limited. Having a Wand with infinite fireballs is very
> much a bad thing. We altered this Ritual significantly. Our version of
> this ritual requires the wielder to pay the FT cost as if they are the
> originating caster. And only shaped items specifically created for
> being used with this Ritual can be made.
>
> - There were not restriction about what items can be shaped.
> Unfortunately, the game left a few glaring holes about this. For a
> while there were alot of copper farthings in our world with permanent
> spells upon them (this made the SP cost of the items almost free). As
> an example, having spells of Enhancing Armor, Enhancing Weapons,
> Detect Enchantment as wells as many very useful spells from other
> colleges flood into a world causes unbalancing. While make a magical
> Two-Handed Sword when a dagger can do almost as well. Our group
> instigated a flat rate charge. Now, at least there are a variety of
> magical items instead of copper farthings everywhere.
>
> - Hold firm to the permenant items only effecting the user. (We added
> the addition of those items upon his/her person, and if the item is
> that grants the effect is removed from the person the effect drops.
> This removes the temptation of passing around an item of invisability
> so everyone is Invisable.) We changed many things in the shaper
> college to reflect certain concepts. Permanently shaped items with a
> spell that enhances armor Must be placed upon the armor; spells that
> effect weapons must be placed upon weapons, etc... Wands, rods and
> staffs are ideal as Invested items. We now force Shapers to follow
> some logic upon their created items. Otherwise the SP cost are doubled.
>
> - Make the Shaper Workshop as expensive as it is intented in the book.
> And if you allow a player to rent such a shop, make the rental
> outragious. This makes for a difficult hurdle for the casual shaper to
> overcome.
>
> - Consider that finding a mage with a powerful spell at a high rank
> might be difficult in itself. Getting that mage to dedicate the time
> necessary to make a powerful item might be even harder and more
> expensive than the player can afford. And even with Invested Items,
> not every mage will be thrilled at the concept of having items out
> there that duplicate their power to the undeserving. It is even
> possible that such rare spells being used improperly could cause the
> authorities to blame the mage as being directly responsible for
> illegal acts.
>
> - The scaling of the "Magical Item Construction Chart" makes certain
> items with a shaping index of 300 or less cost no Endurance. We
> changed the basic formula for spells to read instead: ShapingIndex =
> Spell Multiplier + (5 percent per Rank with the spell). Now rank 20
> spells cost more to make than Rank 0, we prefer this to the book
> version.
>
> Even after all this, there are Powerful items that every Shaper deem
> worth a year and 7 Endurance to construct: +9 Endurance (shaping index
> = 2500 [1×500+{8×250}], +10 Fatigue (shaping index = 2500 [10×250],
> +25 PC (shaping index = 1900 [1×100+{24×75}]).
>
> It is also important to remember that the shaper Must find an
> assistant wtih the desired abilities. If the item is too powerful for
> your DQ world, it is the GM's responsibility to put a stop to the
> project (making the desired ability nearly impossible to find, or
> maybe the project requires some rare item that will require a quest).
> While it is true that this is a heavy handed way to prevent or
> restrict unbalancing items, sometimes it is just necessary.
>
Group: dqn-list Message: 2673 From: darkislephil Date: 7/7/2006
Subject: Wyvern poison
So how do y'all handle Wyvern poison. The rules say, "Base Chance of
45%, quick-acting poison instead of Damage, no Rank."

It also says, "The wyvern's tail contains a scorpion-like sting which
may be used to infect a target in the hex the wyvern is facing with
poison...."

But what does that mean exactly? Quick acting as in dead?

In the past I've just winged it and done some amount of damage/pulse
for some random period. Like a Scorpions sting but higher damage.

What have you guys done?
Group: dqn-list Message: 2674 From: Jeffery K. McGonagill Date: 7/8/2006
Subject: Re: Wyvern poison
I use 4 DP per pulse.

~Jeffery~


> So how do y'all handle Wyvern poison. The rules say, "Base Chance of
> 45%, quick-acting poison instead of Damage, no Rank."
>
> It also says, "The wyvern's tail contains a scorpion-like sting which
> may be used to infect a target in the hex the wyvern is facing with
> poison...."
>
> But what does that mean exactly? Quick acting as in dead?
>
> In the past I've just winged it and done some amount of damage/pulse
> for some random period. Like a Scorpions sting but higher damage.
>
> What have you guys done?
>
>
>
>
>
>
>
>
>
> Yahoo! Groups Links
>
>
>
>
>
>
>
Group: dqn-list Message: 2675 From: darkislephil Date: 7/8/2006
Subject: Looking for James Flowers and/or Dialog Publishing
Is he on the list?

There is a rather nice DQ character sheet in PDF form with a Dialog
Publishing copyright on it but it has a few things on it I would like
to change. For some reason it is protected from editing.

Anyone have the password for it or an unprotected version?

-Phil
Group: dqn-list Message: 2676 From: hollywood314@juno.com Date: 7/8/2006
Subject: Re: World Generation - Group Magic
Yes and yes. My thought was that the ability to lend a bonus would be
more of an inherent ability(i.e. talent) rather than a spell.
Therefore, the mage attempting to contribute to the spell would need to
make a successful roll under his talent. I definitely like the idea of
adding the mage's casting bonus if successful. It might even make
sense for the mage that is casting to make a successful talent check to
see if he can accept the additional aid.

-- "darkislephil" <darkislephil@yahoo.com> wrote:
--- In dqn-list@yahoogroups.com, "hollywood314@..." <hollywood314@...>
wrote:
>
> I'm jumping in late, so I might be repeating an idea that has
> already been thrown out there. What if Group Magic was possible
> as a Talent. i.e. Share Mana?

So what would this actually do in the context of Group Magic?

Would this be a check to see if the particular mage could contribute,
ie add his bonus, to the group spell?








Yahoo! Groups Links







________________________________________________________________________
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Visit http://www.juno.com/value to sign up today!
Group: dqn-list Message: 2677 From: dennisnordling Date: 7/8/2006
Subject: Re: World Generation - Group Magic
> Did you really have Shapers do those kinds of investments?
>
> How in the heck do they recover from all the loss?
>
> 7 pts of endurance - gonna cost them 17,500 xp and 7 adventures
> (1 pt after each one) to restore it. That would be a lot of
> real world and game world time. And taking a strict
> interpretation of the rules they would have to buy back a
> couple points of Fatigue as well.
>
> A year shaping also means a loss of 4 ranks in all skills.
> Let's say the mage has to be Adventurer ranked to even
> consider it. We're talking a minimum 100K xp or more to
> re-earn and they would have to do so at their now reduced
> status of Adventurer or possibly even Mercenary. At Adventurer
> lvl xp rewards that's 40 or more adventures plus a lot of
> down time retraining. The character would probably end
> up aging 10 years or more.
>
> For the XP costs to restore your skills you could have bought 10
pts
> in End, Fat & Per and had a ton of points left over.


Yes, so far one of the items was made (as a Money belt with +7
Endurance and Warded by MA). Full recovery of Endurance took 8
sessions, and the skills a little longer after that.

The whole thing would not have been possible if Amn had not also
been a Merchant Rank 9; financing such a project is much harder than
playing 8 sessions to recover Endurance. The cost to create the
money belt was harsh. The workshop (Rank 12 cost 101,000 and 10,100
sp was expended from the workshop while performing this ritual. The
actual ritual cost 20,000sp (cothing cost multiple was 20; the index
cost multiple was 100; and our group has a flat 10sp base cost). No
special assistants were necessary. That makes a total cost of
30,100sp.

It is important to note that the character "Amn" was (and still
remains) a hero class character when this item was created; and it
took almost a decade of the Real World to get him to where he is
now.

Before the rituals were attempted Amn had a EN of 23 and a FT of 19
(Amn started with a EN of 11). The character had planned to for a
very long time so that no excess FT would be lost. At the hero level
the base XP for 5 hours of play is 1500 experience, and with party
success and 10% roleplay bonus 2500 experience is not that hard to
replace. Because his starting EN was 11, repaying for the first
point of EN is not necessary.

With the daily 8 hours to eat and sleep, and the addition 2 hours
per day to perform other tasks. Training throughout a month can be
managed. During a 28 day month (all the months in our world have 28
days) 7 skills can be practiced without loosing rank. Talents,
spells and rituals in our world need not be practiced because with
the problem of maintaining 29 talents, spells or rituals would
become imposible.

His skills were:

LANGUAGE SKILLS PRACTICE: Spk/RD&Wr Common(9/9), Spk/RD&Wr Elven
(7/7), Spk/RD&Wr Dwarven(6/7), and Spk Orc(1)
(these can be practiced while working on the project. Notes taking,
speaking to various assistants, and cursing in Orcish)

WEAPONS SKILLS PRACTICE: Hand&Half(7).
(No practice was performed with Dagger(4), Quarterstaff(4), Rock(1),
Grenado(4), LongBow(4), Throwing Dart(4), Unarmed(5) and Shield(3)

ADVENTURE SKILLS PRACTICED: Horsemanship(8)
(Practice in Stealth(2) was maintained while moving in the workshop).

MAJOR SKILLS PRACTISED: Alchemist(9), Healer(4), Mechanician(6),
Merchant(10), Navigator(6)
(No practice was performed with Ranger(3))

Yes. He lost Skill levels. But not ones that were critical to him
any more or could not be recovered if desired.

Amn has created an Enchanted Weapon (with the Rank 20 Spell of
Enchancing Weapons) and has also created Enchanted Armor (Rank 20
spell of Enhancing Armor). However, it is far cheaper and more
convienient to do this with an Invested Item.

One of the most dangerous items to a DQ world are enchanted items
with Resist Pain. This can overbalance the game and should NEVER be
sold for anything other than outragious. Once everyone has Resist
Pain there is no more stunning.


In time he will most likely make the +25 PC item. Nothing like
having an additional +25 to initative rolls!
Group: dqn-list Message: 2678 From: dennisnordling Date: 7/8/2006
Subject: Seeking a PDF of the 1st edition DQ rules.
Anyone know of a site where I can download the first edition rules?
Group: dqn-list Message: 2679 From: J. K. Hoffman Date: 7/9/2006
Subject: Re: Seeking a PDF of the 1st edition DQ rules.
dennisnordling wrote:

> Anyone know of a site where I can download the first edition rules?
>

No, but they do pop up on eBay frequently. If you keep a watch there,
when you get one, you can scan it and provide it as a service to the DQ
community. I'm sure it would be appreciated.

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: 2680 From: darkislephil Date: 7/9/2006
Subject: Re: World Generation - Group Magic
That's an interesting way to do it though the last paragraph of the
shaping example would seem to preclude it.

"Note that, at the end of the two-year period,
the Shaper would have lost 8 Ranks in
each and every one of his Skills, as per
48.6, due to lack of practice."

If a player wanted to try and work the rules under 91.1 to allow for
practice during the ritual I would probably allow it but wouldn't have
been anywhere near that liberal.

But as the rules say they are only a framework and each GM and group
has to decide how they want to interpret and use the rules.


--- In dqn-list@yahoogroups.com, "dennisnordling" <d.nordling@...> wrote:
>
> > Did you really have Shapers do those kinds of investments?
> >
> > How in the heck do they recover from all the loss?
> >
> > 7 pts of endurance - gonna cost them 17,500 xp and 7 adventures
> > (1 pt after each one) to restore it. That would be a lot of
> > real world and game world time. And taking a strict
> > interpretation of the rules they would have to buy back a
> > couple points of Fatigue as well.
> >
> > A year shaping also means a loss of 4 ranks in all skills.
> > Let's say the mage has to be Adventurer ranked to even
> > consider it. We're talking a minimum 100K xp or more to
> > re-earn and they would have to do so at their now reduced
> > status of Adventurer or possibly even Mercenary. At Adventurer
> > lvl xp rewards that's 40 or more adventures plus a lot of
> > down time retraining. The character would probably end
> > up aging 10 years or more.
> >
> > For the XP costs to restore your skills you could have bought 10
> pts
> > in End, Fat & Per and had a ton of points left over.
>
>
> Yes, so far one of the items was made (as a Money belt with +7
> Endurance and Warded by MA). Full recovery of Endurance took 8
> sessions, and the skills a little longer after that.
>
> The whole thing would not have been possible if Amn had not also
> been a Merchant Rank 9; financing such a project is much harder than
> playing 8 sessions to recover Endurance. The cost to create the
> money belt was harsh. The workshop (Rank 12 cost 101,000 and 10,100
> sp was expended from the workshop while performing this ritual. The
> actual ritual cost 20,000sp (cothing cost multiple was 20; the index
> cost multiple was 100; and our group has a flat 10sp base cost). No
> special assistants were necessary. That makes a total cost of
> 30,100sp.
>
> It is important to note that the character "Amn" was (and still
> remains) a hero class character when this item was created; and it
> took almost a decade of the Real World to get him to where he is
> now.
>
> Before the rituals were attempted Amn had a EN of 23 and a FT of 19
> (Amn started with a EN of 11). The character had planned to for a
> very long time so that no excess FT would be lost. At the hero level
> the base XP for 5 hours of play is 1500 experience, and with party
> success and 10% roleplay bonus 2500 experience is not that hard to
> replace. Because his starting EN was 11, repaying for the first
> point of EN is not necessary.
>
> With the daily 8 hours to eat and sleep, and the addition 2 hours
> per day to perform other tasks. Training throughout a month can be
> managed. During a 28 day month (all the months in our world have 28
> days) 7 skills can be practiced without loosing rank. Talents,
> spells and rituals in our world need not be practiced because with
> the problem of maintaining 29 talents, spells or rituals would
> become imposible.
>
> His skills were:
>
> LANGUAGE SKILLS PRACTICE: Spk/RD&Wr Common(9/9), Spk/RD&Wr Elven
> (7/7), Spk/RD&Wr Dwarven(6/7), and Spk Orc(1)
> (these can be practiced while working on the project. Notes taking,
> speaking to various assistants, and cursing in Orcish)
>
> WEAPONS SKILLS PRACTICE: Hand&Half(7).
> (No practice was performed with Dagger(4), Quarterstaff(4), Rock(1),
> Grenado(4), LongBow(4), Throwing Dart(4), Unarmed(5) and Shield(3)
>
> ADVENTURE SKILLS PRACTICED: Horsemanship(8)
> (Practice in Stealth(2) was maintained while moving in the workshop).
>
> MAJOR SKILLS PRACTISED: Alchemist(9), Healer(4), Mechanician(6),
> Merchant(10), Navigator(6)
> (No practice was performed with Ranger(3))
>
> Yes. He lost Skill levels. But not ones that were critical to him
> any more or could not be recovered if desired.
>
> Amn has created an Enchanted Weapon (with the Rank 20 Spell of
> Enchancing Weapons) and has also created Enchanted Armor (Rank 20
> spell of Enhancing Armor). However, it is far cheaper and more
> convienient to do this with an Invested Item.
>
> One of the most dangerous items to a DQ world are enchanted items
> with Resist Pain. This can overbalance the game and should NEVER be
> sold for anything other than outragious. Once everyone has Resist
> Pain there is no more stunning.
>
>
> In time he will most likely make the +25 PC item. Nothing like
> having an additional +25 to initative rolls!
>
Group: dqn-list Message: 2681 From: Mark D Date: 7/10/2006
Subject: Re: Wyvern poison
My groups have done the 'quick acting poison' as a
death poison that takes affect at the end of the next
pulse...die if you fail your endurance roll.

Mark



> 2a. Wyvern poison
> Posted by: "darkislephil" darkislephil@yahoo.com
> darkislephil
> Date: Fri Jul 7, 2006 10:34 pm (PDT)
>
> So how do y'all handle Wyvern poison. The rules
> say, "Base Chance of
> 45%, quick-acting poison instead of Damage, no
> Rank."
>
> It also says, "The wyvern's tail contains a
> scorpion-like sting which
> may be used to infect a target in the hex the wyvern
> is facing with
> poison...."
>
> But what does that mean exactly? Quick acting as in
> dead?
>
> In the past I've just winged it and done some amount
> of damage/pulse
> for some random period. Like a Scorpions sting but
> higher damage.
>
> What have you guys done?


__________________________________________________
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Group: dqn-list Message: 2682 From: darkislephil Date: 7/10/2006
Subject: Re: Wyvern poison
Ouch! :)

Wouldn't work in our group. Having entire adventures aborted because
players are frantically trying to get to the nearest R8 Healer before
it's too late led us to modify the instant death type attacks.

I think the 4 DP/pulse that Jeff suggested is about in the right
ballpark. Probably use D10 rounds as measure of how much poison was
injected as Wyverns are much bigger than scorpions which also do
4DP/pulse.



--- In dqn-list@yahoogroups.com, Mark D <shadow_weaver13@...> wrote:
>
> My groups have done the 'quick acting poison' as a
> death poison that takes affect at the end of the next
> pulse...die if you fail your endurance roll.
>
> Mark
>
>
>
> > 2a. Wyvern poison
> > Posted by: "darkislephil" darkislephil@...
> > darkislephil
> > Date: Fri Jul 7, 2006 10:34 pm (PDT)
> >
> > So how do y'all handle Wyvern poison. The rules
> > say, "Base Chance of
> > 45%, quick-acting poison instead of Damage, no
> > Rank."
> >
> > It also says, "The wyvern's tail contains a
> > scorpion-like sting which
> > may be used to infect a target in the hex the wyvern
> > is facing with
> > poison...."
> >
> > But what does that mean exactly? Quick acting as in
> > dead?
> >
> > In the past I've just winged it and done some amount
> > of damage/pulse
> > for some random period. Like a Scorpions sting but
> > higher damage.
> >
> > What have you guys done?
>
>
> __________________________________________________
> Do You Yahoo!?
> Tired of spam? Yahoo! Mail has the best spam protection around
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>
Group: dqn-list Message: 2683 From: darkislephil Date: 7/15/2006
Subject: Virtual Table-Top Apps with DQ
Don't remember if I have mentioned it before or not but those interested in virtual table-top apps (like ScreenMonkey, FantasyGrounds, KlugeWerks(sp?)) might want to check out MapTools from RPTools.

Go here. 

I've been using it to run face-to-face DQ sessions and I'm pretty happy with it.  Though there are some DnD specific things in it, the developers are working pretty hard at keeping it RPG agnostic.  They also have tools for making tokens, managing initiative and dice-rolling (pretty much useless for DQ).

It's also open-source and free to use so you can run your sessions without players whining about buy clients.  It is Java and runs on Windows and Mac OS (and presumably Linux).  Don't reject it because it is Java.  The map zooming, scrolling and image handling is very fast and smooth.

Come join in the forums there and help me keep the darkness of DnD out of such a nice tool. :)
Group: dqn-list Message: 2684 From: rthorm Date: 8/30/2006
Subject: Article search
The DragonQuest completist in me is looking for every last article
that was published about DQ when it was in print. To that end,
there's an article I've seen reference to that I've never seen, and I
was wondering if anyone had a copy of it that could be shared or
copied or scanned. The article is "Priests & Paladins for
DragonQuest" from Multiverse Magazine (Issue 2, Spring 1984).

If anyone can turn up a copy, I'd very much like to get it in a form
that could be shared with the DQ community in general.

Rodger
Group: dqn-list Message: 2685 From: John Rauchert Date: 8/30/2006
Subject: Re: Article search
There also seems to be something called Dragonquest notes in this
issue.

Multiverse Magazine was an Australian publication from Adventure
Simulations who also published the RPG Super Squadron.

From the following webpage:
http://www.arielarchives.com/MV02.html

The guy who runs the site Brett Easterbrook (Brett@arielarchives.com)
says that he may be willing to copy material.

The site is several years out of date so the contact information may
be dated.

JohnR

--- In dqn-list@yahoogroups.com, "rthorm" <rthorm@...> wrote:
>
> The DragonQuest completist in me is looking for every last article
> that was published about DQ when it was in print. To that end,
> there's an article I've seen reference to that I've never seen, and I
> was wondering if anyone had a copy of it that could be shared or
> copied or scanned. The article is "Priests & Paladins for
> DragonQuest" from Multiverse Magazine (Issue 2, Spring 1984).
>
> If anyone can turn up a copy, I'd very much like to get it in a form
> that could be shared with the DQ community in general.
>
> Rodger
>
Group: dqn-list Message: 2687 From: Lev Lafayette Date: 9/27/2006
Subject: New DQ Campaign in Melbourne
Just thought this list would like to hear the good news... (and slay
me if this is off-topic)

A new DragonQuest game has started in Melbourne, Australia.

It is using the DQ 2nd Ed Revised v2.19 rules (plus a few well
documented changes).

We're basing the game in Greg Costiyan's "Red Age of Castafon",
popularly known from the Barbarian Kings game in Ares Issue 3.

I haven't played DQ for over twenty years so I'm pretty thrilled by
this...
Group: dqn-list Message: 2688 From: darkislephil Date: 9/29/2006
Subject: Re: New DQ Campaign in Melbourne
Very cool! I've been running some DQ sessions in our group and as
lately I've been too short of time to keep it up another GM has
started a campaign of his own using DQ. We basically use 2nd Ed plus
Arcane Wisdom with the odd house rule thrown in.


--- In dqn-list@yahoogroups.com, "Lev Lafayette" <lev_lafayette@...>
wrote:
>
>
> Just thought this list would like to hear the good news... (and slay
> me if this is off-topic)
>
> A new DragonQuest game has started in Melbourne, Australia.
>
> It is using the DQ 2nd Ed Revised v2.19 rules (plus a few well
> documented changes).
>
> We're basing the game in Greg Costiyan's "Red Age of Castafon",
> popularly known from the Barbarian Kings game in Ares Issue 3.
>
> I haven't played DQ for over twenty years so I'm pretty thrilled by
> this...
>
Group: dqn-list Message: 2689 From: David Chappell Date: 10/1/2006
Subject: Re: World Generation - Group Magic
--- In dqn-list@yahoogroups.com, "Jeffery K. McGonagill" <igmod@...>
wrote:
>
> This is an example of how I cost out items:
>
> Base cost of item = 10 sp (a gold nugget. I determine the base cost
> depending on what the PC wants, but never go below 10 sp.)
> Talent of Resist Pain is 300 Exp for a Cost Factor of 5
> Amulet is a Cost Factor of 25
>

The Shaping rules our group used came from the DQ/DnD crossover module
The Shattered Statue. At first we thought there was an editing problem
in that there was no ritual for binding Mind Magics into a shaped
item. The first time, however, that someone decided to try to purchase
a cheap item with the Resist Pain talent, we decided that the
designers probably left it out on purpose.
Group: dqn-list Message: 2690 From: David Chappell Date: 10/1/2006
Subject: Re: World Generation - Group Magic
--- In dqn-list@yahoogroups.com, Jason Winter <JasonWinter@...> wrote:
>
> I had one player play a shaper, and it threw my campaign so out of
> whack I had to restart it with new characters and ban the shaper as a
> PC class. Again, this was in a higher level campaign at that point,
> but he was producing so many items and had produced so many items as
> he advanced that it was impossible for me to get things back into
> control without doing something ridiculously drastic. Now it might
> have been my fault that I let things go that far, but at higher
> levels, I think the shaper is totally unbalanced.
>
>

I never had any balance issues with someone in the party playing a
Shaper. The cost in time and endurance kept players from making
powerful items. The availability of NPC shapers from whom to purchase
or commission items was a problem, though. After my experiences with
it in the first campaign I ran, I relegated it to the area of "lost
arts" and only used it for treasure ideas.

I had a very interesting problem with shaped items in a campaign I
played in, though. I commissioned a dagger with +6 ranks. The way the
DM ran it was that we always paid up front and took our chances. If
the shaper backfired and slagged the item, then we were just out the
cash with nothing to show for it. The "fair" part of this was that
some of the backfires actually make the item better. The shaper
backfired and I ended up with a +24 ranks dagger. Despite my
character's lack of fame and the plain, functional design of the
dagger, every NPC in the game world instantly knew of us. The next
three sessions consisted entirely of us defending ourselves
(ultimately unsuccessfully) against people who wanted to kill us and
take the dagger.
Group: dqn-list Message: 2691 From: dennisnordling Date: 10/2/2006
Subject: Re: World Generation - Group Magic
> The Shaping rules our group used came from the DQ/DnD
> crossover module The Shattered Statue. At first we
> thought there was an editing problem in that there
> was no ritual for binding Mind Magics into a shaped
> item. The first time, however, that someone decided
> to try to purchase a cheap item with the Resist Pain
> talent, we decided that the designers probably left
> it out on purpose.
>
If it was intentional or typo is uncertain. However,
in the third edition they did put the binding Mind
Magics into the Shaping College.

There are many useful talents and spells that might
offer play unbalance in one fashion or another when
put into a shaper item; but the very nature of
placing talents and spells into items for all to
use will almost always have that effect. The GM can
control the rarity of such items either by cost or
availability of mages willing to help in the creation
of such items.

Imagine if a GM allowed the following into a single
item:
- Talent of Communication with Lesser Beasts (150)
- Spell of Communication with Fantastical Beast (300)
- Spell of Communication with Greater Sentients (150)

Might not such an item offer the player so many ways
to enquire of almost every creature they meet, for any
information that the player might be seeking? Or if
two such items with just the Communication with Greater
Sentients, could these not function as silent cell
phones?
Group: dqn-list Message: 2692 From: trumpetmmb Date: 10/2/2006
Subject: Re: World Generation - Group Magic
For what it's worth, I have played in 2 groups that have ended up
using Communication with Greater Sentients as cell phones, or more
accurately, a 'party' line. The first group played with a Lesser
Summoner and the second has a minor artifact. I don't think that
this spell detrimentally effected the game, strategies changed, but
so did the opposition's.

As for the Mind Magics (MM) and Shaping, the 2 groups I played in
split (one allowing shaping of MM and the other not allowing shaping
of MM). There are arguments to be made on both sides. I haven't
seen allowing MM to be shaped as that unbalancing.

David

--- In dqn-list@yahoogroups.com, "dennisnordling" <d.nordling@...>
wrote:
>
> > The Shaping rules our group used came from the DQ/DnD
> > crossover module The Shattered Statue. At first we
> > thought there was an editing problem in that there
> > was no ritual for binding Mind Magics into a shaped
> > item. The first time, however, that someone decided
> > to try to purchase a cheap item with the Resist Pain
> > talent, we decided that the designers probably left
> > it out on purpose.
> >
> If it was intentional or typo is uncertain. However,
> in the third edition they did put the binding Mind
> Magics into the Shaping College.
>
> There are many useful talents and spells that might
> offer play unbalance in one fashion or another when
> put into a shaper item; but the very nature of
> placing talents and spells into items for all to
> use will almost always have that effect. The GM can
> control the rarity of such items either by cost or
> availability of mages willing to help in the creation
> of such items.
>
> Imagine if a GM allowed the following into a single
> item:
> - Talent of Communication with Lesser Beasts (150)
> - Spell of Communication with Fantastical Beast (300)
> - Spell of Communication with Greater Sentients (150)
>
> Might not such an item offer the player so many ways
> to enquire of almost every creature they meet, for any
> information that the player might be seeking? Or if
> two such items with just the Communication with Greater
> Sentients, could these not function as silent cell
> phones?
>
Group: dqn-list Message: 2693 From: Lev Lafayette Date: 10/26/2006
Subject: Red Age of Castofan (was Re: It *must* have been done before, right
--- Lev Lafayette <lev_lafayette@yahoo.com.au> wrote:

>
> Surely someone has converted the Barbarian Kings
> world
> (Ares, issue 3, July 1980) to DragonQuest.
>
> Tell me before I start working on it as a crazy
> idea...
>

Well, we've been running the Red Age of
Castofan/Barbarian Kings for several weeks now and
it's proving to be a lot of fun..

The following notes on the campaign world and
DragonQuest tech levels is possibly helpful to other
campaigns as well.

Initial Notes on Castofan

A copy of the Barbarian Kings map (Castofan) is
available here (it's not very good - we should get a
better scan): http://www.boardgamegeek.com/image/20270


An interesting fan site is here:
http://home.earthlink.net/~dgaran/bk.htm - I
particularly liked the European version of the map!

The "lay of the land" suggests a continent on the same
scale as North America; conveniently one Imperial zot
seems to exactly fit one mile using this scale. This
would give a similar temprature scale to that
continientla mass; Korsland and the Sea of Whales is
the equivalent of the far north of Canada; the next
band south (Sira, Sukann, Andesite) the equivalent of
southern Candada or northern US; Yaro, Yakash,
Grandarite as mid-US, and Tharaday and Chevois as
southern US. Following that is the Swamper kingdoms on
the equivalent scale of southern Florida or the
jungles and swamps of central America, the "jungle
Elves" on Lillia and Ela and the very Caribbean pirate
zone of Starhome (which is probably a bit like
Madagascar).

Based on weapons technology (tulwar, estoc, falchion)
the height of technology in the DragonQuest world is
probably around the 14th-15th century (which will the
*third* campaign I've been in for the past two years
based on this period). Such technological heights
would only apply to the "Civilized" regions. The
Dwarves, naturally, are the only people who have
discovered the secret of gunpowder which they keep
very close to their chests. "Feudal" states would be
10th - 13th century (like the high middle ages for
England and France). The howling barbarian wastelands
can be anything prior to that.

The "unusual" and non-human kingdoms (Dwarves
excluded) would probably be "barbarian" for most
intents and purposes except in their areas of
specialisation. Thus the airmen of Wys would have 10th
century technology for most purposes, but 19th century
for hot air balloons! The Elves (both the jungle
variety of the south and the decidious variety in the
north), the Swampers and the Whales are entirely
"barbaric" but with botanical and zoological knowledge
at the level of Charles Darwin. The Whales also have
the additional advantage of an amazing subsonic
communications system. Call it "the WhaleNet" (from
Captain Planet) if you like.

The Orcish kingdoms are probably "feudal" or
"barbaric" but with advanced medieval weapons
technology (e.g., push-lever, ratchet and windlass
crossbows), and seige engines (catapaults, ballista,
trebuchet). Much of the confrontation between Elves
and Orcs comes from Orcish incursions into the western
border of Yaro, Mela and Sira seeking wood for their
weapons (usually to attempt to fight the
well-fortified Dwarves).

The Income levels provided in Barbarian Kings can be
seen as a function of both technology and
civilization. What makes Chevois have a Income of 4
and B'nor 2 when they are both Feudal states for
example, is that B'nor is sparsely popuated.

Based on climate and technology southern civilizations
like Chesa are probably something like the rich Muslim
sultanates of East Africa (e.g., Zanzibar), the Indian
Mughals or Portuguese colonies (e.g., Melacca). The
mid-band states (Tharady, Chevois, Shevanne) would be
something like high and late medieval France, Italy
and Spain.

The "temperate" part of the continent has rain-bearing
winds arriving from the east providing good rainfall
to the wooded quadrant and the Orcish and human
plains. There is little rain which makes it to the
north-western barbarian lands of Kann, Sukkan, Arkann
and Zann. Rain here is winter-based. In the southern
lands, closer the equator, rainfall tends to be summer
based (although temprature variations are not
particularly strong), with rain-bearing winds arriving
from the west depositing water in the south-western
jungles, Starhome, the Swamplands and western Thoria
and Chesea. Eastern Romark, Thoria, and Chesa are
deserts.





__________________________________________________
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Group: dqn-list Message: 2694 From: Rafael Date: 10/30/2006
Subject: Re: Red Age of Castofan (was Re: It *must* have been done before, r
Hi all,

Just wanted to comment how I enjoyed reading that account.

Though I still haven't got the chance to play a *pure* DQ campaign, I
hold the system and the many settings very dearly.

If there's interest in it, I am willing to offer a DragonQuest PbP some
time in the future.

Yours,

Rafael
Group: dqn-list Message: 2695 From: Lev Lafayette Date: 10/31/2006
Subject: Re: Red Age of Castofan (was Re: It *must* have been done before, r
--- Rafael <rafael.ganryu@web.de> wrote:

> Hi all,
>
> Just wanted to comment how I enjoyed reading that
> account.
>
> Though I still haven't got the chance to play a
> *pure* DQ campaign, I
> hold the system and the many settings very dearly.
>
> If there's interest in it, I am willing to offer a
> DragonQuest PbP some
> time in the future.
>
> Yours,
>
> Rafael


Thanks for the kind words Rafael. The game is going
very well and we've developed more notes for it,
largely based on the various cultures and resources
and plenty of backstory.

I may even see if I can convince Jolly Roger games,
who currently hold the Barbarian Kings license, to
allow publication of Castofan a roleplaying
supplement.

"If there's interest in it, I am willing to offer a
DragonQuest PbP".

Umm.. what's a PbP?

All the best,


Lev



____________________________________________________________________________________
Cheap Talk? Check out Yahoo! Messenger's low PC-to-Phone call rates
(http://voice.yahoo.com)
Group: dqn-list Message: 2696 From: Rafael Date: 11/8/2006
Subject: Re: Red Age of Castofan (was Re: It *must* have been done before,
Hi Lev,

To publish a new DQ-related roleplaying supplement would indeed be amazing!

Maybe, though this would be just an idle dream, the whoel DQ license be
purchased from WotC...

*Dreams* :-)

PbP means *Play by Post*, and means email or forum-based gaming. It's a
hobby of me, and I am hosting several games already.

A DQ one will be only a matter of time. :-)

Yours,

Rafael
Group: dqn-list Message: 2697 From: J K Hoffman Date: 11/8/2006
Subject: Re: Red Age of Castofan (was Re: It *must* have been done before,
Rafael,

The purchase and re-release of DQ is a dream many of us share.
In fact, quite a few of us have made inquiries and out right
offers to TSR/WotC/Hasbro over the years. The answer, sadly, is
always the same... "Thanks, but we're not interested in selling,
renting, leasing, or licensing that product now or in the
future." *sigh*

But, yes, it is nice to dream that particular dream, isn't it?
Ciao!
Jim

--- Original Message ---
From: Rafael <rafael.ganryu@web.de>
To: dqn-list@yahoogroups.com
Subject: [DQN-list] Re: Red Age of Castofan (was Re: It *must*
have been done before,

>Hi Lev,
>
>To publish a new DQ-related roleplaying supplement would indeed
be amazing!
>
>Maybe, though this would be just an idle dream, the whoel DQ
license be
>purchased from WotC...
>
>*Dreams* :-)
>
>PbP means *Play by Post*, and means email or forum-based gaming.
It's a
>hobby of me, and I am hosting several games already.
>
>A DQ one will be only a matter of time. :-)
>
>Yours,
>
>Rafael
>
>
>
>
>Yahoo! Groups Links
>
>
>
>

---------
"A bone to the dog is not charity.
Charity is a bone to the dog, when you are just as hungry as the dog."

--Jack London
Group: dqn-list Message: 2698 From: Lev Lafayette Date: 11/9/2006
Subject: Re: Red Age of Castofan (was Re: It *must* have been done before,
Evidently they're not interested in producing it
either. I guess that's the advantage of monopoly
power.

Of course, given the nature of roleplaying rules and
copyright one could pretty much rewrite the entire
game with *almost* the same rules and *almost* the
same content and a new title and one wouldn't be in
any legal breach.


--- J K Hoffman <ryumaou@sbcglobal.net> wrote:

> Rafael,
>
> The purchase and re-release of DQ is a dream many of
> us share.
> In fact, quite a few of us have made inquiries and
> out right
> offers to TSR/WotC/Hasbro over the years. The
> answer, sadly, is
> always the same... "Thanks, but we're not
> interested in selling,
> renting, leasing, or licensing that product now or
> in the
> future." *sigh*
>
> But, yes, it is nice to dream that particular dream,
> isn't it?
> Ciao!
> Jim
>
> --- Original Message ---
> From: Rafael <rafael.ganryu@web.de>
> To: dqn-list@yahoogroups.com
> Subject: [DQN-list] Re: Red Age of Castofan (was Re:
> It *must*
> have been done before,
>
> >Hi Lev,
> >
> >To publish a new DQ-related roleplaying supplement
> would indeed
> be amazing!
> >
> >Maybe, though this would be just an idle dream, the
> whoel DQ
> license be
> >purchased from WotC...
> >
> >*Dreams* :-)
> >
> >PbP means *Play by Post*, and means email or
> forum-based gaming.
> It's a
> >hobby of me, and I am hosting several games
> already.
> >
> >A DQ one will be only a matter of time. :-)
> >
> >Yours,
> >
> >Rafael
> >
> >
> >
> >
> >Yahoo! Groups Links
> >
> >
> >
> >
>
> ---------
> "A bone to the dog is not charity.
> Charity is a bone to the dog, when you are just as
> hungry as the dog."
>
> --Jack London
>
>
>
>
> Yahoo! Groups Links
>
>
>
>
>
>





____________________________________________________________________________________
Sponsored Link

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Group: dqn-list Message: 2699 From: The Taylors Date: 11/10/2006
Subject: Re: Red Age of Castofan (was Re: It *must* have been done before,
thought DQ was the best fantasy RPG out there and would love to play in any
PbP games if you have any places spare..........


Lee


>
> PbP means *Play by Post*, and means email or forum-based gaming. It's a
> hobby of me, and I am hosting several games already.
>
> A DQ one will be only a matter of time. :-)
>
> Yours,
>
> Rafael
>
Group: dqn-list Message: 2700 From: Lev Lafayette Date: 11/11/2006
Subject: Re: Red Age of Castofan (was Re: It *must* have been done before,
Well I thought DQ was "pretty good" on the scale of
things, but would also be happy to engage in a PbP as
well.

All the best,


Lev

--- The Taylors <mail@taylors2004.freeserve.co.uk>
wrote:

> thought DQ was the best fantasy RPG out there and
> would love to play in any
> PbP games if you have any places spare..........
>
>
> Lee
>
>
> >
> > PbP means *Play by Post*, and means email or
> forum-based gaming. It's a
> > hobby of me, and I am hosting several games
> already.
> >
> > A DQ one will be only a matter of time. :-)
> >
> > Yours,
> >
> > Rafael
> >
>
>
>
>
>
> Yahoo! Groups Links
>
>
>
>
>
>




____________________________________________________________________________________
Cheap talk?
Check out Yahoo! Messenger's low PC-to-Phone call rates.
http://voice.yahoo.com
Group: dqn-list Message: 2701 From: Rafael Date: 11/16/2006
Subject: Re: Red Age of Castofan (was Re: It *must* have been done before,
Hi again,

Sorry for the late reply - had the flu...

So, are there any concrete plans of publishign DQ-related stuff in the
forseeable future? Even *almost* DQ-material, likewise to what Troll
Lord Games did to 1e AD&D with "Castles and Crusades"?

BTW, do you know about OSRIC? - That's basically a 1e AD&D-SRD. Maybe
one could do the same with DQ?

As to the PbP, I think I'll launch it some time next spring - I am
already DMing a couple of games for D&D, so one more should not hurt.

- Just to busy with the university right now...

(Right, I am a student, 24 years old, and I play DQ! The legacy
continues... ;-) )

Yours,

Rafael
Group: dqn-list Message: 2702 From: Lev Lafayette Date: 11/16/2006
Subject: New Edition of DQ (Re: [DQN-list] Re: Red Age of Castofan (was Re:
OK, now is a good as time as any to come out.

I am writing a new edition of DQ which will include
the Barbarian Kings world. I've been given the thumbs
up from Jolly Roger Games to go ahead.

It will be "sufficiently different" to justify calling
it a new edition but it will also be "sufficiently
equivalent" to consider it the same game.

Here's the current table of contents

Red Age Role Playing Game

Table of Contents.

1.0 The World of Hypastia
1.1 Cosmology and The Planet
1.2 Geography and Weather
1.3 Flora and Fauna
1.4 History and Society

2.0 The Red Age of Castofan
2.1 Kings, Wizards and Heroes
2.2 Nations and Alliances
2.3 Peace or Destruction?

3.0 Character Creation
3.1 Birthrights and Heritage
3.2 Characteristics
3.3 Skills
3.4 Experience

4.0 Magic
4.1 Definition and Use
4.2 Thaumaturgy
4.3 Elemental Magic
4.3 Entity Magic

5.0 Character Activity
5.1 Standard Actions
5.2 Combat Actions

6.0 Bestiary
6.1 Flora
6.2 Fauna
6.3 Monsters

7.0 GameMaster Tasks
7.1 Story Construction
7.2 Gameplay

8.0 Reference
8.1 Red Age Summary
8.2 Equipment Tables
8.3 Combat Tables
8.4 Adventure Sheets
8.5 Character Sheet



--- Rafael <rafael.ganryu@web.de> wrote:

> Hi again,
>
> Sorry for the late reply - had the flu...
>
> So, are there any concrete plans of publishign
> DQ-related stuff in the
> forseeable future? Even *almost* DQ-material,
> likewise to what Troll
> Lord Games did to 1e AD&D with "Castles and
> Crusades"?
>
> BTW, do you know about OSRIC? - That's basically a
> 1e AD&D-SRD. Maybe
> one could do the same with DQ?
>
> As to the PbP, I think I'll launch it some time next
> spring - I am
> already DMing a couple of games for D&D, so one more
> should not hurt.
>
> - Just to busy with the university right now...
>
> (Right, I am a student, 24 years old, and I play DQ!
> The legacy
> continues... ;-) )
>
> Yours,
>
> Rafael
>
>
>
>
> Yahoo! Groups Links
>
>
>
>
>
>




____________________________________________________________________________________
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Group: dqn-list Message: 2703 From: arkivbouv Date: 11/16/2006
Subject: New Edition of DQ (Re: [DQN-list] Re: Red Age of Castofan (was Re:
Any time table for when this might get published?

Bill

--- In dqn-list@yahoogroups.com, Lev Lafayette <lev_lafayette@...> wrote:
>
>
> OK, now is a good as time as any to come out.
>
> I am writing a new edition of DQ which will include
> the Barbarian Kings world. I've been given the thumbs
> up from Jolly Roger Games to go ahead.
>
> It will be "sufficiently different" to justify calling
> it a new edition but it will also be "sufficiently
> equivalent" to consider it the same game.
>
> Here's the current table of contents
>
> Red Age Role Playing Game
>
> Table of Contents.
>
> 1.0 The World of Hypastia
> 1.1 Cosmology and The Planet
> 1.2 Geography and Weather
> 1.3 Flora and Fauna
> 1.4 History and Society
>
> 2.0 The Red Age of Castofan
> 2.1 Kings, Wizards and Heroes
> 2.2 Nations and Alliances
> 2.3 Peace or Destruction?
>
> 3.0 Character Creation
> 3.1 Birthrights and Heritage
> 3.2 Characteristics
> 3.3 Skills
> 3.4 Experience
>
> 4.0 Magic
> 4.1 Definition and Use
> 4.2 Thaumaturgy
> 4.3 Elemental Magic
> 4.3 Entity Magic
>
> 5.0 Character Activity
> 5.1 Standard Actions
> 5.2 Combat Actions
>
> 6.0 Bestiary
> 6.1 Flora
> 6.2 Fauna
> 6.3 Monsters
>
> 7.0 GameMaster Tasks
> 7.1 Story Construction
> 7.2 Gameplay
>
> 8.0 Reference
> 8.1 Red Age Summary
> 8.2 Equipment Tables
> 8.3 Combat Tables
> 8.4 Adventure Sheets
> 8.5 Character Sheet
>
>
>
> --- Rafael <rafael.ganryu@...> wrote:
>
> > Hi again,
> >
> > Sorry for the late reply - had the flu...
> >
> > So, are there any concrete plans of publishign
> > DQ-related stuff in the
> > forseeable future? Even *almost* DQ-material,
> > likewise to what Troll
> > Lord Games did to 1e AD&D with "Castles and
> > Crusades"?
> >
> > BTW, do you know about OSRIC? - That's basically a
> > 1e AD&D-SRD. Maybe
> > one could do the same with DQ?
> >
> > As to the PbP, I think I'll launch it some time next
> > spring - I am
> > already DMing a couple of games for D&D, so one more
> > should not hurt.
> >
> > - Just to busy with the university right now...
> >
> > (Right, I am a student, 24 years old, and I play DQ!
> > The legacy
> > continues... ;-) )
> >
> > Yours,
> >
> > Rafael
> >
> >
> >
> >
> > Yahoo! Groups Links
> >
> >
> >
> >
> >
> >
>
>
>
>
> ____________________________________________________________________________________
> Sponsored Link
>
> Mortgage rates near 39yr lows.
> $510k for $1,698/mo. Calculate new payment!
> www.LowerMyBills.com/lre
>
Group: dqn-list Message: 2704 From: Lev Lafayette Date: 11/16/2006
Subject: Re: New Edition of DQ (Re: [DQN-list] Re: Red Age of Castofan (was
Within the next six months I'd say...

--- arkivbouv <arkivbouv@yahoo.com> wrote:

> Any time table for when this might get published?
>
> Bill
>
> --- In dqn-list@yahoogroups.com, Lev Lafayette
> <lev_lafayette@...> wrote:
> >
> >
> > OK, now is a good as time as any to come out.
> >
> > I am writing a new edition of DQ which will
> include
> > the Barbarian Kings world. I've been given the
> thumbs
> > up from Jolly Roger Games to go ahead.
> >
> > It will be "sufficiently different" to justify
> calling
> > it a new edition but it will also be "sufficiently
> > equivalent" to consider it the same game.
> >
> > Here's the current table of contents
> >
> > Red Age Role Playing Game
> >
> > Table of Contents.
> >
> > 1.0 The World of Hypastia
> > 1.1 Cosmology and The Planet
> > 1.2 Geography and Weather
> > 1.3 Flora and Fauna
> > 1.4 History and Society
> >
> > 2.0 The Red Age of Castofan
> > 2.1 Kings, Wizards and Heroes
> > 2.2 Nations and Alliances
> > 2.3 Peace or Destruction?
> >
> > 3.0 Character Creation
> > 3.1 Birthrights and Heritage
> > 3.2 Characteristics
> > 3.3 Skills
> > 3.4 Experience
> >
> > 4.0 Magic
> > 4.1 Definition and Use
> > 4.2 Thaumaturgy
> > 4.3 Elemental Magic
> > 4.3 Entity Magic
> >
> > 5.0 Character Activity
> > 5.1 Standard Actions
> > 5.2 Combat Actions
> >
> > 6.0 Bestiary
> > 6.1 Flora
> > 6.2 Fauna
> > 6.3 Monsters
> >
> > 7.0 GameMaster Tasks
> > 7.1 Story Construction
> > 7.2 Gameplay
> >
> > 8.0 Reference
> > 8.1 Red Age Summary
> > 8.2 Equipment Tables
> > 8.3 Combat Tables
> > 8.4 Adventure Sheets
> > 8.5 Character Sheet
> >
> >
> >
> > --- Rafael <rafael.ganryu@...> wrote:
> >
> > > Hi again,
> > >
> > > Sorry for the late reply - had the flu...
> > >
> > > So, are there any concrete plans of publishign
> > > DQ-related stuff in the
> > > forseeable future? Even *almost* DQ-material,
> > > likewise to what Troll
> > > Lord Games did to 1e AD&D with "Castles and
> > > Crusades"?
> > >
> > > BTW, do you know about OSRIC? - That's basically
> a
> > > 1e AD&D-SRD. Maybe
> > > one could do the same with DQ?
> > >
> > > As to the PbP, I think I'll launch it some time
> next
> > > spring - I am
> > > already DMing a couple of games for D&D, so one
> more
> > > should not hurt.
> > >
> > > - Just to busy with the university right now...
> > >
> > > (Right, I am a student, 24 years old, and I play
> DQ!
> > > The legacy
> > > continues... ;-) )
> > >
> > > Yours,
> > >
> > > Rafael
> > >
> > >
> > >
> > >
> > > Yahoo! Groups Links
> > >
> > >
> > >
> > >
> > >
> > >
> >
> >
> >
> >
> >
>
____________________________________________________________________________________
> > Sponsored Link
> >
> > Mortgage rates near 39yr lows.
> > $510k for $1,698/mo. Calculate new payment!
> > www.LowerMyBills.com/lre
> >
>
>
>
>
>
>
> Yahoo! Groups Links
>
>
>
>
>
>




____________________________________________________________________________________
Sponsored Link

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Group: dqn-list Message: 2705 From: arkivbouv Date: 11/16/2006
Subject: Group in D.C./MD/VA area?
Just checking again to see if there is an existing group in the area, or if any new people are
interested in starting one.

Bill
Group: dqn-list Message: 2706 From: Viktor Haag Date: 11/16/2006
Subject: Re: New Edition of DQ (Re: [DQN-list] Re: Red Age of Castofan (was
On 16/11/06, Lev Lafayette <lev_lafayette@yahoo.com.au> wrote:
>
> OK, now is a good as time as any to come out.
>
> I am writing a new edition of DQ which will include
> the Barbarian Kings world. I've been given the thumbs
> up from Jolly Roger Games to go ahead.

Hmm! This is Jolly Roger Games of "Swashbuckler", "Victory and
Honour", "Dynasties", and "Four Dragons"?

They've secured the rights from Hasbro?

--
Viktor
Group: dqn-list Message: 2707 From: Lev Lafayette Date: 11/16/2006
Subject: Re: New Edition of DQ (Re: [DQN-list] Re: Red Age of Castofan (was
--- Viktor Haag <viktor.haag@gmail.com> wrote:

> On 16/11/06, Lev Lafayette
> <lev_lafayette@yahoo.com.au> wrote:
> >
> > OK, now is a good as time as any to come out.
> >
> > I am writing a new edition of DQ which will
> include
> > the Barbarian Kings world. I've been given the
> thumbs
> > up from Jolly Roger Games to go ahead.
>
> Hmm! This is Jolly Roger Games of "Swashbuckler",
> "Victory and
> Honour", "Dynasties", and "Four Dragons"?
>
> They've secured the rights from Hasbro?
>

Hasbro, or rather WoTC, abandoned the TM for
DragonQuest several years ago. However this game will
be tied into the Barbarian Kings world as indicated by
the thread (heck, it's even got the same font,
verdade?). As mentioned it will "sufficiently" the
same to be considered a new edition but "sufficiently"
different not to get us into any legal trouble.



____________________________________________________________________________________
Sponsored Link

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Group: dqn-list Message: 2708 From: Rachel McGonagill Date: 11/16/2006
Subject: DQ Game, play by post--was: Red Age of Castofan
----- Original Message -----
From: "The Taylors"
Sent: Friday, November 10, 2006 4:13 PM
Subject: Re: [DQN-list] Re: Red Age of Castofan (was Re: It *must* have been
done before,


> thought DQ was the best fantasy RPG out there and would love to play in
any
> PbP games if you have any places spare..........

I'm actually currently running several DQ games by post (or
PbEM---play-by-email); the number depends on how busy the various members
are. Those groups are full. I would be willing to run another game,
though.

The only hesitation would be, my husband (Jeffery), also on this list, tried
to start a PbEM of DQ recently, but after characters were all drawn up and
the setting was described and so forth, not many people made the necessary
commitment to keep the game going and it petered out rather quickly. To
that end, I require 2 posts per week minimum from each player. There are
some house rules, which I'll describe in full. Also, I'd give extra XP at
generation, so no one would have to play a baby-beginning character, which,
frankly, aren't much fun to play.

Interested parties can contact my personal email: r.mcg@comcast.net If
there's enough interest, I would start the set up by this Sunday or Monday
(not before, as I'll be at OryCon through the weekend.)

--Rachel McGonagill
http://www.journalscape.com/rachelmcg
Group: dqn-list Message: 2709 From: J. K. Hoffman Date: 11/16/2006
Subject: Re: New Edition of DQ (Re: [DQN-list] Re: Red Age of Castofan (was
Check again. The last time I asked someone at Hasbro about it, they
said they had no plans to re-release or sell the rights to anyone.
That's not the same as dropping it. Besides, the issue is *copyright*
not trademark. They still own the copyright on the game as printed.
It's unclear how and where the laws apply to actual rules. Personally,
I'm not quite willing to go up against Hasbro intellectual property
lawyers, but, then, I like having things like money and a house.

Good luck! When it comes out, I'll be sure to buy a couple of copies,
just to see how well it holds up over the years.

Jim


Lev Lafayette wrote:

> --- Viktor Haag <viktor.haag@gmail.com> wrote:
>
>
>>On 16/11/06, Lev Lafayette
>><lev_lafayette@yahoo.com.au> wrote:
>>
>>>OK, now is a good as time as any to come out.
>>>
>>>I am writing a new edition of DQ which will
>>
>>include
>>
>>>the Barbarian Kings world. I've been given the
>>
>>thumbs
>>
>>>up from Jolly Roger Games to go ahead.
>>
>>Hmm! This is Jolly Roger Games of "Swashbuckler",
>>"Victory and
>>Honour", "Dynasties", and "Four Dragons"?
>>
>>They've secured the rights from Hasbro?
>>
>
>
> Hasbro, or rather WoTC, abandoned the TM for
> DragonQuest several years ago. However this game will
> be tied into the Barbarian Kings world as indicated by
> the thread (heck, it's even got the same font,
> verdade?). As mentioned it will "sufficiently" the
> same to be considered a new edition but "sufficiently"
> different not to get us into any legal trouble.
>

----------
Quote of the day:
"Grief is the price of victory."
-Frank Herbert
-----