Messages in dqn-list group. Page 59 of 80.

Group: dqn-list Message: 2957 From: John Hitchens Date: 5/17/2007
Subject: Saying Hello
Group: dqn-list Message: 2958 From: Lev Lafayette Date: 5/17/2007
Subject: Re: Saying Hello
Group: dqn-list Message: 2959 From: davis john Date: 5/18/2007
Subject: Re: Saying Hello
Group: dqn-list Message: 2960 From: Rodger Thorm Date: 5/19/2007
Subject: A collection of Johns
Group: dqn-list Message: 2961 From: John Rauchert Date: 5/20/2007
Subject: Re: Saying Hello
Group: dqn-list Message: 2962 From: r_san_miguel_thurn Date: 6/5/2007
Subject: Q&A with Paul Jaquays at the Wayfarer's Inn!
Group: dqn-list Message: 2963 From: yelloweagle10 Date: 6/20/2007
Subject: Dragon-Newt
Group: dqn-list Message: 2964 From: davis john Date: 6/21/2007
Subject: Re: Dragon-Newt
Group: dqn-list Message: 2965 From: davis john Date: 6/22/2007
Subject: Re: Dragon-Newt
Group: dqn-list Message: 2966 From: John M Kahane Date: 6/22/2007
Subject: Re: Dragon-Newt
Group: dqn-list Message: 2967 From: dqn-list@yahoogroups.com Date: 6/22/2007
Subject: New file uploaded to dqn-list
Group: dqn-list Message: 2968 From: davis john Date: 6/22/2007
Subject: Re: New file uploaded to dqn-list
Group: dqn-list Message: 2969 From: vaanan1 Date: 8/8/2007
Subject: Treasure generator
Group: dqn-list Message: 2970 From: Mandos Mitchinson Date: 8/8/2007
Subject: Re: Treasure generator
Group: dqn-list Message: 2971 From: vaanan1 Date: 8/9/2007
Subject: Re: Treasure generator
Group: dqn-list Message: 2972 From: Lev Lafayette Date: 8/9/2007
Subject: Re: Treasure generator
Group: dqn-list Message: 2973 From: vaanan1 Date: 8/10/2007
Subject: Re: Treasure generator
Group: dqn-list Message: 2974 From: Lev Lafayette Date: 8/10/2007
Subject: Re: Treasure generator
Group: dqn-list Message: 2975 From: vaanan1 Date: 8/11/2007
Subject: Re: Treasure generator
Group: dqn-list Message: 2976 From: Lev Lafayette Date: 8/11/2007
Subject: Re: Treasure generator
Group: dqn-list Message: 2977 From: vaanan1 Date: 8/12/2007
Subject: Re: Treasure generator
Group: dqn-list Message: 2978 From: Lev Lafayette Date: 8/12/2007
Subject: Re: Treasure generator
Group: dqn-list Message: 2979 From: Jeffery K. McGonagill Date: 8/12/2007
Subject: Re: Treasure generator
Group: dqn-list Message: 2980 From: vaanan1 Date: 8/12/2007
Subject: Re: Treasure generator
Group: dqn-list Message: 2981 From: vaanan1 Date: 8/12/2007
Subject: Re: Treasure generator
Group: dqn-list Message: 2982 From: Lev Lafayette Date: 8/12/2007
Subject: Re: Treasure generator
Group: dqn-list Message: 2983 From: Lev Lafayette Date: 8/12/2007
Subject: Re: Treasure generator
Group: dqn-list Message: 2984 From: davis john Date: 8/12/2007
Subject: Re: Treasure generator
Group: dqn-list Message: 2985 From: Lev Lafayette Date: 8/12/2007
Subject: Re: Treasure generator
Group: dqn-list Message: 2986 From: vaanan1 Date: 8/13/2007
Subject: Treasure generator
Group: dqn-list Message: 2987 From: Lev Lafayette Date: 8/13/2007
Subject: Re: Treasure generator
Group: dqn-list Message: 2988 From: vaanan1 Date: 8/13/2007
Subject: Re: Treasure generator
Group: dqn-list Message: 2989 From: rthorm Date: 8/13/2007
Subject: A cooler tone please
Group: dqn-list Message: 2990 From: vaanan1 Date: 8/14/2007
Subject: Re: A cooler tone please
Group: dqn-list Message: 2991 From: Lev Lafayette Date: 8/14/2007
Subject: Income and Wealth (was Re: [DQN-list] A cooler tone please)
Group: dqn-list Message: 2992 From: Randy Date: 8/14/2007
Subject: Book 4, Arcane Wisdom
Group: dqn-list Message: 2993 From: Randy Date: 8/14/2007
Subject: Re: Book 4, Arcane Wisdom
Group: dqn-list Message: 2994 From: Eric Labelle Date: 8/14/2007
Subject: Re: Book 4, Arcane Wisdom
Group: dqn-list Message: 2995 From: Chris Curlee Date: 8/14/2007
Subject: Income and Wealth (was Re: [DQN-list] A cooler tone please)
Group: dqn-list Message: 2996 From: Lev Lafayette Date: 8/14/2007
Subject: Re: Book 4, Arcane Wisdom
Group: dqn-list Message: 2997 From: John Rauchert Date: 8/14/2007
Subject: Re: Book 4, Arcane Wisdom
Group: dqn-list Message: 2998 From: John Rauchert Date: 8/15/2007
Subject: Income and Wealth
Group: dqn-list Message: 2999 From: dqn-list@yahoogroups.com Date: 8/15/2007
Subject: New file uploaded to dqn-list
Group: dqn-list Message: 3000 From: Jeffery K. McGonagill Date: 8/25/2007
Subject: Re: Fellowship
Group: dqn-list Message: 3001 From: Chris C Date: 8/28/2007
Subject: Re: Fellowship
Group: dqn-list Message: 3002 From: rthorm Date: 8/28/2007
Subject: Re: Fellowship
Group: dqn-list Message: 3003 From: roznoz Date: 8/28/2007
Subject: Re: Fellowship
Group: dqn-list Message: 3004 From: igmod@comcast.net Date: 8/28/2007
Subject: Re: Fellowship
Group: dqn-list Message: 3005 From: Chris C Date: 8/28/2007
Subject: Re: Fellowship
Group: dqn-list Message: 3006 From: dbarrass_2000 Date: 8/29/2007
Subject: Re: Fellowship



Group: dqn-list Message: 2957 From: John Hitchens Date: 5/17/2007
Subject: Saying Hello
Just an introductory post

I followed a link from Dragonsfoot to this group. My name is John, I'm
in my 40's, and Dragonquest is my second-favourite RPG after
Pendragon. I mostly play OD&D (Holmes/Moldvay/Mentzer) these days, but
am starting to prepare my DQ campaign (I've been converting my old
Judges Guild City State and Wilderness modules to DQ) for some of my
friends. I have thought of trying to host an online game of DQ at some
point.

I play 2nd ed DQ (3rd was an abomination) mostly by the book, although
1st ed. is my favourite. I added the College of White Magics to help
me handle D&D clerics.

Cheers
Group: dqn-list Message: 2958 From: Lev Lafayette Date: 5/17/2007
Subject: Re: Saying Hello
--- John Hitchens <makofan@yahoo.com> wrote:

> Just an introductory post

Welcome John (you're one of many),

> I followed a link from Dragonsfoot to this group.
> My name is John, I'm
> in my 40's, and Dragonquest is my second-favourite
> RPG after
> Pendragon.

Well yes, Pendragon is pretty hard to beat. It's does
have a fairly narrow focus tho'...

> I mostly play OD&D
> (Holmes/Moldvay/Mentzer) these days, but
> am starting to prepare my DQ campaign (I've been
> converting my old
> Judges Guild City State and Wilderness modules to
> DQ) for some of my
> friends.

Nice choice! Should work well with DQ, I imagine. What
do you think of the Rules Compendium edition of oD&D
by Aaron Allston?

> I have thought of trying to host an online
> game of DQ at some
> point.

I'll raise my hand for that if you're going to do the
City-state and Wilderness...

> I play 2nd ed DQ (3rd was an abomination) mostly by
> the book, although
> 1st ed. is my favourite. I added the College of
> White Magics to help
> me handle D&D clerics.

One thing I've noticed about DQ is that whilst 2nd
edition does seem to be a favourite people do seem to
pick and choose various options from all three
editions..

All the best,


Lev



____________________________________________________________________________________
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Group: dqn-list Message: 2959 From: davis john Date: 5/18/2007
Subject: Re: Saying Hello
Hi


Dragonsfoot is a very good site

Do we already have a JohnH?

JohnD
UK.
>
>I followed a link from Dragonsfoot to this group. My name is John,

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Group: dqn-list Message: 2960 From: Rodger Thorm Date: 5/19/2007
Subject: A collection of Johns
I'm not familiar with Dragonsfoot. Anyone want to supply a URL?

I believe the current list of Johns includes JohnC, JohnD, JohnK, and
JohnR. My apologies if I'm skipping someone.

Not a John,

RodgerT


Re: Saying Hello Posted by: "davis john" jrd123@hotmail.com jrr_talking

> Dragonsfoot is a very good site
>
> Do we already have a JohnH?
>
> JohnD
> UK.
Group: dqn-list Message: 2961 From: John Rauchert Date: 5/20/2007
Subject: Re: Saying Hello
Dragonsfoot is a community of old-school (primarily First Edition)
Advanced Dungeons & Dragons players. see
http://en.wikipedia.org/wiki/Dragonsfoot

Their URL is http://www.dragonsfoot.org/

Recently Sword and Sorcery released a version City State of the
Invincible Overlord and Wilderlands of High Fantasy (predictably for
D20) if people cannot find the originals (I have both).

JohnH, if your are interested in religion rules you should also look
through the Spirits religion and planes v1.3 pdf and Priests and
Paladins for Dragonquest pdf under files on the dq-rules group (the
companion yahoo! group to this one).

JohnR, Co-Moderator dqn-list, dq-rules

--- In dqn-list@yahoogroups.com, "John Hitchens" <makofan@...> wrote:

> I followed a link from Dragonsfoot to this group. My name is John,
> 1st ed. is my favourite. I added the College of White Magics to
help
> me handle D&D clerics.
>
Group: dqn-list Message: 2962 From: r_san_miguel_thurn Date: 6/5/2007
Subject: Q&A with Paul Jaquays at the Wayfarer's Inn!
Hi all,

Paul Jaquays, famous rpg designer and illustrator, and known to us DQ
fans as the author of "The Enchanted Wood" and "The Shattered Statue"
answers your questions at my new DQ message board, the Wayfarer's Inn.

http://wayfarer.myfreeforum.org/ftopic229-10.php

Maybe you want to come and take a look. :) Everybody is welcome to
post his/her questions to Paul there.

Yours,

Rafael
Group: dqn-list Message: 2963 From: yelloweagle10 Date: 6/20/2007
Subject: Dragon-Newt
Does anyone know where I can find DN-2,DN-5, DN-6, & DN-9? I am trying
to host my own DQ campaign, and would like these modules to complete
the series and do it properly.
thx
Group: dqn-list Message: 2964 From: davis john Date: 6/21/2007
Subject: Re: Dragon-Newt
DN-2 is on some scraps of paper somewhere in my garage (to do with a vampire
and an opera house)
DN-5 i cant find
DN-6 is a political mystery that i never wrote up fully but is playable
DN-9 isnt written

regards

JohnD



>From: "yelloweagle10" <yelloweagle10@yahoo.ca>
>Reply-To: dqn-list@yahoogroups.com
>To: dqn-list@yahoogroups.com
>Subject: [DQN-list] Dragon-Newt
>Date: Wed, 20 Jun 2007 23:32:25 -0000
>
>Does anyone know where I can find DN-2,DN-5, DN-6, & DN-9? I am trying
>to host my own DQ campaign, and would like these modules to complete
>the series and do it properly.
>thx
>

_________________________________________________________________
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Group: dqn-list Message: 2965 From: davis john Date: 6/22/2007
Subject: Re: Dragon-Newt
actually i did finsih it

i just used the sethotep adventure to be the DN-9 which a bit of tweak

there is a summary doc on the adventure file page as well

sounds like a job to finsih this all up over the 6 week school summer
holiday

John


>From: "davis john" <jrd123@hotmail.com>
>Reply-To: dqn-list@yahoogroups.com
>To: dqn-list@yahoogroups.com
>Subject: RE: [DQN-list] Dragon-Newt
>Date: Thu, 21 Jun 2007 22:58:46 +0100
>
>DN-2 is on some scraps of paper somewhere in my garage (to do with a
>vampire
>and an opera house)
>DN-5 i cant find
>DN-6 is a political mystery that i never wrote up fully but is playable
>DN-9 isnt written
>
>regards
>
>JohnD
>
>
>
> >From: "yelloweagle10" <yelloweagle10@yahoo.ca>
> >Reply-To: dqn-list@yahoogroups.com
> >To: dqn-list@yahoogroups.com
> >Subject: [DQN-list] Dragon-Newt
> >Date: Wed, 20 Jun 2007 23:32:25 -0000
> >
> >Does anyone know where I can find DN-2,DN-5, DN-6, & DN-9? I am trying
> >to host my own DQ campaign, and would like these modules to complete
> >the series and do it properly.
> >thx
> >
>
>_________________________________________________________________
>Tell MSN about your most memorable emails! http://www.emailbritain.co.uk/
>

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Group: dqn-list Message: 2966 From: John M Kahane Date: 6/22/2007
Subject: Re: Dragon-Newt
Hullo, JohnD,

In a message of June 21st, 2007, davis john wrote,


> DN-2 is on some scraps of paper somewhere in my garage (to do with a vampire
> and an opera house)
> DN-5 i cant find
> DN-6 is a political mystery that i never wrote up fully but is playable
> DN-9 isnt written

I have still entertained dreams that you might finish off the
Dragon-Newt scenarios so that the series of adventures would be
complete. *sigh*

--
JohnK
e-mail: jkahane@comnet.ca
web: http://www.comnet.ca/~jkahane
blog: http://jkahane.livejournal.com
Group: dqn-list Message: 2967 From: dqn-list@yahoogroups.com Date: 6/22/2007
Subject: New file uploaded to dqn-list
Hello,

This email message is a notification to let you know that
a file has been uploaded to the Files area of the dqn-list
group.

File : /Adventures/DRAGONQUEST MAJESTY v2.doc
Uploaded by : jrr_talking <jrd123@hotmail.com>
Description : Campaign Document for my dragonquest campaign set in the PC gameworld of Ardania (from the computer game Majesty)

You can access this file at the URL:
http://groups.yahoo.com/group/dqn-list/files/Adventures/DRAGONQUEST%20MAJESTY%20v2.doc

To learn more about file sharing for your group, please visit:
http://help.yahoo.com/help/us/groups/files

Regards,

jrr_talking <jrd123@hotmail.com>
Group: dqn-list Message: 2968 From: davis john Date: 6/22/2007
Subject: Re: New file uploaded to dqn-list
Hi

Have uploaded

campaign document
maps
10 adventures / extended encounters for the campaign world of
Dragonquest_Majesty.

much more to follow when i tidy up some more maps and convert to pdf

Am also at GAME07 convention in Manchester so it wont be for a few days




>From: dqn-list@yahoogroups.com Reply-To: dqn-list@yahoogroups.com
>To: dqn-list@yahoogroups.com Subject: [DQN-list] New file uploaded to
>dqn-list
>Date: 22 Jun 2007 20:05:14 -0000
>
>
>Hello,
>
>This email message is a notification to let you know that
>a file has been uploaded to the Files area of the dqn-list
>group.
>
> File : /Adventures/DRAGONQUEST MAJESTY v2.doc
> Uploaded by : jrr_talking <jrd123@hotmail.com>
> Description : Campaign Document for my dragonquest campaign set in the
>PC gameworld of Ardania (from the computer game Majesty)
>
>You can access this file at the URL:
>http://groups.yahoo.com/group/dqn-list/files/Adventures/DRAGONQUEST%20MAJESTY%20v2.doc
>
>To learn more about file sharing for your group, please visit:
>http://help.yahoo.com/help/us/groups/files
>
>Regards,
>
>jrr_talking <jrd123@hotmail.com>
>
>
>
>

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Group: dqn-list Message: 2969 From: vaanan1 Date: 8/8/2007
Subject: Treasure generator
Hiyas all,

I'm fairly new to the DQ lists, so pardon me if I hash something that
has already been addressed. I did some searching of the forums and I
couldn't find anything about treasure generators for DQ.

I'm an old fart, purchased DQ new when it was in three paper books,
then I bought two copies of 2nd Edition when it first came out.

I played 1st edition some and GM'd second edition when I was in the
Air Force stationed on Okinawa. I've always liked the system, but I
found few players willing to try it.

I got tired of the D20 "competition on how to Build a Badass
Character" game and I have persuaded the three guys I game with to try DQ.

Getting to the point, are there any sort of homebrew treasure tables
for DQ? What system does most of the GMs use? I have a generator that
was made for Rolemaster, that would probably be the closest to DQ.
Group: dqn-list Message: 2970 From: Mandos Mitchinson Date: 8/8/2007
Subject: Re: Treasure generator
> Getting to the point, are there any sort of homebrew treasure tables
> for DQ? What system does most of the GMs use? I have a generator that
> was made for Rolemaster, that would probably be the closest to DQ.

Not exactly a treasure table but
http://www.dragonquest.org.nz/dqwiki/index.php/Examples_of_Loot
will show you some of the items given out by various GM's in our campaign.

Mandos
/s
Group: dqn-list Message: 2971 From: vaanan1 Date: 8/9/2007
Subject: Re: Treasure generator
--- In dqn-list@yahoogroups.com, "Mandos Mitchinson" <mandos@...> wrote:
>
> > Getting to the point, are there any sort of homebrew treasure tables
> > for DQ? What system does most of the GMs use? I have a generator that
> > was made for Rolemaster, that would probably be the closest to DQ.
>
> Not exactly a treasure table but
> http://www.dragonquest.org.nz/dqwiki/index.php/Examples_of_Loot
> will show you some of the items given out by various GM's in our
campaign.
>
> Mandos
> /s
>
Thanks; I have looked at these before, but I was looking for something
that was more in line with the rules laid out in Book 4.

I started writing some random tables out tonight while I looked at
Book 4. There can be quite a few abilities on one item, but I was
thinking that I would limit my random items to a maximum of 5
abilities. Things with more abilities than that would fall into the
realm of artifacts, in my campaign.
Group: dqn-list Message: 2972 From: Lev Lafayette Date: 8/9/2007
Subject: Re: Treasure generator
--- vaanan1 <cccurlee@cox.net> wrote:

> Getting to the point, are there any sort of homebrew
> treasure tables
> for DQ? What system does most of the GMs use? I have
> a generator that
> was made for Rolemaster, that would probably be the
> closest to DQ.

I guess the first thing you have to decide is what's
the default standard of living for PCs in your game,
what sort of lifestyle magic producers would have; and
what sort of creative agenda *you* have.

I know I've raised more questions than answers, but
this sort of thing should be mulled over first.

All the best,


Lev



____________________________________________________________________________________
Moody friends. Drama queens. Your life? Nope! - their life, your story. Play Sims Stories at Yahoo! Games.
http://sims.yahoo.com/
Group: dqn-list Message: 2973 From: vaanan1 Date: 8/10/2007
Subject: Re: Treasure generator
--- In dqn-list@yahoogroups.com, Lev Lafayette <lev_lafayette@...> wrote:
>
>
> --- vaanan1 <cccurlee@...> wrote:
>
> > Getting to the point, are there any sort of homebrew
> > treasure tables
> > for DQ? What system does most of the GMs use? I have
> > a generator that
> > was made for Rolemaster, that would probably be the
> > closest to DQ.
>
> I guess the first thing you have to decide is what's
> the default standard of living for PCs in your game,
> what sort of lifestyle magic producers would have; and
> what sort of creative agenda *you* have.
>
> I know I've raised more questions than answers, but
> this sort of thing should be mulled over first.
>
> All the best,
>
>
> Lev

(Gives his best Geico Caveman expression)

Uhhhhh, What?

I was asking if anybody had a computer treasure generation program for
Dragonquest. I wasn't asking anything about how to decide the standard
of living for my magic users. I've already got that in my mind.

Maybe I should rephrase my question:

Does anybody have a computer treasure generation program based on
Section 91.8 Magic Item Creation Chart out of Book 4?

It would take a lot of effort as far as typing in information but it
should be a writeable program. All the program should have to do is
ask what Shaping Index number you want (here is where you can decide
how rich you want your players to be and what the standard of living
is for your magic users) and what class of magic item (Amulet, Arms
and Armor, Enchanted Clothing, Enchanted Furniture, Talismans and
Minor Artifacts, Staves and Wands, or Greater Artifacts) after that it
would spit out a random treasure item.

I know some programmers and I'll ask them if it can be done in Excel.
(I already know the answer)

I'll try to write it myself and if there is interest I'll post it here.
Group: dqn-list Message: 2974 From: Lev Lafayette Date: 8/10/2007
Subject: Re: Treasure generator
--- vaanan1 <cccurlee@cox.net> wrote:

> --- In dqn-list@yahoogroups.com, Lev Lafayette
> <lev_lafayette@...> wrote:
> >
> >
> > --- vaanan1 <cccurlee@...> wrote:
> >
> > > Getting to the point, are there any sort of
> homebrew
> > > treasure tables
> > > for DQ? What system does most of the GMs use? I
> have
> > > a generator that
> > > was made for Rolemaster, that would probably be
> the
> > > closest to DQ.
> >
> > I guess the first thing you have to decide is
> what's
> > the default standard of living for PCs in your
> game,
> > what sort of lifestyle magic producers would have;
> and
> > what sort of creative agenda *you* have.
> >
> > I know I've raised more questions than answers,
> but
> > this sort of thing should be mulled over first.
> >
> > All the best,
> >
> >
> > Lev
>
> (Gives his best Geico Caveman expression)
>
> Uhhhhh, What?

I'm not sure it can be phrased any simpler. Before you
generate a magic item chart it is probably a good idea
that you determine how common magic items are.

> I was asking if anybody had a computer treasure
> generation program for
> Dragonquest. I wasn't asking anything about how to
> decide the standard
> of living for my magic users. I've already got that
> in my mind.

Well, gives me an idea and I'll write it. It'll take
about half an hour, if that, to write the structure.

> Maybe I should rephrase my question:
>
> Does anybody have a computer treasure generation
> program based on
> Section 91.8 Magic Item Creation Chart out of Book
> 4?

Now that I can't help you with. None of the three
editions of DQ I have go up to Book Four or 91.8.

> I know some programmers and I'll ask them if it can
> be done in Excel.
> (I already know the answer)

Well, yes.

> I'll try to write it myself and if there is interest
> I'll post it here.

That would be good of you. But do keep in mind my
initial suggestion. Rolemaster's magic item charts
make sense because the presence of magic items is
directly tied to the being that holds them (e.g., the
treasure type references in C&T).

Having a bunch of random treasure charts is one thing.
Having a bunch of random treasure charts that are
meaningful is somthing entirely different.

All the best,


Lev

>
>
>
>
> Yahoo! Groups Links
>
>
>
>
>




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Group: dqn-list Message: 2975 From: vaanan1 Date: 8/11/2007
Subject: Re: Treasure generator
--- In dqn-list@yahoogroups.com, Lev Lafayette <lev_lafayette@...> wrote:
>
>
> --- vaanan1 <cccurlee@...> wrote:
>
> > --- In dqn-list@yahoogroups.com, Lev Lafayette
> > <lev_lafayette@> wrote:
> > >
> > >
> > > --- vaanan1 <cccurlee@> wrote:
> > >
> > > > Getting to the point, are there any sort of
> > homebrew
> > > > treasure tables
> > > > for DQ? What system does most of the GMs use? I
> > have
> > > > a generator that
> > > > was made for Rolemaster, that would probably be
> > the
> > > > closest to DQ.
> > >
> > > I guess the first thing you have to decide is
> > what's
> > > the default standard of living for PCs in your
> > game,
> > > what sort of lifestyle magic producers would have;
> > and
> > > what sort of creative agenda *you* have.
> > >
> > > I know I've raised more questions than answers,
> > but
> > > this sort of thing should be mulled over first.
> > >
> > > All the best,
> > >
> > >
> > > Lev
> >
> > (Gives his best Geico Caveman expression)
> >
> > Uhhhhh, What?
>
> I'm not sure it can be phrased any simpler. Before you
> generate a magic item chart it is probably a good idea
> that you determine how common magic items are.
>
> > I was asking if anybody had a computer treasure
> > generation program for
> > Dragonquest. I wasn't asking anything about how to
> > decide the standard
> > of living for my magic users. I've already got that
> > in my mind.
>
> Well, gives me an idea and I'll write it. It'll take
> about half an hour, if that, to write the structure.
>
> > Maybe I should rephrase my question:
> >
> > Does anybody have a computer treasure generation
> > program based on
> > Section 91.8 Magic Item Creation Chart out of Book
> > 4?
>
> Now that I can't help you with. None of the three
> editions of DQ I have go up to Book Four or 91.8.
>
> > I know some programmers and I'll ask them if it can
> > be done in Excel.
> > (I already know the answer)
>
> Well, yes.
>
> > I'll try to write it myself and if there is interest
> > I'll post it here.
>
> That would be good of you. But do keep in mind my
> initial suggestion. Rolemaster's magic item charts
> make sense because the presence of magic items is
> directly tied to the being that holds them (e.g., the
> treasure type references in C&T).
>
> Having a bunch of random treasure charts is one thing.
> Having a bunch of random treasure charts that are
> meaningful is somthing entirely different.
>
> All the best,
>
>
> Lev

Somehow your replies to my post here has quickly become misunderstood
and are frankly, insulting. I know all about Rolemaster's magic
generation system, having ran it for about 25 years.

I would ask that you take a look at the files that are associated with
this newsletter. You will see where Book 4 "Arcane Wisdom" is listed.
It is a canon book that is authorized. Frankly, I don't see why you
have posted here if you don't know what you are talking about. Book 4
"Arcane Wisdom" was the next book in line to be published before SPI
went under. I am not sure why you don't have Book 4. There are even
references in Book 2 "Magic" to sections in Book 4. I am surprised
that you have not noticed this before, since you are easily able to
pick apart my posts. Such diligence on your part seems to have slipped
in this regard.

A bunch of random charts that are meaningful could be written off the
information in Book 4. A GM would simply have to determine what
Shaping Index to use (as I stated before) and that will determine the
strength of the item to be generated. A competent GM could use the
generator to make items as powerful or as weak as he/she wanted. And
with a computer generation program, random treasure generation could
be done on the fly without bringing the game to a halt.

Nobody else seems to be watching this list enough to feel like putting
their two pfennigs in, and I don't feel like being insulted further
regarding this post.

My post has been answered, thanks all.
Group: dqn-list Message: 2976 From: Lev Lafayette Date: 8/11/2007
Subject: Re: Treasure generator
--- vaanan1 <cccurlee@cox.net> wrote:

(snip)
> > That would be good of you. But do keep in mind my
> > initial suggestion. Rolemaster's magic item charts
> > make sense because the presence of magic items is
> > directly tied to the being that holds them (e.g.,
> the
> > treasure type references in C&T).
> >
> > Having a bunch of random treasure charts is one
> thing.
> > Having a bunch of random treasure charts that are
> > meaningful is somthing entirely different.
> >
> > All the best,
> >
> >
> > Lev
>
> Somehow your replies to my post here has quickly
> become misunderstood
> and are frankly, insulting. I know all about
> Rolemaster's magic
> generation system, having ran it for about 25 years.

You've probably used some of my work then. I wrote one
of the Companions for the original edition.

> I would ask that you take a look at the files that
> are associated with
> this newsletter. You will see where Book 4 "Arcane
> Wisdom" is listed.
> It is a canon book that is authorized. Frankly, I
> don't see why you
> have posted here if you don't know what you are
> talking about. Book 4
> "Arcane Wisdom" was the next book in line to be
> published before SPI
> went under. I am not sure why you don't have Book 4.

Because I am sure it never appeared in print, either
by SPI or TSR. I don't own *everything* that came out
in DQ either in print, magazine, supported, or as fan
publications.

If you mean an unpublished manuscript that appears in
the archives section of the files of this group a
direct reference would have been appreciated.

> There are even
> references in Book 2 "Magic" to sections in Book 4.
> I am surprised
> that you have not noticed this before, since you are
> easily able to
> pick apart my posts. Such diligence on your part
> seems to have slipped
> in this regard.

Thanks for the reference. Having a look, I had
actually flicked through it once upon a time. However,
this does not change any of my previous comments.
Before designing random treasure generation it is a
good idea to consider the distribution of mages who
have the capacity to produce magic items and their
ability.

I mean this is just advice, freely given. You can
ignore it if you wish. You can make stuff up on the
fly if you like and stick it in a treasure table using
MS-Excel's/OO.org Calc functions, or by using C/Pascal
case/switch statements or even better these days using
PHP's rand and case/switch statements for a web
interface.

For example, consider Agni's Red Chariot (p56 Arcane
Wisdom). How common is this magic item? Is it unique?
Uncommon? Common? Among the artifacts, is it
particularly rare or is it one likely to be found?

Deciding the general level of magic in your gameworld
and relative commonality of magic items seems to be a
good place to start. If you don't think this is the
case, fine. I'm hardly going to die in a ditch over
it. *shrug*


> A bunch of random charts that are meaningful could
> be written off the
> information in Book 4. A GM would simply have to
> determine what
> Shaping Index to use (as I stated before) and that
> will determine the
> strength of the item to be generated. A competent GM
> could use the
> generator to make items as powerful or as weak as
> he/she wanted. And
> with a computer generation program, random treasure
> generation could
> be done on the fly without bringing the game to a
> halt.
>
> Nobody else seems to be watching this list enough to
> feel like putting
> their two pfennigs in, and I don't feel like being
> insulted further
> regarding this post.

No insult was intended, either implicitly or
explicitly. If you derived it somehow, that would be
generated internally.

HTH HAND,



Lev



____________________________________________________________________________________
Boardwalk for $500? In 2007? Ha! Play Monopoly Here and Now (it's updated for today's economy) at Yahoo! Games.
http://get.games.yahoo.com/proddesc?gamekey=monopolyherenow
Group: dqn-list Message: 2977 From: vaanan1 Date: 8/12/2007
Subject: Re: Treasure generator
> You've probably used some of my work then. I wrote one
> of the Companions for the original edition.

I do not find your name listed as an author in any of the RMC's that I
own. I found an A.J. Lev Anderson listed as an author for RMC VI, but
maybe that's a pen name for you.
While I have bought most everything that was for Rolemaster, I did not
use any material except out of RMC 1 and 2.

> Because I am sure it never appeared in print, either
> by SPI or TSR. I don't own *everything* that came out
> in DQ either in print, magazine, supported, or as fan
> publications.

It did not appear in print because SPI went under before it did. The
book was written and it was intended that it would be published. As I
stated before, there are references to The Book of Arcane Wisdom in
Book 2. I am just a neanderthal, but that makes the book an authorized
(and necessary, to me, since there are references to it in Book 2)
source book, not just a "fan-based" work.


> If you mean an unpublished manuscript that appears in
> the archives section of the files of this group a
> direct reference would have been appreciated.

I did reference it, as Book 4.

> Thanks for the reference. Having a look, I had
> actually flicked through it once upon a time. However,
> this does not change any of my previous comments.
> Before designing random treasure generation it is a
> good idea to consider the distribution of mages who
> have the capacity to produce magic items and their
> ability.

That has nothing to do with my original question, which was whether or
not anyone had a home brewed treasure generator based off Book 4.

> I mean this is just advice, freely given.


Your advice and input would have been extremely appreciated and
accepted by me if you had not affected an air of superiority. I
realize you are a published author (if you are A.J. Lev Anderson) and
I am just a numb minded nitwit (my words, not yours) looking for help.
But a more carefully worded reply would have been more helpful. Your
advice was worded in such a way that it seemed to imply that I had no
idea what I was doing as a GM. I am not perfect, but I don't enjoy
being talked down to, even if the person doing the talking down has
several degrees in sociology or psychology.

> Deciding the general level of magic in your gameworld
> and relative commonality of magic items seems to be a
> good place to start. If you don't think this is the
> case, fine. I'm hardly going to die in a ditch over
> it. *shrug*

I do think this is the case, but whatever. My ditch dying days are over.

> No insult was intended, either implicitly or
> explicitly. If you derived it somehow, that would be
> generated internally.

If you had left the second sentence here off, I would have left the
entire conversation alone and not felt the need to reply. The second
sentence was taken as an insult, which shot down the first sentence
entirely.

I have to say; if you are (or were) associated with ICE, you are the
rudest person I have ever encountered from the company. I have had
several e-mail conversations in the past with Bruce Neidlinger about
concerns I had with various subjects, and not only did he reply; he
replied with a great deal of professionalism, concern, and empathy
with my questions. I have spoken briefly (and I mean BRIEFLY) with
Coleman Charleton on the phone and received the same sort of
professional attitude.

I realize that you are not presenting yourself as a part of any gaming
company either in business or not in this post at all. That being
said, you claim to be an author of a published game book that you
assume I own and have used. Yet instead of replying in a helpful yet
not superior attitude, you immediately adopted a tone that was not
appreciated by me in any way. And it seems that each post you had some
sort of superior minded agenda that you tried to ram down my throat.

I merely asked if anybody had a program generating random treasure
based off Book 4. I didn't say that I was going to try to solve the
crime problem of New York with it. If the program generates something
that is too powerful, push a button and have it generate something
else. Something that is more in mind with your ideas of power
limitation. The program would have to be written in an intelligent
manner, or else you'll have short swords that add 6 ranks to your
Healer skill (it works only when you have it in hand and you have to
stab your patients with it - just joking).

If I have offended anyone by my taking offense with the replies to my
post, I apologize. I am sorry that you and I are not simpatico
(whatever THAT means) Lev. I truly do appreciate any advice I can get
regarding GM'ing but it needs to be couched in a different way.

Thanks
Group: dqn-list Message: 2978 From: Lev Lafayette Date: 8/12/2007
Subject: Re: Treasure generator
All my previous comments still stand.

If you're going to have a random treasure generator,
which is trivial enough, it is a good idea prior to
this, to decide how common magic items are in your
game world.

That's the only point I wish to make. If you consider
this a "superior minded agenda", I can't help that. To
me, it's simply a logical precondition.

If you feel insulted by this, or by "tone" or "airs"
or whatever, that is entirely a construction of your
own making.

Yes, I did write RoCoVI.

Good day to you sir,



Lev

--- vaanan1 <cccurlee@cox.net> wrote:

> > You've probably used some of my work then. I wrote
> one
> > of the Companions for the original edition.
>
> I do not find your name listed as an author in any
> of the RMC's that I
> own. I found an A.J. Lev Anderson listed as an
> author for RMC VI, but
> maybe that's a pen name for you.
> While I have bought most everything that was for
> Rolemaster, I did not
> use any material except out of RMC 1 and 2.
>
> > Because I am sure it never appeared in print,
> either
> > by SPI or TSR. I don't own *everything* that came
> out
> > in DQ either in print, magazine, supported, or as
> fan
> > publications.
>
> It did not appear in print because SPI went under
> before it did. The
> book was written and it was intended that it would
> be published. As I
> stated before, there are references to The Book of
> Arcane Wisdom in
> Book 2. I am just a neanderthal, but that makes the
> book an authorized
> (and necessary, to me, since there are references
> to it in Book 2)
> source book, not just a "fan-based" work.
>
>
> > If you mean an unpublished manuscript that appears
> in
> > the archives section of the files of this group a
> > direct reference would have been appreciated.
>
> I did reference it, as Book 4.
>
> > Thanks for the reference. Having a look, I had
> > actually flicked through it once upon a time.
> However,
> > this does not change any of my previous comments.
> > Before designing random treasure generation it is
> a
> > good idea to consider the distribution of mages
> who
> > have the capacity to produce magic items and their
> > ability.
>
> That has nothing to do with my original question,
> which was whether or
> not anyone had a home brewed treasure generator
> based off Book 4.
>
> > I mean this is just advice, freely given.
>
>
> Your advice and input would have been extremely
> appreciated and
> accepted by me if you had not affected an air of
> superiority. I
> realize you are a published author (if you are A.J.
> Lev Anderson) and
> I am just a numb minded nitwit (my words, not yours)
> looking for help.
> But a more carefully worded reply would have been
> more helpful. Your
> advice was worded in such a way that it seemed to
> imply that I had no
> idea what I was doing as a GM. I am not perfect, but
> I don't enjoy
> being talked down to, even if the person doing the
> talking down has
> several degrees in sociology or psychology.
>
> > Deciding the general level of magic in your
> gameworld
> > and relative commonality of magic items seems to
> be a
> > good place to start. If you don't think this is
> the
> > case, fine. I'm hardly going to die in a ditch
> over
> > it. *shrug*
>
> I do think this is the case, but whatever. My ditch
> dying days are over.
>
> > No insult was intended, either implicitly or
> > explicitly. If you derived it somehow, that would
> be
> > generated internally.
>
> If you had left the second sentence here off, I
> would have left the
> entire conversation alone and not felt the need to
> reply. The second
> sentence was taken as an insult, which shot down the
> first sentence
> entirely.
>
> I have to say; if you are (or were) associated with
> ICE, you are the
> rudest person I have ever encountered from the
> company. I have had
> several e-mail conversations in the past with Bruce
> Neidlinger about
> concerns I had with various subjects, and not only
> did he reply; he
> replied with a great deal of professionalism,
> concern, and empathy
> with my questions. I have spoken briefly (and I mean
> BRIEFLY) with
> Coleman Charleton on the phone and received the same
> sort of
> professional attitude.
>
> I realize that you are not presenting yourself as a
> part of any gaming
> company either in business or not in this post at
> all. That being
> said, you claim to be an author of a published game
> book that you
> assume I own and have used. Yet instead of replying
> in a helpful yet
> not superior attitude, you immediately adopted a
> tone that was not
> appreciated by me in any way. And it seems that each
> post you had some
> sort of superior minded agenda that you tried to ram
> down my throat.
>
> I merely asked if anybody had a program generating
> random treasure
> based off Book 4. I didn't say that I was going to
> try to solve the
> crime problem of New York with it. If the program
> generates something
> that is too powerful, push a button and have it
> generate something
> else. Something that is more in mind with your ideas
> of power
> limitation. The program would have to be written in
> an intelligent
> manner, or else you'll have short swords that add 6
> ranks to your
> Healer skill (it works only when you have it in hand
> and you have to
> stab your patients with it - just joking).
>
> If I have offended anyone by my taking offense with
> the replies to my
> post, I apologize. I am sorry that you and I are not
> simpatico
> (whatever THAT means) Lev. I truly do appreciate any
> advice I can get
> regarding GM'ing but it needs to be couched in a
> different way.
>
> Thanks
>
>
>
>
>
> Yahoo! Groups Links
>
>
>
>
>




____________________________________________________________________________________
Be a better Globetrotter. Get better travel answers from someone who knows. Yahoo! Answers - Check it out.
http://answers.yahoo.com/dir/?link=list&sid=396545469
Group: dqn-list Message: 2979 From: Jeffery K. McGonagill Date: 8/12/2007
Subject: Re: Treasure generator
And another person encounters Lev.

~Jeffery~


>> You've probably used some of my work then. I wrote one
>> of the Companions for the original edition.
>
> I do not find your name listed as an author in any of the RMC's that I
> own. I found an A.J. Lev Anderson listed as an author for RMC VI, but
> maybe that's a pen name for you.
> While I have bought most everything that was for Rolemaster, I did not
> use any material except out of RMC 1 and 2.
>
>> Because I am sure it never appeared in print, either
>> by SPI or TSR. I don't own *everything* that came out
>> in DQ either in print, magazine, supported, or as fan
>> publications.
>
> It did not appear in print because SPI went under before it did. The
> book was written and it was intended that it would be published. As I
> stated before, there are references to The Book of Arcane Wisdom in
> Book 2. I am just a neanderthal, but that makes the book an authorized
> (and necessary, to me, since there are references to it in Book 2)
> source book, not just a "fan-based" work.
>
>
>> If you mean an unpublished manuscript that appears in
>> the archives section of the files of this group a
>> direct reference would have been appreciated.
>
> I did reference it, as Book 4.
>
>> Thanks for the reference. Having a look, I had
>> actually flicked through it once upon a time. However,
>> this does not change any of my previous comments.
>> Before designing random treasure generation it is a
>> good idea to consider the distribution of mages who
>> have the capacity to produce magic items and their
>> ability.
>
> That has nothing to do with my original question, which was whether or
> not anyone had a home brewed treasure generator based off Book 4.
>
>> I mean this is just advice, freely given.
>
>
> Your advice and input would have been extremely appreciated and
> accepted by me if you had not affected an air of superiority. I
> realize you are a published author (if you are A.J. Lev Anderson) and
> I am just a numb minded nitwit (my words, not yours) looking for help.
> But a more carefully worded reply would have been more helpful. Your
> advice was worded in such a way that it seemed to imply that I had no
> idea what I was doing as a GM. I am not perfect, but I don't enjoy
> being talked down to, even if the person doing the talking down has
> several degrees in sociology or psychology.
>
>> Deciding the general level of magic in your gameworld
>> and relative commonality of magic items seems to be a
>> good place to start. If you don't think this is the
>> case, fine. I'm hardly going to die in a ditch over
>> it. *shrug*
>
> I do think this is the case, but whatever. My ditch dying days are over.
>
>> No insult was intended, either implicitly or
>> explicitly. If you derived it somehow, that would be
>> generated internally.
>
> If you had left the second sentence here off, I would have left the
> entire conversation alone and not felt the need to reply. The second
> sentence was taken as an insult, which shot down the first sentence
> entirely.
>
> I have to say; if you are (or were) associated with ICE, you are the
> rudest person I have ever encountered from the company. I have had
> several e-mail conversations in the past with Bruce Neidlinger about
> concerns I had with various subjects, and not only did he reply; he
> replied with a great deal of professionalism, concern, and empathy
> with my questions. I have spoken briefly (and I mean BRIEFLY) with
> Coleman Charleton on the phone and received the same sort of
> professional attitude.
>
> I realize that you are not presenting yourself as a part of any gaming
> company either in business or not in this post at all. That being
> said, you claim to be an author of a published game book that you
> assume I own and have used. Yet instead of replying in a helpful yet
> not superior attitude, you immediately adopted a tone that was not
> appreciated by me in any way. And it seems that each post you had some
> sort of superior minded agenda that you tried to ram down my throat.
>
> I merely asked if anybody had a program generating random treasure
> based off Book 4. I didn't say that I was going to try to solve the
> crime problem of New York with it. If the program generates something
> that is too powerful, push a button and have it generate something
> else. Something that is more in mind with your ideas of power
> limitation. The program would have to be written in an intelligent
> manner, or else you'll have short swords that add 6 ranks to your
> Healer skill (it works only when you have it in hand and you have to
> stab your patients with it - just joking).
>
> If I have offended anyone by my taking offense with the replies to my
> post, I apologize. I am sorry that you and I are not simpatico
> (whatever THAT means) Lev. I truly do appreciate any advice I can get
> regarding GM'ing but it needs to be couched in a different way.
>
> Thanks
>
>
>
>
>
> Yahoo! Groups Links
>
>
>
>
Group: dqn-list Message: 2980 From: vaanan1 Date: 8/12/2007
Subject: Re: Treasure generator
--- In dqn-list@yahoogroups.com, "Jeffery K. McGonagill" <igmod@...>
wrote:
>
> And another person encounters Lev.
>
> ~Jeffery~
>

Is he the resident cave troll? Seems like it.
Group: dqn-list Message: 2981 From: vaanan1 Date: 8/12/2007
Subject: Re: Treasure generator
--- In dqn-list@yahoogroups.com, Lev Lafayette <lev_lafayette@...> wrote:
>
>
> All my previous comments still stand.

Great, stand on them all day long, if you wish.


>
> If you're going to have a random treasure generator,
> which is trivial enough, it is a good idea prior to
> this, to decide how common magic items are in your
> game world.
>
> That's the only point I wish to make. If you consider
> this a "superior minded agenda", I can't help that. To
> me, it's simply a logical precondition.

Your point was not needed. You jumped on a soapbox and started
thumping your chest in order to try to show how much smarter you were
compared to me.

>
> If you feel insulted by this, or by "tone" or "airs"
> or whatever, that is entirely a construction of your
> own making.

Nope, I did not make you a jackass, you did.

>
> Yes, I did write RoCoVI.
>

Bully for you. It was a totally useless contribution to the Rolemaster
effort.

> Good day to you sir,
>
>
>
> Lev

And you as well, sir.
Group: dqn-list Message: 2982 From: Lev Lafayette Date: 8/12/2007
Subject: Re: Treasure generator
--- vaanan1 <cccurlee@cox.net> wrote:

> --- In dqn-list@yahoogroups.com, Lev Lafayette
> <lev_lafayette@...> wrote:
> >
> >
> > All my previous comments still stand.
>
> Great, stand on them all day long, if you wish.
>
> >
> > If you're going to have a random treasure
> generator,
> > which is trivial enough, it is a good idea prior
> to
> > this, to decide how common magic items are in your
> > game world.
> >
> > That's the only point I wish to make. If you
> consider
> > this a "superior minded agenda", I can't help
> that. To
> > me, it's simply a logical precondition.
>
> Your point was not needed. You jumped on a soapbox
> and started
> thumping your chest in order to try to show how much
> smarter you were
> compared to me.

What? Is that what your problem is?

Oh man. I'm so sorry for you.

> >
> > If you feel insulted by this, or by "tone" or
> "airs"
> > or whatever, that is entirely a construction of
> your
> > own making.
>
> Nope, I did not make you a jackass, you did.
>
> >
> > Yes, I did write RoCoVI.
> >
>
> Bully for you. It was a totally useless contribution
> to the Rolemaster
> effort.

Well I know that's not true (given the reviews and
ratings it's received), but hey, you're entitled to be
as wrong as much as you like ;-)



____________________________________________________________________________________
Moody friends. Drama queens. Your life? Nope! - their life, your story. Play Sims Stories at Yahoo! Games.
http://sims.yahoo.com/
Group: dqn-list Message: 2983 From: Lev Lafayette Date: 8/12/2007
Subject: Re: Treasure generator
It's funny you know... I post very regularly on a
number of RuneQuest lists, on RPG.net, on Steve
Jackson game lists, on ICE lists and somewhat less
regularly on Harn lists without problem at all... Sure
there's the occassional full and frank discussion, but
it is *only* on the DQ list (oh, and therpgsite, but
that's explicitly for the crazy) that I've encountered
well... people going seriously weird when debating
issues.

*shrug* One would be tempted to suggest it has
something to do with the game itself ;-)

--- "Jeffery K. McGonagill" <igmod@comcast.net> wrote:

> And another person encounters Lev.
>
> ~Jeffery~
>
>
> >> You've probably used some of my work then. I
> wrote one
> >> of the Companions for the original edition.
> >
> > I do not find your name listed as an author in any
> of the RMC's that I
> > own. I found an A.J. Lev Anderson listed as an
> author for RMC VI, but
> > maybe that's a pen name for you.
> > While I have bought most everything that was for
> Rolemaster, I did not
> > use any material except out of RMC 1 and 2.
> >
> >> Because I am sure it never appeared in print,
> either
> >> by SPI or TSR. I don't own *everything* that came
> out
> >> in DQ either in print, magazine, supported, or as
> fan
> >> publications.
> >
> > It did not appear in print because SPI went under
> before it did. The
> > book was written and it was intended that it would
> be published. As I
> > stated before, there are references to The Book of
> Arcane Wisdom in
> > Book 2. I am just a neanderthal, but that makes
> the book an authorized
> > (and necessary, to me, since there are references
> to it in Book 2)
> > source book, not just a "fan-based" work.
> >
> >
> >> If you mean an unpublished manuscript that
> appears in
> >> the archives section of the files of this group a
> >> direct reference would have been appreciated.
> >
> > I did reference it, as Book 4.
> >
> >> Thanks for the reference. Having a look, I had
> >> actually flicked through it once upon a time.
> However,
> >> this does not change any of my previous comments.
> >> Before designing random treasure generation it is
> a
> >> good idea to consider the distribution of mages
> who
> >> have the capacity to produce magic items and
> their
> >> ability.
> >
> > That has nothing to do with my original question,
> which was whether or
> > not anyone had a home brewed treasure generator
> based off Book 4.
> >
> >> I mean this is just advice, freely given.
> >
> >
> > Your advice and input would have been extremely
> appreciated and
> > accepted by me if you had not affected an air of
> superiority. I
> > realize you are a published author (if you are
> A.J. Lev Anderson) and
> > I am just a numb minded nitwit (my words, not
> yours) looking for help.
> > But a more carefully worded reply would have been
> more helpful. Your
> > advice was worded in such a way that it seemed to
> imply that I had no
> > idea what I was doing as a GM. I am not perfect,
> but I don't enjoy
> > being talked down to, even if the person doing the
> talking down has
> > several degrees in sociology or psychology.
> >
> >> Deciding the general level of magic in your
> gameworld
> >> and relative commonality of magic items seems to
> be a
> >> good place to start. If you don't think this is
> the
> >> case, fine. I'm hardly going to die in a ditch
> over
> >> it. *shrug*
> >
> > I do think this is the case, but whatever. My
> ditch dying days are over.
> >
> >> No insult was intended, either implicitly or
> >> explicitly. If you derived it somehow, that would
> be
> >> generated internally.
> >
> > If you had left the second sentence here off, I
> would have left the
> > entire conversation alone and not felt the need to
> reply. The second
> > sentence was taken as an insult, which shot down
> the first sentence
> > entirely.
> >
> > I have to say; if you are (or were) associated
> with ICE, you are the
> > rudest person I have ever encountered from the
> company. I have had
> > several e-mail conversations in the past with
> Bruce Neidlinger about
> > concerns I had with various subjects, and not only
> did he reply; he
> > replied with a great deal of professionalism,
> concern, and empathy
> > with my questions. I have spoken briefly (and I
> mean BRIEFLY) with
> > Coleman Charleton on the phone and received the
> same sort of
> > professional attitude.
> >
> > I realize that you are not presenting yourself as
> a part of any gaming
> > company either in business or not in this post at
> all. That being
> > said, you claim to be an author of a published
> game book that you
> > assume I own and have used. Yet instead of
> replying in a helpful yet
> > not superior attitude, you immediately adopted a
> tone that was not
> > appreciated by me in any way. And it seems that
> each post you had some
> > sort of superior minded agenda that you tried to
> ram down my throat.
> >
> > I merely asked if anybody had a program generating
> random treasure
> > based off Book 4. I didn't say that I was going to
> try to solve the
> > crime problem of New York with it. If the program
> generates something
> > that is too powerful, push a button and have it
> generate something
> > else. Something that is more in mind with your
> ideas of power
> > limitation. The program would have to be written
> in an intelligent
> > manner, or else you'll have short swords that add
> 6 ranks to your
> > Healer skill (it works only when you have it in
> hand and you have to
> > stab your patients with it - just joking).
> >
> > If I have offended anyone by my taking offense
> with the replies to my
> > post, I apologize. I am sorry that you and I are
> not simpatico
> > (whatever THAT means) Lev. I truly do appreciate
> any advice I can get
> > regarding GM'ing but it needs to be couched in a
> different way.
> >
> > Thanks
> >
> >
> >
> >
> >
> > Yahoo! Groups Links
> >
> >
> >
> >
>
>
>
>
> Yahoo! Groups Links
>
>
>
>
>




____________________________________________________________________________________
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Group: dqn-list Message: 2984 From: davis john Date: 8/12/2007
Subject: Re: Treasure generator
So we getting a DQ treasure generator anytime soon?

John

_________________________________________________________________
The next generation of Hotmail is here! http://www.newhotmail.co.uk
Group: dqn-list Message: 2985 From: Lev Lafayette Date: 8/12/2007
Subject: Re: Treasure generator
+1 On-topic.

I'll write it tonight :-)

--- davis john <jrd123@hotmail.com> wrote:

> So we getting a DQ treasure generator anytime soon?
>
> John
>
>
_________________________________________________________________
> The next generation of Hotmail is here!
> http://www.newhotmail.co.uk
>
>
>
>
> Yahoo! Groups Links
>
>
>
>
>




____________________________________________________________________________________
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Group: dqn-list Message: 2986 From: vaanan1 Date: 8/13/2007
Subject: Treasure generator
At least I can say that I got the DQ forums fired up and running after
a few months of no posts.

I am definitely not part of the "I Love Lev" fan club, tho. Seems like
most of Australia thinks that Lev is able to bend over and illuminate
all their stupidity.

I'm using my copy of RMC VI as a seat cushion. It's starting to get
kinda bad because I am a pretty hefty boy, around 524 pounds. The book
is starting to smell kind of funny and when I handed it to my players
they said
"Gah! Why does that book stink so bad?"
"It's the author's fault" I replied with a smirk.
Group: dqn-list Message: 2987 From: Lev Lafayette Date: 8/13/2007
Subject: Re: Treasure generator
--- vaanan1 <cccurlee@cox.net> wrote:

> At least I can say that I got the DQ forums fired up
> and running after
> a few months of no posts.

Yes, I must say that was magnificant trolling.

>
> I am definitely not part of the "I Love Lev" fan
> club, tho. Seems like
> most of Australia thinks that Lev is able to bend
> over and illuminate
> all their stupidity.

Homophobic as well as anti-intellectual? Now there's a
surprise.

> I'm using my copy of RMC VI as a seat cushion. It's
> starting to get
> kinda bad because I am a pretty hefty boy, around
> 524 pounds. The book
> is starting to smell kind of funny and when I handed
> it to my players
> they said
> "Gah! Why does that book stink so bad?"
> "It's the author's fault" I replied with a smirk.
>

Your contribution to the product has been noted.

BTW, here's the script. It took a couple of minutes to
write.

<?php

// Array Structure: "Item","Description"

$allitems = array
("Insert Treasure Name",
"Insert Treasure Description",
// Continue Array
"Insert Item Name #Final",
"Insert Item #Final"
);

$totalitems = (count($allitems)/2);

// Indicies begin at 0
$nmbr = (rand(0,($totalitems-1)));
$nmbr = $nmbr*2;

$item = $allitems[$nmbr];
$nmbr = $nmbr+1;
$description = $allitems[$nmbr];

echo "<center>";
echo "<h1>DragonQuest Treasure Generator</h1>";
echo "$item<br />";
echo "<i>$description</i><br />";
echo "</center>";

?>



____________________________________________________________________________________
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Group: dqn-list Message: 2988 From: vaanan1 Date: 8/13/2007
Subject: Re: Treasure generator
> > I am definitely not part of the "I Love Lev" fan
> > club, tho. Seems like
> > most of Australia thinks that Lev is able to bend
> > over and illuminate
> > all their stupidity.
>
> Homophobic as well as anti-intellectual? Now there's a
> surprise.

I said nothing homophobic in this comment. I was referring to the fact
that a lot of your fellow Aussies seem to think the sun shines out
your ass. Nothing homosexual was referred there.

Read comments and carefully examine what they mean before you write a
response. That way you won't look as big of an idiot as you are now.
Group: dqn-list Message: 2989 From: rthorm Date: 8/13/2007
Subject: A cooler tone please
Hi Folks,

Rodger Thorm stepping in here. While I'm glad for an uptick in
traffic on the list, the tone of it has gotten a bit out of hand.
I've put a couple of the most recent squabblers on moderated posts
(meaning one of the moderators has to approve their posts before they
go to the group) just to keep things in check. Once everyone has
cooled back down, they'll revert to regular posting.

Let me throw out a new topic for discussion: What is an "average
adventurer's income" in your campaign?
Group: dqn-list Message: 2990 From: vaanan1 Date: 8/14/2007
Subject: Re: A cooler tone please
--- In dqn-list@yahoogroups.com, "rthorm" <rthorm@...> wrote:
>
> Hi Folks,
>
> Rodger Thorm stepping in here. While I'm glad for an uptick in
> traffic on the list, the tone of it has gotten a bit out of hand.
> I've put a couple of the most recent squabblers on moderated posts
> (meaning one of the moderators has to approve their posts before they
> go to the group) just to keep things in check. Once everyone has
> cooled back down, they'll revert to regular posting.
>
> Let me throw out a new topic for discussion: What is an "average
> adventurer's income" in your campaign?
>

Hi Rodger, and thanks for the help with some much needed moderation. I
apologize for my part in bringing disgrace to the lists.

My group just started out, they are mercenaries with the one character
that's still alive and has been the most active with about 2500 xp.

Over the course of six months of game world adventuring they gained
about 2,000 silver pieces each.

Unfortunately this past session on Saturday the group encountered some
centaurs who they insulted and then lost their money to after all but
one of the party fell unconscious or died during the fight. The one
remaining character yelled "PARLEY", the centaurs yelled that they
weren't pirates and grabbed a wagon that had all the group's money in
it and ran off.

Each of the party members have some incidental money, but the bulk of
their money is gone.
Group: dqn-list Message: 2991 From: Lev Lafayette Date: 8/14/2007
Subject: Income and Wealth (was Re: [DQN-list] A cooler tone please)
--- rthorm <rthorm@cornellbox.com> wrote:

> Hi Folks,
>
> Rodger Thorm stepping in here. While I'm glad for
> an uptick in
> traffic on the list, the tone of it has gotten a bit
> out of hand.
> I've put a couple of the most recent squabblers on
> moderated posts
> (meaning one of the moderators has to approve their
> posts before they
> go to the group) just to keep things in check. Once
> everyone has
> cooled back down, they'll revert to regular posting.

Thanks for your timely intervention.

> Let me throw out a new topic for discussion: What
> is an "average
> adventurer's income" in your campaign?
>

Many, many years ago I used to use a "count every
silver piece" approach, however reading Swordbearer
changed that. These days I use something more akin to
HeroQuest - that is, income is a fairly abstract
matter that kinda-sorta relates to an adventurer's day
job.

Essentially they can buy what can be expected of their
class and their standard of living reflects that.
There's a very handy set of table in RQ III which give
some guidelines on what sort of lifestyle people can
expect.

If they want to get something newer bigger and shinier
then they'll have to engage on a savings scheme;
assuming that they have sufficient income to save and
make a WP check or they'll have to engage in some risk
taking.

All the best,


Lev



____________________________________________________________________________________
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Group: dqn-list Message: 2992 From: Randy Date: 8/14/2007
Subject: Book 4, Arcane Wisdom
Can someone post me a link where I can Download this and any other DQ items?
 
Thank You!
 
Randy
----- Original Message -----
Sent: Saturday, August 11, 2007 2:06 AM
Subject: Re: [DQN-list] Re: Treasure generator


--- vaanan1 <cccurlee@cox. net> wrote:

(snip)
> > That would be good of you. But do keep in mind my
> > initial suggestion. Rolemaster's magic item charts
> > make sense because the presence of magic items is
> > directly tied to the being that holds them (e.g.,
> the
> > treasure type references in C&T).
> >
> > Having a bunch of random treasure charts is one
> thing.
> > Having a bunch of random treasure charts that are
> > meaningful is somthing entirely different.
> >
> > All the best,
> >
> >
> > Lev
>
> Somehow your replies to my post here has quickly
> become misunderstood
> and are frankly, insulting. I know all about
> Rolemaster's magic
> generation system, having ran it for about 25 years.

You've probably used some of my work then. I wrote one
of the Companions for the original edition.

> I would ask that you take a look at the files that
> are associated with
> this newsletter. You will see where Book 4 "Arcane
> Wisdom" is listed.
> It is a canon book that is authorized. Frankly, I
> don't see why you
> have posted here if you don't know what you are
> talking about. Book 4
> "Arcane Wisdom" was the next book in line to be
> published before SPI
> went under. I am not sure why you don't have Book 4.

Because I am sure it never appeared in print, either
by SPI or TSR. I don't own *everything* that came out
in DQ either in print, magazine, supported, or as fan
publications.

If you mean an unpublished manuscript that appears in
the archives section of the files of this group a
direct reference would have been appreciated.

> There are even
> references in Book 2 "Magic" to sections in Book 4.
> I am surprised
> that you have not noticed this before, since you are
> easily able to
> pick apart my posts. Such diligence on your part
> seems to have slipped
> in this regard.

Thanks for the reference. Having a look, I had
actually flicked through it once upon a time. However,
this does not change any of my previous comments.
Before designing random treasure generation it is a
good idea to consider the distribution of mages who
have the capacity to produce magic items and their
ability.

I mean this is just advice, freely given. You can
ignore it if you wish. You can make stuff up on the
fly if you like and stick it in a treasure table using
MS-Excel's/OO. org Calc functions, or by using C/Pascal
case/switch statements or even better these days using
PHP's rand and case/switch statements for a web
interface.

For example, consider Agni's Red Chariot (p56 Arcane
Wisdom). How common is this magic item? Is it unique?
Uncommon? Common? Among the artifacts, is it
particularly rare or is it one likely to be found?

Deciding the general level of magic in your gameworld
and relative commonality of magic items seems to be a
good place to start. If you don't think this is the
case, fine. I'm hardly going to die in a ditch over
it. *shrug*

> A bunch of random charts that are meaningful could
> be written off the
> information in Book 4. A GM would simply have to
> determine what
> Shaping Index to use (as I stated before) and that
> will determine the
> strength of the item to be generated. A competent GM
> could use the
> generator to make items as powerful or as weak as
> he/she wanted. And
> with a computer generation program, random treasure
> generation could
> be done on the fly without bringing the game to a
> halt.
>
> Nobody else seems to be watching this list enough to
> feel like putting
> their two pfennigs in, and I don't feel like being
> insulted further
> regarding this post.

No insult was intended, either implicitly or
explicitly. If you derived it somehow, that would be
generated internally.

HTH HAND,

Lev

____________ _________ _________ _________ _________ _________ _
Boardwalk for $500? In 2007? Ha! Play Monopoly Here and Now (it's updated for today's economy) at Yahoo! Games.
http://get.games. yahoo.com/ proddesc? gamekey=monopoly herenow



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Group: dqn-list Message: 2993 From: Randy Date: 8/14/2007
Subject: Re: Book 4, Arcane Wisdom
Hello All! Sorry to just jump in and ask a question from the shadows. I started DQ back when it was the 3 seperate books, in Tulsa, Oklahoma, and had a gaming group of about 20+ people. We played at our local Comic shop for the better part of 5 years, on various nights, various groups, etc. and spun off to several other groups that played at other places, different worlds. I haven't played in man, about 15 years, but DQ still remains my all time favorite game. (and I'm now 43:) Many, many times, I wished we could recreate the atmosphere we had with those gaming groups. Anyway, I would like to collect any and all DQ material that there is out there.
 
 Again, Thank You, now back to the Shadows!
 
Randy
 
----- Original Message -----
From: Randy
Sent: Tuesday, August 14, 2007 6:44 PM
Subject: [DQN-list] Book 4, Arcane Wisdom

Can someone post me a link where I can Download this and any other DQ items?
 
Thank You!
 
Randy
----- Original Message -----
Sent: Saturday, August 11, 2007 2:06 AM
Subject: Re: [DQN-list] Re: Treasure generator


--- vaanan1 <cccurlee@cox. net> wrote:

(snip)
> > That would be good of you. But do keep in mind my
> > initial suggestion. Rolemaster's magic item charts
> > make sense because the presence of magic items is
> > directly tied to the being that holds them (e.g.,
> the
> > treasure type references in C&T).
> >
> > Having a bunch of random treasure charts is one
> thing.
> > Having a bunch of random treasure charts that are
> > meaningful is somthing entirely different.
> >
> > All the best,
> >
> >
> > Lev
>
> Somehow your replies to my post here has quickly
> become misunderstood
> and are frankly, insulting. I know all about
> Rolemaster's magic
> generation system, having ran it for about 25 years.

You've probably used some of my work then. I wrote one
of the Companions for the original edition.

> I would ask that you take a look at the files that
> are associated with
> this newsletter. You will see where Book 4 "Arcane
> Wisdom" is listed.
> It is a canon book that is authorized. Frankly, I
> don't see why you
> have posted here if you don't know what you are
> talking about. Book 4
> "Arcane Wisdom" was the next book in line to be
> published before SPI
> went under. I am not sure why you don't have Book 4.

Because I am sure it never appeared in print, either
by SPI or TSR. I don't own *everything* that came out
in DQ either in print, magazine, supported, or as fan
publications.

If you mean an unpublished manuscript that appears in
the archives section of the files of this group a
direct reference would have been appreciated.

> There are even
> references in Book 2 "Magic" to sections in Book 4.
> I am surprised
> that you have not noticed this before, since you are
> easily able to
> pick apart my posts. Such diligence on your part
> seems to have slipped
> in this regard.

Thanks for the reference. Having a look, I had
actually flicked through it once upon a time. However,
this does not change any of my previous comments.
Before designing random treasure generation it is a
good idea to consider the distribution of mages who
have the capacity to produce magic items and their
ability.

I mean this is just advice, freely given. You can
ignore it if you wish. You can make stuff up on the
fly if you like and stick it in a treasure table using
MS-Excel's/OO. org Calc functions, or by using C/Pascal
case/switch statements or even better these days using
PHP's rand and case/switch statements for a web
interface.

For example, consider Agni's Red Chariot (p56 Arcane
Wisdom). How common is this magic item? Is it unique?
Uncommon? Common? Among the artifacts, is it
particularly rare or is it one likely to be found?

Deciding the general level of magic in your gameworld
and relative commonality of magic items seems to be a
good place to start. If you don't think this is the
case, fine. I'm hardly going to die in a ditch over
it. *shrug*

> A bunch of random charts that are meaningful could
> be written off the
> information in Book 4. A GM would simply have to
> determine what
> Shaping Index to use (as I stated before) and that
> will determine the
> strength of the item to be generated. A competent GM
> could use the
> generator to make items as powerful or as weak as
> he/she wanted. And
> with a computer generation program, random treasure
> generation could
> be done on the fly without bringing the game to a
> halt.
>
> Nobody else seems to be watching this list enough to
> feel like putting
> their two pfennigs in, and I don't feel like being
> insulted further
> regarding this post.

No insult was intended, either implicitly or
explicitly. If you derived it somehow, that would be
generated internally.

HTH HAND,

Lev

____________ _________ _________ _________ _________ _________ _
Boardwalk for $500? In 2007? Ha! Play Monopoly Here and Now (it's updated for today's economy) at Yahoo! Games.
http://get.games. yahoo.com/ proddesc? gamekey=monopoly herenow



__________ NOD32 2461 (20070815) Information __________

This message was checked by NOD32 antivirus system.
http://www.eset. com



__________ NOD32 2461 (20070815) Information __________

This message was checked by NOD32 antivirus system.
http://www.eset.com
Group: dqn-list Message: 2994 From: Eric Labelle Date: 8/14/2007
Subject: Re: Book 4, Arcane Wisdom
Hi Randy,
 
I have it on my site here: http://www.iosphere.net/~eric/dq/
 
Also, I saw that you are not a member of the DragonQuest Players Association... the web site is here: http://www.dragonquest.org/ if you are interested, there are tons of DQ links there.
Snafaru
 
 


From: dqn-list@yahoogroups.com [mailto:dqn-list@yahoogroups.com] On Behalf Of Randy
Sent: Tuesday, August 14, 2007 7:44 PM
To: dqn-list@yahoogroups.com
Subject: [DQN-list] Book 4, Arcane Wisdom

Can someone post me a link where I can Download this and any other DQ items?
 
Thank You!
 
Randy
----- Original Message -----
Sent: Saturday, August 11, 2007 2:06 AM
Subject: Re: [DQN-list] Re: Treasure generator


--- vaanan1 <cccurlee@cox. net> wrote:

(snip)
> > That would be good of you. But do keep in mind my
> > initial suggestion. Rolemaster's magic item charts
> > make sense because the presence of magic items is
> > directly tied to the being that holds them (e.g.,
> the
> > treasure type references in C&T).
> >
> > Having a bunch of random treasure charts is one
> thing.
> > Having a bunch of random treasure charts that are
> > meaningful is somthing entirely different.
> >
> > All the best,
> >
> >
> > Lev
>
> Somehow your replies to my post here has quickly
> become misunderstood
> and are frankly, insulting. I know all about
> Rolemaster's magic
> generation system, having ran it for about 25 years.

You've probably used some of my work then. I wrote one
of the Companions for the original edition.

> I would ask that you take a look at the files that
> are associated with
> this newsletter. You will see where Book 4 "Arcane
> Wisdom" is listed.
> It is a canon book that is authorized. Frankly, I
> don't see why you
> have posted here if you don't know what you are
> talking about. Book 4
> "Arcane Wisdom" was the next book in line to be
> published before SPI
> went under. I am not sure why you don't have Book 4.

Because I am sure it never appeared in print, either
by SPI or TSR. I don't own *everything* that came out
in DQ either in print, magazine, supported, or as fan
publications.

If you mean an unpublished manuscript that appears in
the archives section of the files of this group a
direct reference would have been appreciated.

> There are even
> references in Book 2 "Magic" to sections in Book 4.
> I am surprised
> that you have not noticed this before, since you are
> easily able to
> pick apart my posts. Such diligence on your part
> seems to have slipped
> in this regard.

Thanks for the reference. Having a look, I had
actually flicked through it once upon a time. However,
this does not change any of my previous comments.
Before designing random treasure generation it is a
good idea to consider the distribution of mages who
have the capacity to produce magic items and their
ability.

I mean this is just advice, freely given. You can
ignore it if you wish. You can make stuff up on the
fly if you like and stick it in a treasure table using
MS-Excel's/OO. org Calc functions, or by using C/Pascal
case/switch statements or even better these days using
PHP's rand and case/switch statements for a web
interface.

For example, consider Agni's Red Chariot (p56 Arcane
Wisdom). How common is this magic item? Is it unique?
Uncommon? Common? Among the artifacts, is it
particularly rare or is it one likely to be found?

Deciding the general level of magic in your gameworld
and relative commonality of magic items seems to be a
good place to start. If you don't think this is the
case, fine. I'm hardly going to die in a ditch over
it. *shrug*

> A bunch of random charts that are meaningful could
> be written off the
> information in Book 4. A GM would simply have to
> determine what
> Shaping Index to use (as I stated before) and that
> will determine the
> strength of the item to be generated. A competent GM
> could use the
> generator to make items as powerful or as weak as
> he/she wanted. And
> with a computer generation program, random treasure
> generation could
> be done on the fly without bringing the game to a
> halt.
>
> Nobody else seems to be watching this list enough to
> feel like putting
> their two pfennigs in, and I don't feel like being
> insulted further
> regarding this post.

No insult was intended, either implicitly or
explicitly. If you derived it somehow, that would be
generated internally.

HTH HAND,

Lev

____________ _________ _________ _________ _________ _________ _
Boardwalk for $500? In 2007? Ha! Play Monopoly Here and Now (it's updated for today's economy) at Yahoo! Games.
http://get.games. yahoo.com/ proddesc? gamekey=monopoly herenow



__________ NOD32 2461 (20070815) Information __________

This message was checked by NOD32 antivirus system.
http://www.eset.com
Group: dqn-list Message: 2995 From: Chris Curlee Date: 8/14/2007
Subject: Income and Wealth (was Re: [DQN-list] A cooler tone please)
> Many, many years ago I used to use a "count every
> silver piece" approach, however reading Swordbearer
> changed that. These days I use something more akin to
> HeroQuest - that is, income is a fairly abstract
> matter that kinda-sorta relates to an adventurer's day
> job.
>
> Essentially they can buy what can be expected of their
> class and their standard of living reflects that.
> There's a very handy set of table in RQ III which give
> some guidelines on what sort of lifestyle people can
> expect.
>
> If they want to get something newer bigger and shinier
> then they'll have to engage on a savings scheme;
> assuming that they have sufficient income to save and
> make a WP check or they'll have to engage in some risk
> taking.
>
> All the best,
>
>
> Lev

This method has very attractive merits. It simplifies bookkeeping for
both the GM and the players.

I still feel that the "piece by piece" method also has its merits. It
does greatly increase the work, but it also has the merit of "slow
down and smell the roses" approach.

What I mean is; that if a GM is running a High Fantasy, fast pace,
epic story game then the method mentioned by Lev is basically what a
GM needs. This method also basically includes a method of abstracted
supplies (food, lodging, etc) for a character.

However, if a GM is running a Low Fantasy campaign where every meal is
counted; then the "piece by piece" method becomes attractive.

I personally prefer Low Fantasy when I GM: I try to change my voice
when the party encounters different NPC's, the frightened squeaky
voice of the gnome, the gruff voice of the bar keep when told they
don't have the 5 silvers for a keg of beer, the haughty voice of the
Noble on his horse telling them to make way in the street.

Each to his own, neither method is wrong.

Thanks, Chris
Group: dqn-list Message: 2996 From: Lev Lafayette Date: 8/14/2007
Subject: Re: Book 4, Arcane Wisdom
It's all in here.

http://games.groups.yahoo.com/group/dqn-list/files/

--- Randy <tbarnfield@comcast.net> wrote:

> Can someone post me a link where I can Download this
> and any other DQ items?
>
> Thank You!
>
> Randy
> ----- Original Message -----
> From: Lev Lafayette
> To: dqn-list@yahoogroups.com
> Sent: Saturday, August 11, 2007 2:06 AM
> Subject: Re: [DQN-list] Re: Treasure generator
>
>
>
> --- vaanan1 <cccurlee@cox.net> wrote:
>
> (snip)
> > > That would be good of you. But do keep in mind
> my
> > > initial suggestion. Rolemaster's magic item
> charts
> > > make sense because the presence of magic items
> is
> > > directly tied to the being that holds them
> (e.g.,
> > the
> > > treasure type references in C&T).
> > >
> > > Having a bunch of random treasure charts is
> one
> > thing.
> > > Having a bunch of random treasure charts that
> are
> > > meaningful is somthing entirely different.
> > >
> > > All the best,
> > >
> > >
> > > Lev
> >
> > Somehow your replies to my post here has quickly
> > become misunderstood
> > and are frankly, insulting. I know all about
> > Rolemaster's magic
> > generation system, having ran it for about 25
> years.
>
> You've probably used some of my work then. I wrote
> one
> of the Companions for the original edition.
>
> > I would ask that you take a look at the files
> that
> > are associated with
> > this newsletter. You will see where Book 4
> "Arcane
> > Wisdom" is listed.
> > It is a canon book that is authorized. Frankly,
> I
> > don't see why you
> > have posted here if you don't know what you are
> > talking about. Book 4
> > "Arcane Wisdom" was the next book in line to be
> > published before SPI
> > went under. I am not sure why you don't have
> Book 4.
>
> Because I am sure it never appeared in print,
> either
> by SPI or TSR. I don't own *everything* that came
> out
> in DQ either in print, magazine, supported, or as
> fan
> publications.
>
> If you mean an unpublished manuscript that appears
> in
> the archives section of the files of this group a
> direct reference would have been appreciated.
>
> > There are even
> > references in Book 2 "Magic" to sections in Book
> 4.
> > I am surprised
> > that you have not noticed this before, since you
> are
> > easily able to
> > pick apart my posts. Such diligence on your part
> > seems to have slipped
> > in this regard.
>
> Thanks for the reference. Having a look, I had
> actually flicked through it once upon a time.
> However,
> this does not change any of my previous comments.
> Before designing random treasure generation it is
> a
> good idea to consider the distribution of mages
> who
> have the capacity to produce magic items and their
> ability.
>
> I mean this is just advice, freely given. You can
> ignore it if you wish. You can make stuff up on
> the
> fly if you like and stick it in a treasure table
> using
> MS-Excel's/OO.org Calc functions, or by using
> C/Pascal
> case/switch statements or even better these days
> using
> PHP's rand and case/switch statements for a web
> interface.
>
> For example, consider Agni's Red Chariot (p56
> Arcane
> Wisdom). How common is this magic item? Is it
> unique?
> Uncommon? Common? Among the artifacts, is it
> particularly rare or is it one likely to be found?
>
> Deciding the general level of magic in your
> gameworld
> and relative commonality of magic items seems to
> be a
> good place to start. If you don't think this is
> the
> case, fine. I'm hardly going to die in a ditch
> over
> it. *shrug*
>
> > A bunch of random charts that are meaningful
> could
> > be written off the
> > information in Book 4. A GM would simply have to
> > determine what
> > Shaping Index to use (as I stated before) and
> that
> > will determine the
> > strength of the item to be generated. A
> competent GM
> > could use the
> > generator to make items as powerful or as weak
> as
> > he/she wanted. And
> > with a computer generation program, random
> treasure
> > generation could
> > be done on the fly without bringing the game to
> a
> > halt.
> >
> > Nobody else seems to be watching this list
> enough to
> > feel like putting
> > their two pfennigs in, and I don't feel like
> being
> > insulted further
> > regarding this post.
>
> No insult was intended, either implicitly or
> explicitly. If you derived it somehow, that would
> be
> generated internally.
>
> HTH HAND,
>
> Lev
>
>
>
__________________________________________________________
> Boardwalk for $500? In 2007? Ha! Play Monopoly
> Here and Now (it's updated for today's economy) at
> Yahoo! Games.
>
>
http://get.games.yahoo.com/proddesc?gamekey=monopolyherenow
>
>
>
>
>
> __________ NOD32 2461 (20070815) Information
> __________
>
> This message was checked by NOD32 antivirus
> system.
> http://www.eset.com
>




____________________________________________________________________________________
Looking for a deal? Find great prices on flights and hotels with Yahoo! FareChase.
http://farechase.yahoo.com/
Group: dqn-list Message: 2997 From: John Rauchert Date: 8/14/2007
Subject: Re: Book 4, Arcane Wisdom
There is also some material located under the files area of our
sister list dq-rules http://games.groups.yahoo.com/group/dq-rules/
which is not in the dqn-list files.

John F. Rauchert, Co-moderator DQN-List

--- In dqn-list@yahoogroups.com, Lev Lafayette <lev_lafayette@...>
wrote:
>
>
> It's all in here.
>
> http://games.groups.yahoo.com/group/dqn-list/files/
>
> --- Randy <tbarnfield@...> wrote:
>
> > Can someone post me a link where I can Download this
> > and any other DQ items?
> >
> > Thank You!
> >
> > Randy
> > ----- Original Message -----
> > From: Lev Lafayette
> > To: dqn-list@yahoogroups.com
> > Sent: Saturday, August 11, 2007 2:06 AM
> > Subject: Re: [DQN-list] Re: Treasure generator
> >
> >
> >
> > --- vaanan1 <cccurlee@...> wrote:
> >
> > (snip)
> > > > That would be good of you. But do keep in mind
> > my
> > > > initial suggestion. Rolemaster's magic item
> > charts
> > > > make sense because the presence of magic items
> > is
> > > > directly tied to the being that holds them
> > (e.g.,
> > > the
> > > > treasure type references in C&T).
> > > >
> > > > Having a bunch of random treasure charts is
> > one
> > > thing.
> > > > Having a bunch of random treasure charts that
> > are
> > > > meaningful is somthing entirely different.
> > > >
> > > > All the best,
> > > >
> > > >
> > > > Lev
> > >
> > > Somehow your replies to my post here has quickly
> > > become misunderstood
> > > and are frankly, insulting. I know all about
> > > Rolemaster's magic
> > > generation system, having ran it for about 25
> > years.
> >
> > You've probably used some of my work then. I wrote
> > one
> > of the Companions for the original edition.
> >
> > > I would ask that you take a look at the files
> > that
> > > are associated with
> > > this newsletter. You will see where Book 4
> > "Arcane
> > > Wisdom" is listed.
> > > It is a canon book that is authorized. Frankly,
> > I
> > > don't see why you
> > > have posted here if you don't know what you are
> > > talking about. Book 4
> > > "Arcane Wisdom" was the next book in line to be
> > > published before SPI
> > > went under. I am not sure why you don't have
> > Book 4.
> >
> > Because I am sure it never appeared in print,
> > either
> > by SPI or TSR. I don't own *everything* that came
> > out
> > in DQ either in print, magazine, supported, or as
> > fan
> > publications.
> >
> > If you mean an unpublished manuscript that appears
> > in
> > the archives section of the files of this group a
> > direct reference would have been appreciated.
> >
> > > There are even
> > > references in Book 2 "Magic" to sections in Book
> > 4.
> > > I am surprised
> > > that you have not noticed this before, since you
> > are
> > > easily able to
> > > pick apart my posts. Such diligence on your part
> > > seems to have slipped
> > > in this regard.
> >
> > Thanks for the reference. Having a look, I had
> > actually flicked through it once upon a time.
> > However,
> > this does not change any of my previous comments.
> > Before designing random treasure generation it is
> > a
> > good idea to consider the distribution of mages
> > who
> > have the capacity to produce magic items and their
> > ability.
> >
> > I mean this is just advice, freely given. You can
> > ignore it if you wish. You can make stuff up on
> > the
> > fly if you like and stick it in a treasure table
> > using
> > MS-Excel's/OO.org Calc functions, or by using
> > C/Pascal
> > case/switch statements or even better these days
> > using
> > PHP's rand and case/switch statements for a web
> > interface.
> >
> > For example, consider Agni's Red Chariot (p56
> > Arcane
> > Wisdom). How common is this magic item? Is it
> > unique?
> > Uncommon? Common? Among the artifacts, is it
> > particularly rare or is it one likely to be found?
> >
> > Deciding the general level of magic in your
> > gameworld
> > and relative commonality of magic items seems to
> > be a
> > good place to start. If you don't think this is
> > the
> > case, fine. I'm hardly going to die in a ditch
> > over
> > it. *shrug*
> >
> > > A bunch of random charts that are meaningful
> > could
> > > be written off the
> > > information in Book 4. A GM would simply have to
> > > determine what
> > > Shaping Index to use (as I stated before) and
> > that
> > > will determine the
> > > strength of the item to be generated. A
> > competent GM
> > > could use the
> > > generator to make items as powerful or as weak
> > as
> > > he/she wanted. And
> > > with a computer generation program, random
> > treasure
> > > generation could
> > > be done on the fly without bringing the game to
> > a
> > > halt.
> > >
> > > Nobody else seems to be watching this list
> > enough to
> > > feel like putting
> > > their two pfennigs in, and I don't feel like
> > being
> > > insulted further
> > > regarding this post.
> >
> > No insult was intended, either implicitly or
> > explicitly. If you derived it somehow, that would
> > be
> > generated internally.
> >
> > HTH HAND,
> >
> > Lev
> >
> >
> >
> __________________________________________________________
> > Boardwalk for $500? In 2007? Ha! Play Monopoly
> > Here and Now (it's updated for today's economy) at
> > Yahoo! Games.
> >
> >
> http://get.games.yahoo.com/proddesc?gamekey=monopolyherenow
> >
> >
> >
> >
> >
> > __________ NOD32 2461 (20070815) Information
> > __________
> >
> > This message was checked by NOD32 antivirus
> > system.
> > http://www.eset.com
> >
>
>
>
>
>
______________________________________________________________________
______________
> Looking for a deal? Find great prices on flights and hotels with
Yahoo! FareChase.
> http://farechase.yahoo.com/
>
Group: dqn-list Message: 2998 From: John Rauchert Date: 8/15/2007
Subject: Income and Wealth
In a home brew system a friend of mine took a similar mixed approach.
You had a "stat" called Base Status that gave you an idea of your
Social Position within a particular setting (BS was very fluid, so a
high BS in a tribal setting might equal a low BS in a civilized
setting).

In order to maintain your BS you had to pay out a certain amount each
month, otherwise your BS would drop a level. If you maintained your
BS you were entitled to all the perks of that income level (clothes,
food, lodgings).

You could also lose/gain BS through misadventure/good fortune (I
remember a character who was a high BS but was enslaved and became BS
X which meant that he could afford a loincloth or wooden clogs but
not both and he eventually worked his way back up to the level of
respect that he could afford to buy ancestors and the house they came
with).

On top of this and outside of basic maintenance, you could purchase
other goods, such as weapons and armor priced appropriately to
reflect your BS.

I remember, I had one character who was a thief/wandering ministrel
who had a fine lute (I blew my cash on the tools of the trade), a
good dagger (which he had to go into debt to buy) and some shoddy
clothing including leather armor.

So I think it is possible to combine both a sp by sp approach with a
income/status/standards of living based approach.

I always hated micro-managing an equipment list/belongings. but I did
need to know what my basic tools of the trade were like (especially
when I fell in the jungle river and my shoddy boots disintegrated).

John F. Rauchert, Co-Moderator DQN-List

--- In dqn-list@yahoogroups.com, "Chris Curlee" <cccurlee@...> wrote:
>
> > Many, many years ago I used to use a "count every
> > silver piece" approach, however reading Swordbearer
> > changed that. These days I use something more akin to
> > HeroQuest - that is, income is a fairly abstract
> > matter that kinda-sorta relates to an adventurer's day
> > job.
> >
> > Essentially they can buy what can be expected of their
> > class and their standard of living reflects that.
> > There's a very handy set of table in RQ III which give
> > some guidelines on what sort of lifestyle people can
> > expect.
> >
> > If they want to get something newer bigger and shinier
> > then they'll have to engage on a savings scheme;
> > assuming that they have sufficient income to save and
> > make a WP check or they'll have to engage in some risk
> > taking.
> >
> > All the best,
> >
> >
> > Lev
>
> This method has very attractive merits. It simplifies bookkeeping
for
> both the GM and the players.
>
> I still feel that the "piece by piece" method also has its merits.
It
> does greatly increase the work, but it also has the merit of "slow
> down and smell the roses" approach.
>
> What I mean is; that if a GM is running a High Fantasy, fast pace,
> epic story game then the method mentioned by Lev is basically what a
> GM needs. This method also basically includes a method of abstracted
> supplies (food, lodging, etc) for a character.
>
> However, if a GM is running a Low Fantasy campaign where every meal
is
> counted; then the "piece by piece" method becomes attractive.
>
> I personally prefer Low Fantasy when I GM: I try to change my voice
> when the party encounters different NPC's, the frightened squeaky
> voice of the gnome, the gruff voice of the bar keep when told they
> don't have the 5 silvers for a keg of beer, the haughty voice of the
> Noble on his horse telling them to make way in the street.
>
> Each to his own, neither method is wrong.
>
> Thanks, Chris
>
Group: dqn-list Message: 2999 From: dqn-list@yahoogroups.com Date: 8/15/2007
Subject: New file uploaded to dqn-list
Hello,

This email message is a notification to let you know that
a file has been uploaded to the Files area of the dqn-list
group.

File : /Priests and Paladins for Dragonquest.pdf
Uploaded by : John_Rauchert <jfrauchert@shaw.ca>
Description : Multiverse (Issue 2, Spring 1984) Article

You can access this file at the URL:
http://groups.yahoo.com/group/dqn-list/files/Priests%20and%20Paladins%20for%20Dragonquest.pdf

To learn more about file sharing for your group, please visit:
http://help.yahoo.com/help/us/groups/files

Regards,

John_Rauchert <jfrauchert@shaw.ca>
Group: dqn-list Message: 3000 From: Jeffery K. McGonagill Date: 8/25/2007
Subject: Re: Fellowship
Just to get some discussion going . . .

My gaming group has five PCs that have completed over 30 adventures (at
least the older PCs have).

The Fellowship of the Chimera consists of three Elves, one Halfling and one
Shapechanger.

Kerensa (Elf) is a Courtesan/Healer/Greater Summoner (former Black Mage) and
former slave
Jonah (Elf) is a Courtier/Illusionist and former slave
Astolfo (Elf) is a Troubador/Shaping Mage
Candlewick (Halfling) is a Thief/Assassin (big surprise) and mst annoying
Rusty (Shapechanger) is a Healer/Mind Mage

The Elves are part owners (49%) of a high class inn which provides them with
room&board. Kerena and Astolfo are apprenticed to Masters of their
respective Colleges. Astolfo, made a deal to make a Shield for Kerensa's
Master in exchange for a castle being raised by Malphas. Shortly aftter
that Astolfo was approached by representatives of local families to do
something about strange creatures that were rampaging, in exchange they
would recognize him as their Lord, thus creating a "Duchy" in what was a no
man's land (swamp actually).

The Elves also have political connections in four different countries.

Candlewick, after having purchased the deed to a cliff face (he didn't know
that was all it entitled him to at the time) has reached an accord with the
owner of the property inland of the cliff and is building his own burrow, is
married and a father (which hasn't stopped him from adventuring).

Rusty (newest member) is a rube from the hicks (fell off a potato wagon) and
has recently become rich (at least by his standards).

They all have various investments and artifacts that they have purchased
(none cheaply) or acquired (at great risk).

On my world . . . Greater Summoners are illegal, punishable by death;
Shapechangers are viewed (by the general populace) as Lycanthropes (and thus
subject to mob violence); Anyone who has died publically and then been
Resurrected are considered undead and attacked as such; Healers suffer a
permanent lose of 1 En if they resurrect anyone; Healers add their combat
modifiers to their DR rather than reducing their BC.

~Jeffery~
Group: dqn-list Message: 3001 From: Chris C Date: 8/28/2007
Subject: Re: Fellowship
--- In dqn-list@yahoogroups.com, "Jeffery K. McGonagill" <igmod@...>
wrote:
>
> Just to get some discussion going . . .
[EDITED TO REMOVE QUOTED ENTIRE PREVIOUS POST --RT]

Hiyas Jeff (and all who peruse these messages)

The group I have just recently started and they have had several false
starts. I am a pretty even handed (and have been accused of being too
easy at times) GM and I usually present a story or an already
established adventure and let the guys go. This past Saturday
(8-25-07) I started the group on the Palace of Ontoncle adventure.

I have a group of three solid players at the moment with 1 floater who
shows up every other week or so and two others who played once several
weeks ago but haven't been able to come back yet.

The person that floats still has his character and so do the two that
haven't been back in a while, but the three regulars do not have their
original characters. We had a near total party wipe out from some
centaurs a couple of weeks ago and my three regulars played again
this past Saturday and ran into a huge troll while investigating the
boulder that is in the forest near the castle.

They had a frost giant in the party that up until the fight with the
centaurs had dominated combat. This time the FG walked up to the troll
and gave it a whack. When the troll whacked back it got a nice
straight to Endurance injury that hurt the giant bad and then next
combat round the troll did it again and took the giant's Endurance
below zero. The troll then grabbed an elf snack that when running up
to it and while the troll was eating Elf giblets the last remaining
player (a human) ran screaming "It killed my giant and ate my elf!
GAAAAHHHH"!" all the way back to town.

No healers are currently in the party because of a nasty ruling I made
regarding the Healer skill. This group likes to fight a lot, and
nobody wants to be a healer because I said that Healers are the
doctors (and clergy to a certain degree) of this world, and they have
sworn an oath to do no wrong. If a Healer kills another sentient being
within his Empathy range, then he loses a point of Willpower. Permanently.

Because I hate to kill characters I have made it much harder to die
due to Endurance loss. Instead of dying when End reaches zero, I allow
the character to stay alive until their damage reaches negative their
End. After reaching zero, the character will "bleed" one hit per round
until a level zero Healer can help them, or they get healing from
some other source. This "bleeding" isn't necessarily actual bleeding;
but represents system shock.

I am running the group using the old Judges Guild world that had all
the cool parchment maps, one for the players that was mostly blank and
one for the GM that had all the details on it. I always thought that
was a cool way to do a mapping system, and it allows for characters to
get their own copy of the map a little screwed up when they get lost.
I make the party buy their copy at the Adventurers guild, of course
with little info on it. Otherwise they have no map at all, unless they
want to make one.

What does everybody think about the Healer rule and the
go-to-negative-Endurance-before-dying rule? Given the mindset of the
guys playing the game, the Endurance rule is working great, but I may
be pushing it with the Healer Rule.

Maybe I should keep my Healer rule but allow a save vs three times
their Willpower before they actually do lose it.

What do you think, Jeff, Rodger, anybody?
Group: dqn-list Message: 3002 From: rthorm Date: 8/28/2007
Subject: Re: Fellowship
Personally, I have no problem with making the game more PC-friendly.
You aren't the only one who has been using a negative-EN bleed-out
rule, either. I've heard of others using a similar approach, and it
helps make the game more fun for the players.

I would also put the costs onto the resurrected PC, rather than on the
Healer to add to the severity of consequences. It would be harsh, but
not unreasonable, to have a character have to roll d100 for each stat
and, if the roll is higher than the stat, a point is permanently lost
(until it can be regained through XP). (With this, I'd also use the
pre-transformed numbers for giant characters, to make it harder for
them to keep all their strength and endurance.)

--Rodger



--- In dqn-list@yahoogroups.com, "Chris C" <cccurlee@...> wrote:

> What does everybody think about the Healer rule and the
> go-to-negative-Endurance-before-dying rule? Given the mindset of the
> guys playing the game, the Endurance rule is working great, but I may
> be pushing it with the Healer Rule.
Group: dqn-list Message: 3003 From: roznoz Date: 8/28/2007
Subject: Re: Fellowship
For our game, my colleagues and I made a table of consequences a la
grievous injuries for surviging resurrection which left the PC
permanently scarred physically and possibly emotionally. Some of
the consequences included overwhelming phobia of situations similar
to those that caused death (which could be as general as "fear of
forests" [sylvophobia?] for a PC killed in an ambush in the woods),
other forms of insanity, a permanent deathlike pallor to the
character's flesh, PC gives off "smell of death" causing animals to
cringe in fear/attack on sight (makes riding a horse nearly
impossible), dulled senses, and like Rodger, permanent reductions in
ability scores.

-Roz

--- In dqn-list@yahoogroups.com, "rthorm" <rthorm@...> wrote:
>
> Personally, I have no problem with making the game more PC-
friendly.
> You aren't the only one who has been using a negative-EN bleed-out
> rule, either. I've heard of others using a similar approach, and
it
> helps make the game more fun for the players.
>
> I would also put the costs onto the resurrected PC, rather than on
the
> Healer to add to the severity of consequences. It would be harsh,
but
> not unreasonable, to have a character have to roll d100 for each
stat
> and, if the roll is higher than the stat, a point is permanently
lost
> (until it can be regained through XP). (With this, I'd also use
the
> pre-transformed numbers for giant characters, to make it harder for
> them to keep all their strength and endurance.)
>
> --Rodger
>
>
>
> --- In dqn-list@yahoogroups.com, "Chris C" <cccurlee@> wrote:
>
> > What does everybody think about the Healer rule and the
> > go-to-negative-Endurance-before-dying rule? Given the mindset of
the
> > guys playing the game, the Endurance rule is working great, but
I may
> > be pushing it with the Healer Rule.
>
Group: dqn-list Message: 3004 From: igmod@comcast.net Date: 8/28/2007
Subject: Re: Fellowship
The question I have is why you made the ruling you did about Healers? 
 
I've modified Healers two ways, one is that they also lose an Endurance Point permanently (in addition to losing En temporarily) when they resurrect someone; and two, their combat modier is added to their DR rather than subtracted from their BC.  This reduces the Resurrect everyone all the time attitude and makes them less effective in combat by reducing or eliminating their chances of a grevious injury.
 
~Jeffery~
 
> Hiyas Jeff (and all who peruse these messages)
>
> The group I have just recently started and they have had several false
> starts. I am a pretty even handed (and have been accused of being too
> easy at times) GM and I usually present a story or an already
> established adventure and let the guys go. This past Saturday
> (8-25-07) I started the group on the Palace of Ontoncle adventure.
>
> I have a group of three solid players at the moment with 1 floater who
> shows up every other week or so and two others who played once several
> weeks ago but haven't been able to come back yet.
>
> The person that floats still has his character and so do the two that
> haven't been back in a while, but the three regulars do not have their
> original characters. We had a near total party wipe out from some
> centaurs a couple of weeks ago and my three regulars played again
> this past Saturday and ran into a huge troll while investigating the
> boulder that is in the forest near the castle.
>
> They had a frost giant in the party that up until the fight with the
> centaurs had dominated combat. This time the FG walked up to the troll
> and gave it a whack. When the troll whacked back it got a nice
> straight to Endurance injury that hurt the giant bad and then next
> combat round the troll did it again and took the giant's Endurance
> below zero. The troll then grabbed an elf snack that when running up
> to it and while the troll was eating Elf giblets the last remaining
> player (a human) ran screaming "It killed my giant and ate my elf!
> GAAAAHHHH"!" all the way back to town.
>
> No healers are currently in the party because of a nasty ruling I made
> regarding the Heal er skill. This group likes to fight a lot, and
> nobody wants to be a healer because I said that Healers are the
> doctors (and clergy to a certain degree) of this world, and they have
> sworn an oath to do no wrong. If a Healer kills another sentient being
> within his Empathy range, then he loses a point of Willpower. Permanently.
>
> Because I hate to kill characters I have made it much harder to die
> due to Endurance loss. Instead of dying when End reaches zero, I allow
> the character to stay alive until their damage reaches negative their
> End. After reaching zero, the character will "bleed" one hit per round
> until a level zero Healer can help them, or they get healing from
> some other source. This "bleeding" isn't necessarily actual bleeding;
> but represents system shock.
>
> I am running the group using the old Judges Guild world that had all
> the cool parchment m aps, one for the players that was mostly blank and
> one for the GM that had all the details on it. I always thought that
> was a cool way to do a mapping system, and it allows for characters to
> get their own copy of the map a little screwed up when they get lost.
> I make the party buy their copy at the Adventurers guild, of course
> with little info on it. Otherwise they have no map at all, unless they
> want to make one.
>
> What does everybody think about the Healer rule and the
> go-to-negative-Endurance-before-dying rule? Given the mindset of the
> guys playing the game, the Endurance rule is working great, but I may
> be pushing it with the Healer Rule.
>
> Maybe I should keep my Healer rule but allow a save vs three times
> their Willpower before they actually do lose it.
>
> What do you think, Jeff, Rodger, anybody?
Group: dqn-list Message: 3005 From: Chris C Date: 8/28/2007
Subject: Re: Fellowship
> The question I have is why you made the ruling you did about Healers?

I feel that the Healer skill is a pretty powerful skill that produces
"magical" results.

Also, I had a character who was taking both the Assassin skill and the
Healer skill, and he was talking about the horrific and neat things he
was going to be able to do by combining the "best of both worlds" as
it were.

So I just kind of took the real-world idea of the Hippocratic oath and
worked it into my campaign. If a healer kills someone while the victim
is in the healer's Empathic zone, then the healer loses one Willpower
point.

Of course, the player who was doing both the Assassin skill and the
Healer skill set his Empathic zone to touch only. I said that it was
fine, but if he killed someone while he was in Close Combat, then he
would lose the Willpower point. Not Melee Combat, just Close. He and I
were both happy with the ruling.

> I've modified Healers two ways, one is that they also lose an
Endurance Point permanently (in addition to losing En temporarily)
when they resurrect someone; and two, their combat modier is added to
their DR rather than subtracted from their BC. This reduces the
Resurrect everyone all the time attitude and makes them less effective
in combat by reducing or eliminating their chances of a grevious injury.

Are you saying that the Healer is actually having to use a part of his
own Life Essence (the permanent End point) as part of the sacrifice
for the resurrect? If so, that sounds pretty cool too. But I wouldn't
want to make too many rulings against Healers. We've already played
with the ruling that I mentioned earlier, and the group seems happy
with it.

Thanks, Chris
Group: dqn-list Message: 3006 From: dbarrass_2000 Date: 8/29/2007
Subject: Re: Fellowship
--- In dqn-list@yahoogroups.com, "roznoz" <roznoz@...> wrote:
>
> For our game, my colleagues and I made a table of consequences a la
> grievous injuries for surviging resurrection which left the PC
> permanently scarred physically and possibly emotionally. Some of
> the consequences included overwhelming phobia of situations similar
> to those that caused death (which could be as general as "fear of
> forests" [sylvophobia?] for a PC killed in an ambush in the woods),
> other forms of insanity, a permanent deathlike pallor to the
> character's flesh, PC gives off "smell of death" causing animals to
> cringe in fear/attack on sight (makes riding a horse nearly
> impossible), dulled senses, and like Rodger, permanent reductions in
> ability scores.
>
> -Roz


sounds fun, any chance of posting it to the group?

David