Messages in dqn-list group. Page 61 of 80.

Group: dqn-list Message: 3057 From: Lev Lafayette Date: 12/3/2007
Subject: Re: Wilderlands of High Fantasy [was Re: DQ feel]
Group: dqn-list Message: 3058 From: rthorm Date: 12/3/2007
Subject: DQ PBEM wiki
Group: dqn-list Message: 3059 From: Lev Lafayette Date: 12/3/2007
Subject: Re: DQ PBEM wiki
Group: dqn-list Message: 3060 From: David Wall Date: 12/3/2007
Subject: Re: DQ PBEM wiki
Group: dqn-list Message: 3061 From: Ran Hardin Date: 12/4/2007
Subject: Re: DQ PBEM wiki
Group: dqn-list Message: 3062 From: Chris Date: 12/4/2007
Subject: Re: DQ PBEM wiki
Group: dqn-list Message: 3063 From: cndervish Date: 12/4/2007
Subject: Re: DQ PBEM wiki
Group: dqn-list Message: 3064 From: rthorm Date: 12/4/2007
Subject: Re: DQ PBEM wiki
Group: dqn-list Message: 3065 From: John M Kahane Date: 12/10/2007
Subject: Blade of Allectus and the Golem (Was: Re: Re: Made some purchases)
Group: dqn-list Message: 3066 From: John M Kahane Date: 12/10/2007
Subject: Re: Thanks for the replies
Group: dqn-list Message: 3067 From: John M Kahane Date: 12/10/2007
Subject: Re: DQ Additions
Group: dqn-list Message: 3068 From: John M Kahane Date: 12/10/2007
Subject: Re: DQ Additions
Group: dqn-list Message: 3069 From: John M Kahane Date: 12/10/2007
Subject: Re: Two down, one to go...
Group: dqn-list Message: 3070 From: John M Kahane Date: 12/10/2007
Subject: Return of My DQ Website
Group: dqn-list Message: 3071 From: Lev Lafayette Date: 12/10/2007
Subject: Re: DQ Additions
Group: dqn-list Message: 3072 From: John M Kahane Date: 12/10/2007
Subject: Re: DQ Additions
Group: dqn-list Message: 3073 From: Ran Hardin Date: 12/11/2007
Subject: Re: Return of My DQ Website
Group: dqn-list Message: 3074 From: John M Kahane Date: 12/11/2007
Subject: Re: Return of My DQ Website
Group: dqn-list Message: 3075 From: gruundehn Date: 12/11/2007
Subject: Re: DQ Additions
Group: dqn-list Message: 3076 From: Ran Hardin Date: 12/12/2007
Subject: Re: Return of My DQ Website
Group: dqn-list Message: 3077 From: pitkinave44310 Date: 12/14/2007
Subject: Rune Magics
Group: dqn-list Message: 3078 From: Lev Lafayette Date: 12/14/2007
Subject: Re: Rune Magics
Group: dqn-list Message: 3079 From: cndervish Date: 12/15/2007
Subject: Re: Rune Magics
Group: dqn-list Message: 3080 From: Jeffery K. McGonagill Date: 12/16/2007
Subject: Re: Wiki DQ Game
Group: dqn-list Message: 3081 From: dbarrass_2000 Date: 12/17/2007
Subject: Re: Rune Magics
Group: dqn-list Message: 3082 From: rthorm Date: 12/19/2007
Subject: Re: DQ PBEM wiki
Group: dqn-list Message: 3083 From: hollywood314@juno.com Date: 12/23/2007
Subject: Re: Rune Magics
Group: dqn-list Message: 3084 From: dbarrass_2000 Date: 12/25/2007
Subject: Re: Rune Magics
Group: dqn-list Message: 3085 From: hollywood314@juno.com Date: 12/25/2007
Subject: Re: Rune Magics
Group: dqn-list Message: 3086 From: davis john Date: 12/26/2007
Subject: Re: Rune Magics
Group: dqn-list Message: 3087 From: dbarrass_2000 Date: 12/26/2007
Subject: Re: Rune Magics
Group: dqn-list Message: 3088 From: J K Hoffman Date: 12/26/2007
Subject: Re: Rune Magics
Group: dqn-list Message: 3089 From: John M Kahane Date: 12/26/2007
Subject: Skills, Professions, and Campaigns (Was: Re: Re: DQ Additions)
Group: dqn-list Message: 3090 From: John M Kahane Date: 12/26/2007
Subject: Re: Rune Magics
Group: dqn-list Message: 3091 From: gruundehn Date: 12/26/2007
Subject: Skills, Professions, and Campaigns (Was: Re: Re: DQ Additions)
Group: dqn-list Message: 3092 From: Christopher Cole Date: 12/26/2007
Subject: Re: Skills, Professions, and Campaigns (Was: Re: Re: DQ Additions)
Group: dqn-list Message: 3093 From: John M Kahane Date: 12/27/2007
Subject: FAQ Files From My Website?
Group: dqn-list Message: 3094 From: Lev Lafayette Date: 12/27/2007
Subject: Re: FAQ Files From My Website?
Group: dqn-list Message: 3095 From: hollywood314@juno.com Date: 12/27/2007
Subject: Re: Rune Magics
Group: dqn-list Message: 3096 From: John M Kahane Date: 2/9/2008
Subject: Re: FAQ Files From My Website?
Group: dqn-list Message: 3097 From: dreris Date: 2/11/2008
Subject: Dragonquest skills
Group: dqn-list Message: 3098 From: Christopher Dargan Date: 2/11/2008
Subject: Re: Dragonquest skills
Group: dqn-list Message: 3099 From: GBerman@aol.com Date: 2/11/2008
Subject: Re: Dragonquest skills
Group: dqn-list Message: 3100 From: Lev Lafayette Date: 2/11/2008
Subject: Re: Dragonquest skills
Group: dqn-list Message: 3101 From: Christopher Dargan Date: 2/11/2008
Subject: Re: Dragonquest skills
Group: dqn-list Message: 3102 From: GBerman@aol.com Date: 2/12/2008
Subject: Re: Dragonquest skills
Group: dqn-list Message: 3103 From: GBerman@aol.com Date: 3/2/2008
Subject: Exceptional Weapon Quality
Group: dqn-list Message: 3104 From: Jason Winter Date: 3/2/2008
Subject: Re: Exceptional Weapon Quality
Group: dqn-list Message: 3105 From: dreris Date: 3/7/2008
Subject: OCR?
Group: dqn-list Message: 3106 From: darkislephil Date: 3/7/2008
Subject: Re: OCR?



Group: dqn-list Message: 3057 From: Lev Lafayette Date: 12/3/2007
Subject: Re: Wilderlands of High Fantasy [was Re: DQ feel]
Duck Pond and Duck Tower!

--- John Rauchert <jfrauchert@shaw.ca> wrote:

> I still own a swack of JG stuff. Here is one of my
> file boxes to prove
> it:
>
> http://johnrauchert.brinkster.net/dq/filebox_JG.jpg
>
> My friends used to play alot of JG based stuff. My
> favourite time was
> running across a group of sirens on some rocks in
> the middle of a plain
> (we finally figured out the encounter was supposed
> to be coded for an
> ocean hex). But it took a while to try get the
> image of sirens luring
> us to our doom as we rolled along in our wagons.
>
> Good Times.
>
> JohnR
>
>
> --- In dqn-list@yahoogroups.com, "eruditeredux"
> <eruditeredux@...>
> wrote:
> >
> > John, I also used to own almost all of the JG
> stuff, from WoHF,
> > CCotIO, CSotVE, Caverns of Thracia, etc.Of course,
> I no longer have
> it. :(
> >
> > We played many DND games set in that world, and I
> agree that it is
> > very usable with DQ, right down to the 5mi hexes
> on the overland maps.
> > I'm not sure if I want to spend money right now on
> re-purchasing that
> > product, but the color map is free.
> >
> > I always loved the weird encounters or places of
> interest cited for
> > the wilderness hexes.
> >
>
>
>
>
>
> Yahoo! Groups Links
>
>
>
>
>



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Group: dqn-list Message: 3058 From: rthorm Date: 12/3/2007
Subject: DQ PBEM wiki
Is anyone interested in playing in a new online PBEM (play by e-mail)
campaign? I am thinking about starting a new campaign to be played
online as a wiki-based PBEM game. I haven't tried this approach
before, but I think it should work. Everyone would edit and update
wiki pages to move the story along, and have an archive of information
about the campaign setting available.

There are a couple settings I am considering, but I am leaning toward
seeing what I can do with the Albion: Land of Faerie setting, in part
because it was recently being discussed.

I'm interested in getting a variety of players for the game. I am
looking for this to be relatively straightforward, old school gaming.
However, story and narrative are going to be important aspects
because of the slow nature of the medium. I would like to get players
who can put some spin on a story and write something more than "I
attack with my broadsword."

Because it is going to be done by post, I want to de-emphasize
tactical combat (I'm not going to do turn-by-turn combats) though I
haven't figured out exactly how I want to handle the combat as yet.
But there will be combat.

I am planning to use 2nd Edition, plus Poor Brendan's Almanac and
possibly some other modifications. I may also do some experimentation
with various other rules (either modifying existing or creating new
rules altogether). Characters will have some beginning experience,
but will still be mercenary-level characters to start.

Send me a message if you are interested in taking part in this.

Rodger
Group: dqn-list Message: 3059 From: Lev Lafayette Date: 12/3/2007
Subject: Re: DQ PBEM wiki
Sure, count me in. I rather suspect I Wiki may work
quite well.

From my experience in pbem's the greatest issue is
getting regular players who participate regularly.
I've been fortunate to have a HeroQuest pbem run for
almost a year now with several posts per week.

All the best,


Lev

--- rthorm <rthorm@cornellbox.com> wrote:

> Is anyone interested in playing in a new online PBEM
> (play by e-mail)
> campaign? I am thinking about starting a new
> campaign to be played
> online as a wiki-based PBEM game. I haven't tried
> this approach
> before, but I think it should work. Everyone would
> edit and update
> wiki pages to move the story along, and have an
> archive of information
> about the campaign setting available.
>
> There are a couple settings I am considering, but I
> am leaning toward
> seeing what I can do with the Albion: Land of Faerie
> setting, in part
> because it was recently being discussed.
>
> I'm interested in getting a variety of players for
> the game. I am
> looking for this to be relatively straightforward,
> old school gaming.
> However, story and narrative are going to be
> important aspects
> because of the slow nature of the medium. I would
> like to get players
> who can put some spin on a story and write something
> more than "I
> attack with my broadsword."
>
> Because it is going to be done by post, I want to
> de-emphasize
> tactical combat (I'm not going to do turn-by-turn
> combats) though I
> haven't figured out exactly how I want to handle the
> combat as yet.
> But there will be combat.
>
> I am planning to use 2nd Edition, plus Poor
> Brendan's Almanac and
> possibly some other modifications. I may also do
> some experimentation
> with various other rules (either modifying existing
> or creating new
> rules altogether). Characters will have some
> beginning experience,
> but will still be mercenary-level characters to
> start.
>
> Send me a message if you are interested in taking
> part in this.
>
> Rodger
>
>
>
>
> Yahoo! Groups Links
>
>
>
>
>



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Group: dqn-list Message: 3060 From: David Wall Date: 12/3/2007
Subject: Re: DQ PBEM wiki
I'm interested, Rodger.

--- rthorm <rthorm@cornellbox.com> wrote:

> Is anyone interested in playing in a new online PBEM (play by e-mail)
> campaign? I am thinking about starting a new campaign to be played
> online as a wiki-based PBEM game. I haven't tried this approach
> before, but I think it should work. Everyone would edit and update
> wiki pages to move the story along, and have an archive of
> information
> about the campaign setting available.
>
> There are a couple settings I am considering, but I am leaning toward
> seeing what I can do with the Albion: Land of Faerie setting, in part
> because it was recently being discussed.
>
> I'm interested in getting a variety of players for the game. I am
> looking for this to be relatively straightforward, old school gaming.
> However, story and narrative are going to be important aspects
> because of the slow nature of the medium. I would like to get
> players
> who can put some spin on a story and write something more than "I
> attack with my broadsword."
>
> Because it is going to be done by post, I want to de-emphasize
> tactical combat (I'm not going to do turn-by-turn combats) though I
> haven't figured out exactly how I want to handle the combat as yet.
> But there will be combat.
>
> I am planning to use 2nd Edition, plus Poor Brendan's Almanac and
> possibly some other modifications. I may also do some
> experimentation
> with various other rules (either modifying existing or creating new
> rules altogether). Characters will have some beginning experience,
> but will still be mercenary-level characters to start.
>
> Send me a message if you are interested in taking part in this.
>
> Rodger
>
>
>
>
> Yahoo! Groups Links
>
>
>
>


"What can the harvest hope for, if not for the care of the reaper man?"

David F. Wall


____________________________________________________________________________________
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Group: dqn-list Message: 3061 From: Ran Hardin Date: 12/4/2007
Subject: Re: DQ PBEM wiki
I'm very interested. How would the breakdown of pages work? I've
only PbP'ed on Myth-Weavers...


--- In dqn-list@yahoogroups.com, "rthorm" <rthorm@...> wrote:
>
> Is anyone interested in playing in a new online PBEM (play by e-
mail)
> campaign? I am thinking about starting a new campaign to be played
> online as a wiki-based PBEM game. I haven't tried this approach
> before, but I think it should work. Everyone would edit and update
> wiki pages to move the story along, and have an archive of
information
> about the campaign setting available.
>
> There are a couple settings I am considering, but I am leaning
toward
> seeing what I can do with the Albion: Land of Faerie setting, in
part
> because it was recently being discussed.
>
> I'm interested in getting a variety of players for the game. I am
> looking for this to be relatively straightforward, old school
gaming.
> However, story and narrative are going to be important aspects
> because of the slow nature of the medium. I would like to get
players
> who can put some spin on a story and write something more than "I
> attack with my broadsword."
>
> Because it is going to be done by post, I want to de-emphasize
> tactical combat (I'm not going to do turn-by-turn combats) though I
> haven't figured out exactly how I want to handle the combat as
yet.
> But there will be combat.
>
> I am planning to use 2nd Edition, plus Poor Brendan's Almanac and
> possibly some other modifications. I may also do some
experimentation
> with various other rules (either modifying existing or creating new
> rules altogether). Characters will have some beginning experience,
> but will still be mercenary-level characters to start.
>
> Send me a message if you are interested in taking part in this.
>
> Rodger
>
Group: dqn-list Message: 3062 From: Chris Date: 12/4/2007
Subject: Re: DQ PBEM wiki
I'm very interested
----- Original Message -----
From: rthorm
Sent: Tuesday, December 04, 2007 7:31 AM
Subject: [DQN-list] DQ PBEM wiki

Is anyone interested in playing in a new online PBEM (play by e-mail)
campaign? I am thinking about starting a new campaign to be played
online as a wiki-based PBEM game. I haven't tried this approach
before, but I think it should work. Everyone would edit and update
wiki pages to move the story along, and have an archive of information
about the campaign setting available.

There are a couple settings I am considering, but I am leaning toward
seeing what I can do with the Albion: Land of Faerie setting, in part
because it was recently being discussed.

I'm interested in getting a variety of players for the game. I am
looking for this to be relatively straightforward, old school gaming.
However, story and narrative are going to be important aspects
because of the slow nature of the medium. I would like to get players
who can put some spin on a story and write something more than "I
attack with my broadsword."

Because it is going to be done by post, I want to de-emphasize
tactical combat (I'm not going to do turn-by-turn combats) though I
haven't figured out exactly how I want to handle the combat as yet.
But there will be combat.

I am planning to use 2nd Edition, plus Poor Brendan's Almanac and
possibly some other modifications. I may also do some experimentation
with various other rules (either modifying existing or creating new
rules altogether). Characters will have some beginning experience,
but will still be mercenary-level characters to start.

Send me a message if you are interested in taking part in this.

Rodger


No virus found in this incoming message.
Checked by AVG Free Edition.
Version: 7.5.503 / Virus Database: 269.16.12/1162 - Release Date: 30/11/2007 9:26 PM

Group: dqn-list Message: 3063 From: cndervish Date: 12/4/2007
Subject: Re: DQ PBEM wiki
Yes, I'm very interested, too. I've played one game via Wiki, before;
it can be very useful when most of the players are acting
independently -- I'm not sure if it will help or hinder with a typical
'party of adventurers', but would enjoy trying!

Bob

--- In dqn-list@yahoogroups.com, "Chris" <imperium1@...> wrote:
>
> I'm very interested
> ----- Original Message -----
> From: rthorm
> To: dqn-list@yahoogroups.com
> Sent: Tuesday, December 04, 2007 7:31 AM
> Subject: [DQN-list] DQ PBEM wiki
>
>
> Is anyone interested in playing in a new online PBEM (play by e-mail)
> campaign? I am thinking about starting a new campaign to be played
> online as a wiki-based PBEM game. I haven't tried this approach
> before, but I think it should work. Everyone would edit and update
> wiki pages to move the story along, and have an archive of information
> about the campaign setting available.
>
> There are a couple settings I am considering, but I am leaning toward
> seeing what I can do with the Albion: Land of Faerie setting, in part
> because it was recently being discussed.
>
> I'm interested in getting a variety of players for the game. I am
> looking for this to be relatively straightforward, old school gaming.
> However, story and narrative are going to be important aspects
> because of the slow nature of the medium. I would like to get players
> who can put some spin on a story and write something more than "I
> attack with my broadsword."
>
> Because it is going to be done by post, I want to de-emphasize
> tactical combat (I'm not going to do turn-by-turn combats) though I
> haven't figured out exactly how I want to handle the combat as yet.
> But there will be combat.
>
> I am planning to use 2nd Edition, plus Poor Brendan's Almanac and
> possibly some other modifications. I may also do some experimentation
> with various other rules (either modifying existing or creating new
> rules altogether). Characters will have some beginning experience,
> but will still be mercenary-level characters to start.
>
> Send me a message if you are interested in taking part in this.
>
> Rodger
>
>
>
>
>
>
>
------------------------------------------------------------------------------
>
>
> No virus found in this incoming message.
> Checked by AVG Free Edition.
> Version: 7.5.503 / Virus Database: 269.16.12/1162 - Release Date:
30/11/2007 9:26 PM
>
Group: dqn-list Message: 3064 From: rthorm Date: 12/4/2007
Subject: Re: DQ PBEM wiki
Several people have posted about their interest in the PBEM Wiki and
several have contacted me directly. I'm not sure how much overlap
there is, but I've replied to the ones who contacted me directly. I
should've specified to send me a message directly.

So, if you are interested in taking part, and you haven't heard from
me, send me an e-mail at rthorm (at sign) cornellbox (dot) com and I
will send you the URL for the wiki and the passwords necessary to
access it and to join in.

Rodger

--- In dqn-list@yahoogroups.com, "rthorm" <rthorm@...> wrote:
>
> Is anyone interested in playing in a new online PBEM (play by e-mail)
> campaign? I am thinking about starting a new campaign to be played
> online as a wiki-based PBEM game. I haven't tried this approach
> before, but I think it should work. Everyone would edit and update
> wiki pages to move the story along, and have an archive of information
> about the campaign setting available.
Group: dqn-list Message: 3065 From: John M Kahane Date: 12/10/2007
Subject: Blade of Allectus and the Golem (Was: Re: Re: Made some purchases)
Hullo, Jeffery,

In a message of November 20th, 2007, igmod@comcast.net wrote,

> Beginners as in straight out of the "box", just created characters.

Ah, that's good...that's really the only way to create them and
start them off. :)

> I think the most fun was when the golem couldn't hit an amnesiatic
> mage. Everyone was making jokes like, "Ooh, look, a shiney penney."
> and bending over just when the golem was making its attacks.

To be honest, "The Blade of Allectus" is one of those scenarios
where a party is going to have a great deal of difficulty or they're
going to find it a walk in the park. When it comes right down to it,
that scenario is enjoyable for all kinds of reasons, but players get the
most out of it when they play it at the lower end of the scale, rather
than the intermediate levels.

...For every action, there is an equal and opposite criticism.

--
JohnK
e-mail: jkahane@comnet.ca
web: http://www.comnet.ca/~jkahane
blog: http://jkahane.livejournal.com
Group: dqn-list Message: 3066 From: John M Kahane Date: 12/10/2007
Subject: Re: Thanks for the replies
Hullo, Eruditeredux,

In a message of November 20th, 2007, eruditeredux wrote,

> So many! I appreciate the thoughts and opinions. I'm going to re-read
> Blade of Allectus today.

Good stuff, it's a great module. :) As for the number of thoughts
and opinions, well, that's just called a lot of folks here. :)

> I am a bit taken aback at how inexperienced starting characters are.
> I'm reading that Aestus' daughter, Decuma, who is 18 years old, has a
> starting familiarity with the College of Naming Incantations (just like
> a PC), but knows:
> 4 modern languages at Rank 4 (4,800 XP)
> 5 ancient languages at Rank 3 (6,000 Xp)
> Troubadour Rank 3 (1,150 XP)
> Beast Master Rank 5 (4,950 XP)
> Healer Rank 3 (6,500 XP)
>
> This comes to a total of about 23,500 XP! At 15 XP per day of practice,
> and assume 300 days of doing so, over 5 years to get all of this XP.
> Now, I do not have a problem with where she is at, it seems fine for the
> young daughter of an accomplished magician. I just can't see player
> characters being so far behind!

Well, she isn't exactly a starting character, after all, she's been
living on that island for a long time with her father, so has had the
time to practice and very little else.

> Has anyone started characters out with XP in the bank? How has it
> worked out?

Very rarely. The players in my DQ campaigns have always started
off with beginning characters (either based on the book, or adding 500
EPs or so), although in a couple of games, I've allowed player
characters to be based on 2,500-3,000 EPs. This has worked out quite well.

...Every saint has a past, and every sinner has a future. (Oscar Wilde)

--
JohnK
e-mail: jkahane@comnet.ca
web: http://www.comnet.ca/~jkahane
blog: http://jkahane.livejournal.com
Group: dqn-list Message: 3067 From: John M Kahane Date: 12/10/2007
Subject: Re: DQ Additions
Hullo, Gruundehn,

Welcome to the mailing list. :)

In a message of November 23rd, 2007, gruundehn wrote,

> I am presently playing D&D 3.5 because this is what my group is
> playing. Regardless of you opinion of D&D I think that system has two
> improvements that could be brought into DQ and improve the game. The
> first is the pair of skills Bluff and Diplomancy. These skills allow
> the character to be better than the player in these areas. I would
> suggest that they be along the lines of Horsemanship in being general
> skills not tied to any skill package.

That would certainly be one way to do so, but one could take
several alternate approaches to this matter. The first is to create it
as a secondary skill, along the lines of Cooking, perhaps. The second
would be to create a skill that incorporates diplomacy as part of its
skill set.


>The second improvement is NPC
> classes. I think a series of NPC only skill packages to cover various
> professions is better than trying to either make something on the fly
> or have all the NPCs be various PC skill packages. This would also
> allow the GM to build a stable of NPCs easier - after all, I doubt any
> of us has the time to create unique NPCs for all encounters from
> scratch. I intend to start a DQ campaign and use these as house rules.

Frankly, I don't see and never did see a point to doing up a bunch
of NPC Skill packages. Thw Skills listed in the DRAGONQUEST book pretty
much cover all the adventurinmg skills that one could want, but there
are some of us who've created all manner of additional sets of skills,
such as Craftman, Hunter, Archer, and so forth.

What sort of skill sets for NPCs did you have in mind?

..."I haven't been to Chanord in about ten years, but don't worry abo8t
it. Nothing ever changes in Chanord." - Tara Kells, scout

--
JohnK
e-mail: jkahane@comnet.ca
web: http://www.comnet.ca/~jkahane
blog: http://jkahane.livejournal.com
Group: dqn-list Message: 3068 From: John M Kahane Date: 12/10/2007
Subject: Re: DQ Additions
Hullo, Christopher,

In a message of November 23rd, 2007, Christopher Cole wrote,

> My sole reason for wishing to add NPC classes is to make it easier to generate NPCs. For example, shopkeepers will tend to be very similar and having the "frame" to hang any details on would allow me to generate a city easier. I could have, say: 12 Rank 5 shopkeepers, 25 Rank 4 shopkeepers, etc. and the only work I'd need to do is generate the slight differences between them. If I wanted to have quality in weapons & armor I could use the Rank of the weaponsmith or armorer to generate it and be consistent. If the party is going to interact with the local noble, modifying the skill package of a Noble Rank 7 is easier and faster than creating the NPC completely from scratch. An already existing campaign that has been going for years will have most of the NPCs already made up and the GM will know pretty much what works so that an NPC can be made to fit the situation. A new GM who will have to start with nothing built up over the years will save time by having the basic work
> already done for the NPCs. Have I explained myself better this time?

Yes, you have. :) To be honest, what you want here is not a series
of NPC Classes, but a series of pre-designed NPCs of various types.
Frankly, that's something that comes with practice and game play. I
have a whole stable of NPCs of different types for my game, done up on
3" x 5" index cards that I've been doing for some 25+ years now.

Besides, once you start to run the game you'll get a better feel
for what you need and want in this respect.

It'll be interesting to hear what you have to say once you've run
your first session of DRAGONQUEST and all. Look forward to it! :)

...The large print giveth; the small print taketh away.

--
JohnK
e-mail: jkahane@comnet.ca
web: http://www.comnet.ca/~jkahane
blog: http://jkahane.livejournal.com
Group: dqn-list Message: 3069 From: John M Kahane Date: 12/10/2007
Subject: Re: Two down, one to go...
Hullo, eruditeredux,

In a mssage of November 29th, 2007, eruditeredux wrote,

> I just received 'The Palace on Ontacle', and I'm impressed with just
> flipping through it. Anyone expecting a fleshed out scenario will be
> disappointed, but for someone who wants a framework for their own to
> personalize will be happy. I'll read more this weekend.

"The Palace of Ontoncle" doesn't have to be any more fleshed out
than it already is. The module gives a reason for the player characters
going into the Palace in the first place, and I suspect that creative
GMs could come up with other scenario hooks for taking on that place.
The Palace is also one of these great old structures where returns to
the Palace are possible, too. In my own campaign, the the players have
returned to the Palace playing the children of their original characters
who had gone there, and finding the situation has radically changed.
<evil g>

...Salvation a la mode and a cup of tea. (Jethro Tull)

--
JohnK
e-mail: jkahane@comnet.ca
web: http://www.comnet.ca/~jkahane
blog: http://jkahane.livejournal.com
Group: dqn-list Message: 3070 From: John M Kahane Date: 12/10/2007
Subject: Return of My DQ Website
Hullo, folks,

I am pleased to announce that I am in the process of re-launching
my set of DRAGONQUEST rpg webpages. The main page is up, but the only
links that function at this time are the Fan Poll link and the Ask
Shariana the Sage link. Keep coming back to the site, as stuff will be
added gradually.

The website can be found at

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

so please check out the basics, and take the Fan Poll. Comments and
feedback are also welcome of course. :)

...No tagline is necessary if mailed in Canada.

--
JohnK
e-mail: jkahane@comnet.ca
web: http://www.comnet.ca/~jkahane
blog: http://jkahane.livejournal.com
Group: dqn-list Message: 3071 From: Lev Lafayette Date: 12/10/2007
Subject: Re: DQ Additions
--- John M Kahane <jkahane@comnet.ca> wrote:

> Hullo, Gruundehn,
>
> Welcome to the mailing list. :)
>
> In a message of November 23rd, 2007, gruundehn
> wrote,
>
> > I am presently playing D&D 3.5 because this is
> what my group is
> > playing. Regardless of you opinion of D&D I think
> that system has two
> > improvements that could be brought into DQ and
> improve the game. The
> > first is the pair of skills Bluff and Diplomancy.
> These skills allow
> > the character to be better than the player in
> these areas. I would
> > suggest that they be along the lines of
> Horsemanship in being general
> > skills not tied to any skill package.
>
> That would certainly be one way to do so, but
> one could take
> several alternate approaches to this matter. The
> first is to create it
> as a secondary skill, along the lines of Cooking,
> perhaps. The second
> would be to create a skill that incorporates
> diplomacy as part of its
> skill set.
>

Diplomacy for Courtier/Courtesans and Bluff for Spies!
:-)





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Group: dqn-list Message: 3072 From: John M Kahane Date: 12/10/2007
Subject: Re: DQ Additions
Hullo, Lev,

In a message of December 10th, 2007, Lev Lafayette wrote,

>> That would certainly be one way to do so, but
>>one could take several alternate approaches to this matter. The
>>first is to create it as a secondary skill, along the lines of Cooking,
>>perhaps. The second would be to create a skill that incorporates
>>diplomacy as part of its skill set.
>
> Diplomacy for Courtier/Courtesans and Bluff for Spies!
> :-)

Yes, you could certainly add the two skills under those Skills from
the DQ Rules. Rather than Bluff, I might call it Con, as it can be used
for all manner of other stuff, too. :)

...If you can't say something nice, say something surreal.

--
JohnK
e-mail: jkahane@comnet.ca
web: http://www.comnet.ca/~jkahane
blog: http://jkahane.livejournal.com
Group: dqn-list Message: 3073 From: Ran Hardin Date: 12/11/2007
Subject: Re: Return of My DQ Website
Cool! Nice to see.

The "library spook" link appears to be dead.

--- In dqn-list@yahoogroups.com, John M Kahane <jkahane@...> wrote:
>
> Hullo, folks,
>
> I am pleased to announce that I am in the process of re-
launching
> my set of DRAGONQUEST rpg webpages. The main page is up, but the
only
> links that function at this time are the Fan Poll link and the Ask
> Shariana the Sage link. Keep coming back to the site, as stuff
will be
> added gradually.
>
> The website can be found at
>
> http://www.comnet.ca/~jkahane/dq/dragonquest.html
>
> so please check out the basics, and take the Fan Poll. Comments
and
> feedback are also welcome of course. :)
>
> ...No tagline is necessary if mailed in Canada.
>
> --
> JohnK
> e-mail: jkahane@...
> web: http://www.comnet.ca/~jkahane
> blog: http://jkahane.livejournal.com
>
Group: dqn-list Message: 3074 From: John M Kahane Date: 12/11/2007
Subject: Re: Return of My DQ Website
Hullo, Ran,

In a message of November 11th, 2007, Ran Hardin wrote,

> Cool! Nice to see.

Thanks. Much appreciated. :)

> The "library spook" link appears to be dead.

The link isn't dead per se, it's just not working yet. That link,
and links to characters and other beasties will not function until the
Shariana set of pages on the website becomes active. All will be
revealed. :)

--
JohnK
e-mail: jkahane@comnet.ca
web: http://www.comnet.ca/~jkahane
blog: http://jkahane.livejournal.com
Group: dqn-list Message: 3075 From: gruundehn Date: 12/11/2007
Subject: Re: DQ Additions
Actually, I was thinking of Bluff as in Feint. But Con would be just
as great, if not more so. If such is added, you probably need to add
a Sense Motive as well - otherwise how will the characters know they
are being lied to?

I've been looking at the various additional skill offered from
various other DMs and really don't see much that I like, and I am
begining to think NPC classes fit D&D better due to the different
skill system there. Oh well. I do want to have my campaign fairly
well fleshed out before I start. The last two campaigns I've done
weren't done enough and while the story was good, the playing wasn't.

Chris Cole
The World's Tallest Dwarf

--- In dqn-list@yahoogroups.com, John M Kahane <jkahane@...> wrote:
>
> Hullo, Lev,
>
> In a message of December 10th, 2007, Lev Lafayette wrote,
>
> >> That would certainly be one way to do so, but
> >>one could take several alternate approaches to this matter. The
> >>first is to create it as a secondary skill, along the lines of
Cooking,
> >>perhaps. The second would be to create a skill that incorporates
> >>diplomacy as part of its skill set.
> >
> > Diplomacy for Courtier/Courtesans and Bluff for Spies!
> > :-)
>
> Yes, you could certainly add the two skills under those Skills
from
> the DQ Rules. Rather than Bluff, I might call it Con, as it can be
used
> for all manner of other stuff, too. :)
>
> ...If you can't say something nice, say something surreal.
>
> --
> JohnK
> e-mail: jkahane@...
> web: http://www.comnet.ca/~jkahane
> blog: http://jkahane.livejournal.com
>
Group: dqn-list Message: 3076 From: Ran Hardin Date: 12/12/2007
Subject: Re: Return of My DQ Website
Ah, gotcha. It's not dead, it just hasn't been born yet. :D


Ran


--- In dqn-list@yahoogroups.com, John M Kahane <jkahane@...> wrote:
>
> Hullo, Ran,
>
> In a message of November 11th, 2007, Ran Hardin wrote,
>
> > Cool! Nice to see.
>
> Thanks. Much appreciated. :)
>
> > The "library spook" link appears to be dead.
>
> The link isn't dead per se, it's just not working yet. That
link,
> and links to characters and other beasties will not function until
the
> Shariana set of pages on the website becomes active. All will be
> revealed. :)
>
> --
> JohnK
> e-mail: jkahane@...
> web: http://www.comnet.ca/~jkahane
> blog: http://jkahane.livejournal.com
>
Group: dqn-list Message: 3077 From: pitkinave44310 Date: 12/14/2007
Subject: Rune Magics
I've always liked the concept of rune magic, but I've never really
liked the college as it is in DQ. I've wanted to give it an overhaul
for years, but have never really found the right inspiration. Can
anyone recommend any fantasy series out there that incorporates rune
magics as part of the world?

The only series that I can remember using rune magic is the Death Gate
Cycle, by Weiss and Hickman. I really liked how they used runes as
tattoos that could be 'activated' in order cast the spell. I think
there is some potential for DQ there.

Steve
Group: dqn-list Message: 3078 From: Lev Lafayette Date: 12/14/2007
Subject: Re: Rune Magics
--- pitkinave44310 <hollywood314@juno.com> wrote:

> I've always liked the concept of rune magic, but
> I've never really
> liked the college as it is in DQ. I've wanted to
> give it an overhaul
> for years, but have never really found the right
> inspiration. Can
> anyone recommend any fantasy series out there that
> incorporates rune
> magics as part of the world?

RuneQuest. :-)

>
> The only series that I can remember using rune magic
> is the Death Gate
> Cycle, by Weiss and Hickman. I really liked how
> they used runes as
> tattoos that could be 'activated' in order cast the
> spell. I think
> there is some potential for DQ there.

Again, RuneQuest.



____________________________________________________________________________________
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know-it-all with Yahoo! Mobile. Try it now. http://mobile.yahoo.com/;_ylt=Ahu06i62sR8HDtDypao8Wcj9tAcJ
Group: dqn-list Message: 3079 From: cndervish Date: 12/15/2007
Subject: Re: Rune Magics
--- In dqn-list@yahoogroups.com, "pitkinave44310" <hollywood314@...>
wrote:
>
> I've always liked the concept of rune magic, but I've never really
> liked the college as it is in DQ. I've wanted to give it an overhaul
> for years, but have never really found the right inspiration. Can
> anyone recommend any fantasy series out there that incorporates rune
> magics as part of the world?
>
> The only series that I can remember using rune magic is the Death Gate
> Cycle, by Weiss and Hickman. I really liked how they used runes as
> tattoos that could be 'activated' in order cast the spell. I think
> there is some potential for DQ there.
>
> Steve
>
There's Garth Nix's 'Abhorsen' series. It's not specifically /about/
rune magics, but all of their magic comes from the use of rune-like
symbols. Tom Deitz's 'Soulsmith' also uses it for enchantment (rather
peripherally). I would also think books that take place in a Norse
context would be likely to use it, too (given the whole story of Odin
winning the runes).

The problem with magical tattoos is that in most stories, their power
is 'used up' once the spell is cast. Does the tattoo disappear, then,
or can it be used as a reservoir for power? If the latter, it better
be capable of storing a /lot/ more than the user can normally generate
to be worth the effort of making it. (On the other hand,
rune-inscribed letters/jewelry/gifts to deliver blessings/curses to a
target have a long mythological tradition).

Bob
Group: dqn-list Message: 3080 From: Jeffery K. McGonagill Date: 12/16/2007
Subject: Re: Wiki DQ Game
Hi Thorm,

I have lost your post with the passwords.

~Jeffery~
Group: dqn-list Message: 3081 From: dbarrass_2000 Date: 12/17/2007
Subject: Re: Rune Magics
I hate the current DQ rune magics and, like you, have always thought
of changing it, but never had the time. Years ago I had a go at
categorising DQ spells and assigning runes to the various aspects of
them, much like the spell generation rules in Arcane wisdom. A rune
adept would then combine the runes in order to make a spell as he
wished. I realised that this would be very open to abuse so I gave up.

I'm surprised that no one has mentioned the Icelandic sagas - back to
the original source in real DQ style. They're all freely downloadable
from this site:-
http://phwibbles.com/sagas/

A recurrent theme is that caster's blood has to be applied to the
runes in order to activate them.

Another recurrent theme is poems in runes

Combine the two and you have a rune poem describing what you want to
happen initiated by a FT point of blood (2 for special, variable for
rituals).

Most of the magic seems to be simple ritual magics, for example the
quote below where and old woman is preparing a tree stump. It looks
like the stump activates when burnt and curses the household that has
put it on their fire:-
"She had a small flat surface cut on its smooth side; then she took a
knife, cut runes upon it, reddened them with her blood and muttered
some spells over it. After that she walked backwards against the sun
round it, and spoke many potent words. Then she made them push the
tree into the sea, and said it should go to Drangey and that Grettir
should suffer hurt from it. .... The wind was towards the land up the
fjord, but the woman's stump drifted against the wind, and not more
slowly than would have been expected." - The Saga of Grettir the
Strong. section LXXIX

David

--- In dqn-list@yahoogroups.com, "pitkinave44310" <hollywood314@...>
wrote:
>
> I've always liked the concept of rune magic, but I've never really
> liked the college as it is in DQ. I've wanted to give it an overhaul
> for years, but have never really found the right inspiration. Can
> anyone recommend any fantasy series out there that incorporates rune
> magics as part of the world?
>
> The only series that I can remember using rune magic is the Death Gate
> Cycle, by Weiss and Hickman. I really liked how they used runes as
> tattoos that could be 'activated' in order cast the spell. I think
> there is some potential for DQ there.
>
> Steve
>
Group: dqn-list Message: 3082 From: rthorm Date: 12/19/2007
Subject: Re: DQ PBEM wiki
Those of you who expressed interest in the PBEM/wiki gmae, we're
getting things rolling, so you need to show up and create a character
quickly if you want to take part.

The setting is based on Albion: Land of Faerie from ARES. There are 3
or 4 characters more-or-less ready at this point and another 3 or 4
people who have expressed some interest in playing but who need to
work out character ideas quickly.

- Rodger
Group: dqn-list Message: 3083 From: hollywood314@juno.com Date: 12/23/2007
Subject: Re: Rune Magics
Thank you for the suggestions. In all the years I've been role-playing, I've never taken a look at RuneQuest. I guess its about time I pick up an old copy and have a look.

David, I also took a crack at reorganizing the rune magics. I thought it would be a good idea to break the runes down into permanent and temporary runes. I then decided to split those 2 categories into offensive, defensive, and miscellaneous categories. I quickly realized what an undertaking that would be and gave up. I like your suggestion of using the Adepts blood to activate the rune. However, I think that would limit the college to only ritual magics. While this would be great for role-playing purposes, I wonder if it would limit the college to not have any 'instant' cast spells?

-- "dbarrass_2000" <david.barrass@ed.ac.uk> wrote:
I hate the current DQ rune magics and, like you, have always thought
of changing it, but never had the time. Years ago I had a go at
categorising DQ spells and assigning runes to the various aspects of
them, much like the spell generation rules in Arcane wisdom. A rune
adept would then combine the runes in order to make a spell as he
wished. I realised that this would be very open to abuse so I gave up.

I'm surprised that no one has mentioned the Icelandic sagas - back to
the original source in real DQ style. They're all freely downloadable
from this site:-
http://phwibbles.com/sagas/

A recurrent theme is that caster's blood has to be applied to the
runes in order to activate them.

Another recurrent theme is poems in runes

Combine the two and you have a rune poem describing what you want to
happen initiated by a FT point of blood (2 for special, variable for
rituals).

Most of the magic seems to be simple ritual magics, for example the
quote below where and old woman is preparing a tree stump. It looks
like the stump activates when burnt and curses the household that has
put it on their fire:-
"She had a small flat surface cut on its smooth side; then she took a
knife, cut runes upon it, reddened them with her blood and muttered
some spells over it. After that she walked backwards against the sun
round it, and spoke many potent words. Then she made them push the
tree into the sea, and said it should go to Drangey and that Grettir
should suffer hurt from it. .... The wind was towards the land up the
fjord, but the woman's stump drifted against the wind, and not more
slowly than would have been expected." - The Saga of Grettir the
Strong. section LXXIX

David

--- In dqn-list@yahoogroups.com, "pitkinave44310" <hollywood314@...>
wrote:
>
> I've always liked the concept of rune magic, but I've never really
> liked the college as it is in DQ. I've wanted to give it an overhaul
> for years, but have never really found the right inspiration. Can
> anyone recommend any fantasy series out there that incorporates rune
> magics as part of the world?
>
> The only series that I can remember using rune magic is the Death Gate
> Cycle, by Weiss and Hickman. I really liked how they used runes as
> tattoos that could be 'activated' in order cast the spell. I think
> there is some potential for DQ there.
>
> Steve
>





Yahoo! Groups Links




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Group: dqn-list Message: 3084 From: dbarrass_2000 Date: 12/25/2007
Subject: Re: Rune Magics
Yes absence of easily castable spells is a real problem for attracting
players; but if we were to have spells it's difficult to see that
there'd be a unique character to "Rune Magics"

The spells could be carved into an object and activated in a pulse
with blood (not necessarily the caster's). On re-reading the DQ rules
that's not so dissimilar from the current Rune Magics. Perhaps with
some tweaking it could do what I want.

I guess I never liked the "feel" of the college I was expecting Nordic
atmosphere (dark and doom-laden), instead it's more Amerindian
shamanistic, I feel.

David

--- In dqn-list@yahoogroups.com, "hollywood314@..." <hollywood314@...>
wrote:
>
> Thank you for the suggestions. In all the years I've been
role-playing, I've never taken a look at RuneQuest. I guess its about
time I pick up an old copy and have a look.
>
> David, I also took a crack at reorganizing the rune magics. I
thought it would be a good idea to break the runes down into permanent
and temporary runes. I then decided to split those 2 categories into
offensive, defensive, and miscellaneous categories. I quickly
realized what an undertaking that would be and gave up. I like your
suggestion of using the Adepts blood to activate the rune. However, I
think that would limit the college to only ritual magics. While this
would be great for role-playing purposes, I wonder if it would limit
the college to not have any 'instant' cast spells?
>
> -- "dbarrass_2000" <david.barrass@...> wrote:
> I hate the current DQ rune magics and, like you, have always thought
> of changing it, but never had the time. Years ago I had a go at
> categorising DQ spells and assigning runes to the various aspects of
> them, much like the spell generation rules in Arcane wisdom. A rune
> adept would then combine the runes in order to make a spell as he
> wished. I realised that this would be very open to abuse so I gave up.
>
> I'm surprised that no one has mentioned the Icelandic sagas - back to
> the original source in real DQ style. They're all freely downloadable
> from this site:-
> http://phwibbles.com/sagas/
>
> A recurrent theme is that caster's blood has to be applied to the
> runes in order to activate them.
>
> Another recurrent theme is poems in runes
>
> Combine the two and you have a rune poem describing what you want to
> happen initiated by a FT point of blood (2 for special, variable for
> rituals).
>
> Most of the magic seems to be simple ritual magics, for example the
> quote below where and old woman is preparing a tree stump. It looks
> like the stump activates when burnt and curses the household that has
> put it on their fire:-
> "She had a small flat surface cut on its smooth side; then she took a
> knife, cut runes upon it, reddened them with her blood and muttered
> some spells over it. After that she walked backwards against the sun
> round it, and spoke many potent words. Then she made them push the
> tree into the sea, and said it should go to Drangey and that Grettir
> should suffer hurt from it. .... The wind was towards the land up the
> fjord, but the woman's stump drifted against the wind, and not more
> slowly than would have been expected." - The Saga of Grettir the
> Strong. section LXXIX
>
> David
>
> --- In dqn-list@yahoogroups.com, "pitkinave44310" <hollywood314@>
> wrote:
> >
> > I've always liked the concept of rune magic, but I've never really
> > liked the college as it is in DQ. I've wanted to give it an overhaul
> > for years, but have never really found the right inspiration. Can
> > anyone recommend any fantasy series out there that incorporates rune
> > magics as part of the world?
> >
> > The only series that I can remember using rune magic is the Death Gate
> > Cycle, by Weiss and Hickman. I really liked how they used runes as
> > tattoos that could be 'activated' in order cast the spell. I think
> > there is some potential for DQ there.
> >
> > Steve
> >
>
>
>
>
>
> Yahoo! Groups Links
>
>
>
>
> _____________________________________________________________
> Save on Financial Career Training. Click here.
>
http://thirdpartyoffers.juno.com/TGL2111/fc/Ioyw6iigiCwRiEKYSKq94t05rCDO9mow3g1KBUsMRZ9AFNyVsPCZnb/
>
Group: dqn-list Message: 3085 From: hollywood314@juno.com Date: 12/25/2007
Subject: Re: Rune Magics
The more I think about it, the more I agree with you. Castable spells don't really seem to fit with the flavor of Rune Magics. It might be nice to have some, but the real power of this college would be through ritual-like casting.

I do like the idea of taking from the current DQ College and using pre-carved runes that are activated.

I think that was my problem with the college as well. I think it focused too much on different materials and 'gimics' and didn't really focus on the runes themselves. In the end, the spells were not all that different from the existing colleges.

-- "dbarrass_2000" <david.barrass@ed.ac.uk> wrote:
Yes absence of easily castable spells is a real problem for attracting
players; but if we were to have spells it's difficult to see that
there'd be a unique character to "Rune Magics"

The spells could be carved into an object and activated in a pulse
with blood (not necessarily the caster's). On re-reading the DQ rules
that's not so dissimilar from the current Rune Magics. Perhaps with
some tweaking it could do what I want.

I guess I never liked the "feel" of the college I was expecting Nordic
atmosphere (dark and doom-laden), instead it's more Amerindian
shamanistic, I feel.

David

--- In dqn-list@yahoogroups.com, "hollywood314@..." <hollywood314@...>
wrote:
>
> Thank you for the suggestions. In all the years I've been
role-playing, I've never taken a look at RuneQuest. I guess its about
time I pick up an old copy and have a look.
>
> David, I also took a crack at reorganizing the rune magics. I
thought it would be a good idea to break the runes down into permanent
and temporary runes. I then decided to split those 2 categories into
offensive, defensive, and miscellaneous categories. I quickly
realized what an undertaking that would be and gave up. I like your
suggestion of using the Adepts blood to activate the rune. However, I
think that would limit the college to only ritual magics. While this
would be great for role-playing purposes, I wonder if it would limit
the college to not have any 'instant' cast spells?
>
> -- "dbarrass_2000" <david.barrass@...> wrote:
> I hate the current DQ rune magics and, like you, have always thought
> of changing it, but never had the time. Years ago I had a go at
> categorising DQ spells and assigning runes to the various aspects of
> them, much like the spell generation rules in Arcane wisdom. A rune
> adept would then combine the runes in order to make a spell as he
> wished. I realised that this would be very open to abuse so I gave up.
>
> I'm surprised that no one has mentioned the Icelandic sagas - back to
> the original source in real DQ style. They're all freely downloadable
> from this site:-
> http://phwibbles.com/sagas/
>
> A recurrent theme is that caster's blood has to be applied to the
> runes in order to activate them.
>
> Another recurrent theme is poems in runes
>
> Combine the two and you have a rune poem describing what you want to
> happen initiated by a FT point of blood (2 for special, variable for
> rituals).
>
> Most of the magic seems to be simple ritual magics, for example the
> quote below where and old woman is preparing a tree stump. It looks
> like the stump activates when burnt and curses the household that has
> put it on their fire:-
> "She had a small flat surface cut on its smooth side; then she took a
> knife, cut runes upon it, reddened them with her blood and muttered
> some spells over it. After that she walked backwards against the sun
> round it, and spoke many potent words. Then she made them push the
> tree into the sea, and said it should go to Drangey and that Grettir
> should suffer hurt from it. .... The wind was towards the land up the
> fjord, but the woman's stump drifted against the wind, and not more
> slowly than would have been expected." - The Saga of Grettir the
> Strong. section LXXIX
>
> David
>
> --- In dqn-list@yahoogroups.com, "pitkinave44310" <hollywood314@>
> wrote:
> >
> > I've always liked the concept of rune magic, but I've never really
> > liked the college as it is in DQ. I've wanted to give it an overhaul
> > for years, but have never really found the right inspiration. Can
> > anyone recommend any fantasy series out there that incorporates rune
> > magics as part of the world?
> >
> > The only series that I can remember using rune magic is the Death Gate
> > Cycle, by Weiss and Hickman. I really liked how they used runes as
> > tattoos that could be 'activated' in order cast the spell. I think
> > there is some potential for DQ there.
> >
> > Steve
> >
>
>
>
>
>
> Yahoo! Groups Links
>
>
>
>
> _____________________________________________________________
> Save on Financial Career Training. Click here.
>
http://thirdpartyoffers.juno.com/TGL2111/fc/Ioyw6iigiCwRiEKYSKq94t05rCDO9mow3g1KBUsMRZ9AFNyVsPCZnb/
>





Yahoo! Groups Links




_____________________________________________________________
Click for free info on discount teaching degrees programs.
http://thirdpartyoffers.juno.com/TGL2111/fc/Ioyw6iif8jd1NUsgRpHT9DFbECndBBizbSicE2nHCMa8h9i4PCaM5j/
Group: dqn-list Message: 3086 From: davis john Date: 12/26/2007
Subject: Re: Rune Magics
The spells could be carved into an object and activated in a pulse
with blood (not necessarily the caster's).
 
--This is how it works with one of the Palladdium rpg spell-casting classes.





To: dqn-list@yahoogroups.com
From: hollywood314@juno.com
Date: Tue, 25 Dec 2007 15:35:49 +0000
Subject: Re: [DQN-list] Re: Rune Magics

The more I think about it, the more I agree with you. Castable spells don't really seem to fit with the flavor of Rune Magics. It might be nice to have some, but the real power of this college would be through ritual-like casting.

I do like the idea of taking from the current DQ College and using pre-carved runes that are activated.

I think that was my problem with the college as well. I think it focused too much on different materials and 'gimics' and didn't really focus on the runes themselves. In the end, the spells were not all that different from the existing colleges.

-- "dbarrass_2000" <david.barrass@ ed.ac.uk> wrote:
Yes absence of easily castable spells is a real problem for attracting
players; but if we were to have spells it's difficult to see that
there'd be a unique character to "Rune Magics"

The spells could be carved into an object and activated in a pulse
with blood (not necessarily the caster's). On re-reading the DQ rules
that's not so dissimilar from the current Rune Magics. Perhaps with
some tweaking it could do what I want.

I guess I never liked the "feel" of the college I was expecting Nordic
atmosphere (dark and doom-laden), instead it's more Amerindian
shamanistic, I feel.

David

--- In dqn-list@yahoogroup s.com, "hollywood314@ ..." <hollywood314@ ...>
wrote:
>
> Thank you for the suggestions. In all the years I've been
role-playing, I've never taken a look at RuneQuest. I guess its about
time I pick up an old copy and have a look.
>
> David, I also took a crack at reorganizing the rune magics. I
thought it would be a good idea to break the runes down into permanent
and temporary runes. I then decided to split those 2 categories into
offensive, defensive, and miscellaneous categories. I quickly
realized what an undertaking that would be and gave up. I like your
suggestion of using the Adepts blood to activate the rune. However, I
think that would limit the college to only ritual magics. While this
would be great for role-playing purposes, I wonder if it would limit
the college to not have any 'instant' cast spells?
>
> -- "dbarrass_2000" <david.barrass@ ...> wrote:
> I hate the current DQ rune magics and, like you, have always thought
> of changing it, but never had the time. Years ago I had a go at
> categorising DQ spells and assigning runes to the various aspects of
> them, much like the spell generation rules in Arcane wisdom. A rune
> adept would then combine the runes in order to make a spell as he
> wished. I realised that this would be very open to abuse so I gave up.
>
> I'm surprised that no one has mentioned the Icelandic sagas - back to
> the original source in real DQ style. They're all freely downloadable
> from this site:-
> http://phwibbles. com/sagas/
>
> A recurrent theme is that caster's blood has to be applied to the
> runes in order to activate them.
>
> Another recurrent theme is poems in runes
>
> Combine the two and you have a rune poem describing what you want to
> happen initiated by a FT point of blood (2 for special, variable for
> rituals).
>
> Most of the magic seems to be simple ritual magics, for example the
> quote below where and old woman is preparing a tree stump. It looks
> like the stump activates when burnt and curses the household that has
> put it on their fire:-
> "She had a small flat surface cut on its smooth side; then she took a
> knife, cut runes upon it, reddened them with her blood and muttered
> some spells over it. After that she walked backwards against the sun
> round it, and spoke many potent words. Then she made them push the
> tree into the sea, and said it should go to Drangey and that Grettir
> should suffer hurt from it. .... The wind was towards the land up the
> fjord, but the woman's stump drifted against the wind, and not more
> slowly than would have been expected." - The Saga of Grettir the
> Strong. section LXXIX
>
> David
>
> --- In dqn-list@yahoogroup s.com, "pitkinave44310" <hollywood314@ >
> wrote:
> >
> > I've always liked the concept of rune magic, but I've never really
> > liked the college as it is in DQ. I've wanted to give it an overhaul
> > for years, but have never really found the right inspiration. Can
> > anyone recommend any fantasy series out there that incorporates rune
> > magics as part of the world?
> >
> > The only series that I can remember using rune magic is the Death Gate
> > Cycle, by Weiss and Hickman. I really liked how they used runes as
> > tattoos that could be 'activated' in order cast the spell. I think
> > there is some potential for DQ there.
> >
> > Steve
> >
>
>
>
>
>
> Yahoo! Groups Links
>
>
>
>
> ____________ _________ _________ _________ _________ _________ _
> Save on Financial Career Training. Click here.
>
http://thirdpartyof fers.juno. com/TGL2111/ fc/Ioyw6iigiCwRi EKYSKq94t05rCDO9 mow3g1KBUsMRZ9AF NyVsPCZnb/
>

Yahoo! Groups Links

____________ _________ _________ _________ _________ _________ _
Click for free info on discount teaching degrees programs.
http://thirdpartyof fers.juno. com/TGL2111/ fc/Ioyw6iif8jd1N UsgRpHT9DFbECndB BizbSicE2nHCMa8h 9i4PCaM5j/




Messenger on the move. Text MSN to 63463 now!
Group: dqn-list Message: 3087 From: dbarrass_2000 Date: 12/26/2007
Subject: Re: Rune Magics
sounds interesting do you have the details?

David

--- In dqn-list@yahoogroups.com, davis john <jrd123@...> wrote:
>
> The spells could be carved into an object and activated in a
pulsewith blood (not necessarily the caster's).
>
> --This is how it works with one of the Palladdium rpg spell-casting
classes.
>
>
> To: dqn-list@...: hollywood314@...: Tue, 25 Dec 2007 15:35:49
+0000Subject: Re: [DQN-list] Re: Rune Magics
>
>
>
>
> The more I think about it, the more I agree with you. Castable
spells don't really seem to fit with the flavor of Rune Magics. It
might be nice to have some, but the real power of this college would
be through ritual-like casting. I do like the idea of taking from the
current DQ College and using pre-carved runes that are activated. I
think that was my problem with the college as well. I think it focused
too much on different materials and 'gimics' and didn't really focus
on the runes themselves. In the end, the spells were not all that
different from the existing colleges. -- "dbarrass_2000"
<david.barrass@...> wrote:Yes absence of easily castable spells is a
real problem for attractingplayers; but if we were to have spells it's
difficult to see thatthere'd be a unique character to "Rune Magics"
The spells could be carved into an object and activated in a pulsewith
blood (not necessarily the caster's). On re-reading the DQ rulesthat's
not so dissimilar from the current Rune Magics. Perhaps withsome
tweaking it could do what I want.I guess I never liked the "feel" of
the college I was expecting Nordicatmosphere (dark and doom-laden),
instead it's more Amerindianshamanistic, I feel.David--- In
dqn-list@yahoogroups.com, "hollywood314@" <hollywood314@>wrote:>>
Thank you for the suggestions. In all the years I've beenrole-playing,
I've never taken a look at RuneQuest. I guess its abouttime I pick up
an old copy and have a look. > > David, I also took a crack at
reorganizing the rune magics. Ithought it would be a good idea to
break the runes down into permanentand temporary runes. I then decided
to split those 2 categories intooffensive, defensive, and
miscellaneous categories. I quicklyrealized what an undertaking that
would be and gave up. I like yoursuggestion of using the Adepts blood
to activate the rune. However, Ithink that would limit the college to
only ritual magics. While thiswould be great for role-playing
purposes, I wonder if it would limitthe college to not have any
'instant' cast spells?> > -- "dbarrass_2000" <david.barrass@> wrote:>
I hate the current DQ rune magics and, like you, have always thought>
of changing it, but never had the time. Years ago I had a go at>
categorising DQ spells and assigning runes to the various aspects of>
them, much like the spell generation rules in Arcane wisdom. A rune>
adept would then combine the runes in order to make a spell as he>
wished. I realised that this would be very open to abuse so I gave
up.> > I'm surprised that no one has mentioned the Icelandic sagas -
back to> the original source in real DQ style. They're all freely
downloadable> from this site:-> http://phwibbles.com/sagas/> > A
recurrent theme is that caster's blood has to be applied to the> runes
in order to activate them.> > Another recurrent theme is poems in
runes> > Combine the two and you have a rune poem describing what you
want to> happen initiated by a FT point of blood (2 for special,
variable for> rituals).> > Most of the magic seems to be simple ritual
magics, for example the> quote below where and old woman is preparing
a tree stump. It looks> like the stump activates when burnt and curses
the household that has> put it on their fire:-> "She had a small flat
surface cut on its smooth side; then she took a> knife, cut runes upon
it, reddened them with her blood and muttered> some spells over it.
After that she walked backwards against the sun> round it, and spoke
many potent words. Then she made them push the> tree into the sea, and
said it should go to Drangey and that Grettir> should suffer hurt from
it. .... The wind was towards the land up the> fjord, but the woman's
stump drifted against the wind, and not more> slowly than would have
been expected." - The Saga of Grettir the> Strong. section LXXIX> >
David> > --- In dqn-list@yahoogroups.com, "pitkinave44310"
<hollywood314@>> wrote:> >> > I've always liked the concept of rune
magic, but I've never really> > liked the college as it is in DQ. I've
wanted to give it an overhaul> > for years, but have never really
found the right inspiration. Can> > anyone recommend any fantasy
series out there that incorporates rune> > magics as part of the
world? > > > > The only series that I can remember using rune magic is
the Death Gate> > Cycle, by Weiss and Hickman. I really liked how they
used runes as> > tattoos that could be 'activated' in order cast the
spell. I think> > there is some potential for DQ there. > > > > Steve>
>> > > > > > Yahoo! Groups Links> > > > >
__________________________________________________________> Save on
Financial Career Training. Click
here.>http://thirdpartyoffers.juno.com/TGL2111/fc/Ioyw6iigiCwRiEKYSKq94t05rCDO9mow3g1KBUsMRZ9AFNyVsPCZnb/>Yahoo!
Groups
Links__________________________________________________________Click
for free info on discount teaching degrees
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>
>
>
>
>
>
> _________________________________________________________________
> Telly addicts unite!
> http://www.searchgamesbox.com/tvtown.shtml
>
Group: dqn-list Message: 3088 From: J K Hoffman Date: 12/26/2007
Subject: Re: Rune Magics
This is getting a little off your topic, but I've always thought that a writing-based College, similar to Rune Magics would be interesting. Something with a more Asian feel to it. You see things like this in manga and anime all the time. Spells written on paper or tokens that get activated by the priest or monk at the time of "casting". The one that really sticks out in my mind this morning is the exorcisims done in Inuyasha and several other anime. They stick a paper spell to the victim's head, say the ritual activation words, the caligraphic writing on the spell paper glows and, as the kids say, "magic happens".

I've always thought it would be cool to do it that way. And, for that matter, to adapt all of DQ to a mythical Far Eastern setting. Ancient China, Early Meiji Era Japan, or something like that. Sadly, I haven't had time to play for years, much less develop anything like that.

Hey, if you write something up for your version of the Rune Magic College, be sure to post it to the files section!

Thanks,
Jim

---------
"The only difference between saints
and sinners is that every saint has
a past and every sinner has a future."
--Oscar Wilde
________________________________________________________________________
>
> 1b. Re: Rune Magics
> Posted by: "hollywood314@juno.com" hollywood314@juno.com pitkinave44310
> Date: Tue Dec 25, 2007 7:36 am ((PST))
>
> The more I think about it, the more I agree with you. Castable spells don't
> really seem to fit with the flavor of Rune Magics. It might be nice to have
> some, but the real power of this college would be through ritual-like casting.
>
> I do like the idea of taking from the current DQ College and using pre-carved
> runes that are activated.
>
> I think that was my problem with the college as well. I think it focused too
> much on different materials and 'gimics' and didn't really focus on the runes
> themselves. In the end, the spells were not all that different from the
> existing colleges.
>
Group: dqn-list Message: 3089 From: John M Kahane Date: 12/26/2007
Subject: Skills, Professions, and Campaigns (Was: Re: Re: DQ Additions)
Hullo, Chris,

In a message of December 11th, 2007, gruundehn wrote,

> Actually, I was thinking of Bluff as in Feint. But Con would be just
> as great, if not more so. If such is added, you probably need to add
> a Sense Motive as well - otherwise how will the characters know they
> are being lied to?

Oh, you meant the Bluff as in a combat manoeuver, rather than the
typical Bluff as in conning someone. Didn't catch that. Insofar as the
ability to con someone is concerned, the use of a Perception check
against the character attempting the con solves the problem of how the
character knows that he's being lied to. Much simpler, and much better
than adding a Sense Motive skill to the game, I think.

> I've been looking at the various additional skill offered from
> various other DMs and really don't see much that I like,

Part of this may be that you haven't seen any that you like, you
know. :) There's an awful lot of variant material up there on the web
(some of which I will be adding to when I re-launch most of my DQ
webpages), and while there's a lot of duplication of material, the
approach taken to that material is really the issue I suspect that some
folks have, but 'tis really a matter of picking and choosing.

> and I am begining to think NPC classes fit D&D better due to the different
> skill system there. Oh well.

Well, think of the DQ Skills as being akin to Professions, rather
than character Classes, an the mindset may work better for you. The NPC
classes don't really fit in DQ, however; if one is going to create a
Skill (in DQ terms) for an NPC, then why shouldn't player characters be
able to take that as well?

> I do want to have my campaign fairly
> well fleshed out before I start. The last two campaigns I've done
> weren't done enough and while the story was good, the playing wasn't.

Frankly, when it comes to having a campaign fairly well-fleshed
out, I think it depends on what you mean by a campaign. To me, the
campaign is a series of adventures or scenarios or whatever you want to
call them that are connected by having the same group of players and/or
characters take part in them. Others may well differ in that regard
with me, but such is life. :)

That said, as GM you have to have some kind of idea of where the
campaign is going, both in terms of what your overall goal for the
campaign is and in terms of the game world that you've established for
it. Players will have goals, both long- and short-term, for their
characters, but those can be separate from the goals the GM has set up
for the campaign. Of course, this can be a whole subject thread in and
of itself! :)

...Before you start on the road to revenge, dig two graves. (Chinese
proverb)

--
JohnK
e-mail: jkahane@comnet.ca
web: http://www.comnet.ca/~jkahane
blog: http://jkahane.livejournal.com
Group: dqn-list Message: 3090 From: John M Kahane Date: 12/26/2007
Subject: Re: Rune Magics
Hullo, Steve,

In a message of December 14th, 2007, pitkinave44310 wrote,

> I've always liked the concept of rune magic, but I've never really
> liked the college as it is in DQ. I've wanted to give it an overhaul
> for years, but have never really found the right inspiration. Can
> anyone recommend any fantasy series out there that incorporates rune
> magics as part of the world?

Well, I think that before people suggest fantasy series that
involve rune magics to you, you tell us what you mean by rune magics,
and why it's never fit the bill for you. I mean, as it's set up in the
Arcane Wisdom material, it's the College of Magic that uses symbols of
power to shape mana into desired forms. That seems to me to do the job
that is desired just right with the College.

> The only series that I can remember using rune magic is the Death Gate
> Cycle, by Weiss and Hickman. I really liked how they used runes as
> tattoos that could be 'activated' in order cast the spell. I think
> there is some potential for DQ there.

While the idea of the tattoos is a good one, that aspect of Rune
Magics is partially found in the College itself. The Runelock Spell
(G-9) requires that the target be painted with the appropriate rune; the
Ritual of Sending (Q-6) requires the Adept to paint his forehead with
the Sending Rune, and it remains there for a good 8 hours; the Spell of
Truth (S-5) requires the Adept to draw the Rune of Truth on the forehead
of the spell's target. So there is a precedent for this.

That said, there are other problems with using Rune tattoos.
Primary is the fact that the "power" of the tattoo is used up once the
spell is cast. Does the tattoo vanish after the spell is used, and then
has to be redrawn? And so forth.

Just some thoughts, and my 2 cf. :)

..."You ought to pick on someone to steal from that doesn't owe me
money." - Harry Morgan to Marie Browning (Humphrey Bogar to Lauren
Bacall, To Have and Have Not)

--
JohnK
e-mail: jkahane@comnet.ca
web: http://www.comnet.ca/~jkahane
blog: http://jkahane.livejournal.com
Group: dqn-list Message: 3091 From: gruundehn Date: 12/26/2007
Subject: Skills, Professions, and Campaigns (Was: Re: Re: DQ Additions)
--- In dqn-list@yahoogroups.com, John M Kahane <jkahane@...> wrote:
>
> Hullo, Chris,
>
> In a message of December 11th, 2007, gruundehn wrote,
>
> > Actually, I was thinking of Bluff as in Feint. But Con would be
just
> > as great, if not more so. If such is added, you probably need to
add
> > a Sense Motive as well - otherwise how will the characters know
they
> > are being lied to?
>
> Oh, you meant the Bluff as in a combat manoeuver, rather than
the
> typical Bluff as in conning someone. Didn't catch that.

I probably was clear on the point since I wasn't thinking about the
con aspect at the time.

> Insofar as the
> ability to con someone is concerned, the use of a Perception check
> against the character attempting the con solves the problem of how
the
> character knows that he's being lied to. Much simpler, and much
better
> than adding a Sense Motive skill to the game, I think.
>
A point I mentioned in the dq-rules list, I have known too many
people over the many years who could notice details with ease but
were gullible to an extreme.
> > I've been looking at the various additional skill offered from
> > various other DMs and really don't see much that I like,
>
> Part of this may be that you haven't seen any that you like,
you
> know. :) There's an awful lot of variant material up there on the
web
> (some of which I will be adding to when I re-launch most of my DQ
> webpages), and while there's a lot of duplication of material, the
> approach taken to that material is really the issue I suspect that
some
> folks have, but 'tis really a matter of picking and choosing.
>
> > and I am begining to think NPC classes fit D&D better due to the
different
> > skill system there. Oh well.
>
> Well, think of the DQ Skills as being akin to Professions,
rather
> than character Classes, an the mindset may work better for you.
The NPC
> classes don't really fit in DQ, however; if one is going to create
a
> Skill (in DQ terms) for an NPC, then why shouldn't player
characters be
> able to take that as well?
>
> > I do want to have my campaign fairly
> > well fleshed out before I start. The last two campaigns I've done
> > weren't done enough and while the story was good, the playing
wasn't.
>
> Frankly, when it comes to having a campaign fairly well-
fleshed
> out, I think it depends on what you mean by a campaign. To me, the
> campaign is a series of adventures or scenarios or whatever you
want to
> call them that are connected by having the same group of players
and/or
> characters take part in them. Others may well differ in that
regard
> with me, but such is life. :)

Actually, I'm working on the maps, history, legends right now. In my
previous campaigns I tended to "wing it" too much and set up too many
contradictions such as how long it took to get from point c to point
d (why always use points a and b? Can't people go elsewhere?)
>
> That said, as GM you have to have some kind of idea of where
the
> campaign is going, both in terms of what your overall goal for the
> campaign is and in terms of the game world that you've established
for
> it. Players will have goals, both long- and short-term, for their
> characters, but those can be separate from the goals the GM has set
up
> for the campaign. Of course, this can be a whole subject thread in
and
> of itself! :)
>
> ...Before you start on the road to revenge, dig two graves.
(Chinese
> proverb)
>
I first hear this proverb as from Greece.
> --
> JohnK
> e-mail: jkahane@...
> web: http://www.comnet.ca/~jkahane
> blog: http://jkahane.livejournal.com
>

Chris Cole
The World's Tallest Dwarf
Group: dqn-list Message: 3092 From: Christopher Cole Date: 12/26/2007
Subject: Re: Skills, Professions, and Campaigns (Was: Re: Re: DQ Additions)
The sentence is supposed to read "I probably wasn't clear on that point since I wasn't thinking about the con aspect at the time."
 
Chris Cole
The World's Tallest Dwarf

gruundehn <gruundehn@yahoo.com> wrote:

--- In dqn-list@yahoogroup s.com, John M Kahane <jkahane@... > wrote:
>
> Hullo, Chris,
>
> In a message of December 11th, 2007, gruundehn wrote,
>
> > Actually, I was thinking of Bluff as in Feint. But Con would be
just
> > as great, if not more so. If such is added, you probably need to
add
> > a Sense Motive as well - otherwise how will the characters know
they
> > are being lied to?
>
> Oh, you meant the Bluff as in a combat manoeuver, rather than
the
> typical Bluff as in conning someone. Didn't catch that.

I probably was clear on the point since I wasn't thinking about the
con aspect at the time.

> Insofar as the
> ability to con someone is concerned, the use of a Perception check
> against the character attempting the con solves the problem of how
the
> character knows that he's being lied to. Much simpler, and much
better
> than adding a Sense Motive skill to the game, I think.
>
A point I mentioned in the dq-rules list, I have known too many
people over the many years who could notice details with ease but
were gullible to an extreme.
> > I've been looking at the various additional skill offered from
> > various other DMs and really don't see much that I like,
>
> Part of this may be that you haven't seen any that you like,
you
> know. :) There's an awful lot of variant material up there on the
web
> (some of which I will be adding to when I re-launch most of my DQ
> webpages), and while there's a lot of duplication of material, the
> approach taken to that material is really the issue I suspect that
some
> folks have, but 'tis really a matter of picking and choosing.
>
> > and I am begining to think NPC classes fit D&D better due to the
different
> > skill system there. Oh well.
>
> Well, think of the DQ Skills as being akin to Professions,
rather
> than character Classes, an the mindset may work better for you.
The NPC
> classes don't really fit in DQ, however; if one is going to create
a
> Skill (in DQ terms) for an NPC, then why shouldn't player
characters be
> able to take that as well?
>
> > I do want to have my campaign fairly
> > well fleshed out before I start. The last two campaigns I've done
> > weren't done enough and while the story was good, the playing
wasn't.
>
> Frankly, when it comes to having a campaign fairly well-
fleshed
> out, I think it depends on what you mean by a campaign. To me, the
> campaign is a series of adventures or scenarios or whatever you
want to
> call them that are connected by having the same group of players
and/or
> characters take part in them. Others may well differ in that
regard
> with me, but such is life. :)

Actually, I'm working on the maps, history, legends right now. In my
previous campaigns I tended to "wing it" too much and set up too many
contradictions such as how long it took to get from point c to point
d (why always use points a and b? Can't people go elsewhere?)
>
> That said, as GM you have to have some kind of idea of where
the
> campaign is going, both in terms of what your overall goal for the
> campaign is and in terms of the game world that you've established
for
> it. Players will have goals, both long- and short-term, for their
> characters, but those can be separate from the goals the GM has set
up
> for the campaign. Of course, this can be a whole subject thread in
and
> of itself! :)
>
> ...Before you start on the road to revenge, dig two graves.
(Chinese
> proverb)
>
I first hear this proverb as from Greece.
> --
> JohnK
> e-mail: jkahane@...
> web: http://www.comnet. ca/~jkahane
> blog: http://jkahane. livejournal. com
>

Chris Cole
The World's Tallest Dwarf



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Group: dqn-list Message: 3093 From: John M Kahane Date: 12/27/2007
Subject: FAQ Files From My Website?
Hullo, folks,

I was wondering if anyone out there has any of the FAQ files from
the previous version of my DQ website. If so, can you please send them
to me at the e-mail address listed below in my signature? Thanks. :)

..."What do you mean, you tossed the halfling at the door to see if it
was warded?" - Kassandra Vireniah, healer

--
JohnK
e-mail: jkahane@comnet.ca
web: http://www.comnet.ca/~jkahane
blog: http://jkahane.livejournal.com
Group: dqn-list Message: 3094 From: Lev Lafayette Date: 12/27/2007
Subject: Re: FAQ Files From My Website?
--- John M Kahane <jkahane@comnet.ca> wrote:

> Hullo, folks,
>
> I was wondering if anyone out there has any of
> the FAQ files from
> the previous version of my DQ website. If so, can
> you please send them
> to me at the e-mail address listed below in my
> signature? Thanks. :)

Have you tried www.archive.org's wayback engine?

All the best,


Lev


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Group: dqn-list Message: 3095 From: hollywood314@juno.com Date: 12/27/2007
Subject: Re: Rune Magics
Hey John,

When I think of rune magics, I am thinking of them in the historical context. I do not claim to be a rune expert, but it is my understanding that runes were a simple form of magic used by the vikings/Norsemen. These runes were either inscribed on something or tattooed onto the body. For instance, a rune of protection would be inscribed on a necklace or a shield, a rune of wisdom would be inscribed on the inside of a helmet, etc. I don't believe that runes were actually inscribed on 'runewands' or 'runesticks'. Of course, I could be wrong.

That being said, the term 'rune' is a very broad and ambiguous term in fantasy. My perception of what rune magic should be could be very different from someone else. Personally, I would have liked to seen the rune magic of DQ have a bit more Germanic/Norse feel. That is part of the reason I was asking if anyone could suggest any fantasy series that used rune magic. I am curious what other forms of rune magic are out there and if it is possible to modify the DQ college to my perception.

As for tattoos, they do create a problem in game terms. There is not much point in tattooing a rune onto one's body if it will disappear after it has been used once. Temporary tattoos that are drawn with blood or saliva might be a better alternative.

Steve

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

In a message of December 14th, 2007, pitkinave44310 wrote,

> I've always liked the concept of rune magic, but I've never really
> liked the college as it is in DQ. I've wanted to give it an overhaul
> for years, but have never really found the right inspiration. Can
> anyone recommend any fantasy series out there that incorporates rune
> magics as part of the world?

Well, I think that before people suggest fantasy series that
involve rune magics to you, you tell us what you mean by rune magics,
and why it's never fit the bill for you. I mean, as it's set up in the
Arcane Wisdom material, it's the College of Magic that uses symbols of
power to shape mana into desired forms. That seems to me to do the job
that is desired just right with the College.

> The only series that I can remember using rune magic is the Death Gate
> Cycle, by Weiss and Hickman. I really liked how they used runes as
> tattoos that could be 'activated' in order cast the spell. I think
> there is some potential for DQ there.

While the idea of the tattoos is a good one, that aspect of Rune
Magics is partially found in the College itself. The Runelock Spell
(G-9) requires that the target be painted with the appropriate rune; the
Ritual of Sending (Q-6) requires the Adept to paint his forehead with
the Sending Rune, and it remains there for a good 8 hours; the Spell of
Truth (S-5) requires the Adept to draw the Rune of Truth on the forehead
of the spell's target. So there is a precedent for this.

That said, there are other problems with using Rune tattoos.
Primary is the fact that the "power" of the tattoo is used up once the
spell is cast. Does the tattoo vanish after the spell is used, and then
has to be redrawn? And so forth.

Just some thoughts, and my 2 cf. :)

..."You ought to pick on someone to steal from that doesn't owe me
money." - Harry Morgan to Marie Browning (Humphrey Bogar to Lauren
Bacall, To Have and Have Not)

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




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Group: dqn-list Message: 3096 From: John M Kahane Date: 2/9/2008
Subject: Re: FAQ Files From My Website?
Hullo, Lev,

In a message of December 27th, 2007, Lev Lafayette wrote,

>> I was wondering if anyone out there has any of the FAQ files from
>>the previous version of my DQ website. If so, can you please send them
>>to me at the e-mail address listed below in my signature? Thanks. :)
>
> Have you tried www.archive.org's wayback engine?

Yep, been there, tried that, didn't have most of the FAQ Files I
was looking for. Hence the request here on the mailing list. :)

...Contained in this short life are magical extents. (Emily Dickinson)

--
JohnK
e-mail: jkahane@comnet.ca
web: http://www.comnet.ca/~jkahane
blog: http://jkahane.livejournal.com
Group: dqn-list Message: 3097 From: dreris Date: 2/11/2008
Subject: Dragonquest skills
Hi all,

What skills were introduced in Starsilver trek and Magebird Quest?

Can someone post those? Please, pretty please (come on now don't make
me beg and grovel ;-) )
Group: dqn-list Message: 3098 From: Christopher Dargan Date: 2/11/2008
Subject: Re: Dragonquest skills
Hi dreris.
I believe the silver star trek introduced the "miner/prospector" skill and the megebird quest introduced the weapon skill "onager". 
Chris
----- Original Message -----
From: dreris
Sent: Tuesday, February 12, 2008 2:09 AM
Subject: [DQN-list] Dragonquest skills

Hi all,

What skills were introduced in Starsilver trek and Magebird Quest?

Can someone post those? Please, pretty please (come on now don't make
me beg and grovel ;-) )


No virus found in this incoming message.
Checked by AVG Free Edition.
Version: 7.5.516 / Virus Database: 269.20.0/1268 - Release Date: 9/02/2008 11:54 AM

Group: dqn-list Message: 3099 From: GBerman@aol.com Date: 2/11/2008
Subject: Re: Dragonquest skills
Thanks so much Chris,

Really appreciate it. Were those 2 scenarios worth getting in your opinion?

--Geoff


-----Original Message-----
From: Christopher Dargan <imperium1@optusnet.com.au>
To: dqn-list@yahoogroups.com
Sent: Mon, 11 Feb 2008 2:58 pm
Subject: Re: [DQN-list] Dragonquest skills

Hi dreris.
I believe the silver star trek introduced the "miner/prospector" skill and the megebird quest introduced the weapon skill "onager". 
Chris
----- Original Message -----
From: dreris
Sent: Tuesday, February 12, 2008 2:09 AM
Subject: [DQN-list] Dragonquest skills

Hi all,

What skills were introduced in Starsilver trek and Magebird Quest?

Can someone post those? Please, pretty please (come on now don't make
me beg and grovel ;-) )


No virus found in this incoming message.
Checked by AVG Free Edition.
Version: 7.5.516 / Virus Database: 269.20.0/1268 - Release Date: 9/02/2008 11:54 AM

More new features than ever. Check out the new AOL Mail!
Group: dqn-list Message: 3100 From: Lev Lafayette Date: 2/11/2008
Subject: Re: Dragonquest skills
IMO, I seem to recall that Starsilver Quest was OK,
but I'd have to have an other look. Magebird Quest is
a great scenario but only a handful of pages are
actually dedicated to the scenario itself... The rest
is material that is perhaps useful.

I'd give 'em both 2/2 out of 5/5 for style and
substance. They're not terrible, the just need a fair
bit of work separated the wheat from the chaff.

HTH,


Lev

--- GBerman@aol.com wrote:

>
> Thanks so much Chris,
>
> Really appreciate it. Were those 2 scenarios worth
> getting in your opinion?
>
> --Geoff
>
>
>
>
>
>
>
> -----Original Message-----
> From: Christopher Dargan <imperium1@optusnet.com.au>
> To: dqn-list@yahoogroups.com
> Sent: Mon, 11 Feb 2008 2:58 pm
> Subject: Re: [DQN-list] Dragonquest skills
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
> Hi dreris.
>
>
> I believe the silver star trek introduced the
> "miner/prospector" skill and the megebird quest
> introduced the weapon skill
> "onager".?
>
>
> Chris
>
>
>
>
> ----- Original Message -----
>
>
> From:
> dreris
>
>
> To: dqn-list@yahoogroups.com
>
>
> Sent: Tuesday, February 12, 2008 2:09
> AM
>
>
> Subject: [DQN-list] Dragonquest
> skills
>
>
>
>
>
>
>
>
> Hi all,
>
> What skills were introduced in Starsilver trek and
> Magebird
> Quest?
>
> Can someone post those? Please, pretty please (come
> on now don't
> make
> me beg and grovel ;-) )
>
>
>
>
>
>
>
>
>
>
>
>
>
> No virus found in this incoming message.
> Checked by AVG Free
> Edition.
> Version: 7.5.516 / Virus Database: 269.20.0/1268 -
> Release Date:
> 9/02/2008 11:54 AM
>
>
>
>
>
>
>
>
________________________________________________________________________
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Group: dqn-list Message: 3101 From: Christopher Dargan Date: 2/11/2008
Subject: Re: Dragonquest skills
I enjoyed them both.  Silverstar trek more than the magebird quest.  Nothing breathtaking in either adventure though.  Just standard fare.
----- Original Message -----
Sent: Tuesday, February 12, 2008 3:13 PM
Subject: Re: [DQN-list] Dragonquest skills

Thanks so much Chris,

Really appreciate it. Were those 2 scenarios worth getting in your opinion?

--Geoff


-----Original Message-----
From: Christopher Dargan <imperium1@optusnet. com.au>
To: dqn-list@yahoogroup s.com
Sent: Mon, 11 Feb 2008 2:58 pm
Subject: Re: [DQN-list] Dragonquest skills

Hi dreris.
I believe the silver star trek introduced the "miner/prospector" skill and the megebird quest introduced the weapon skill "onager". 
Chris
----- Original Message -----
From: dreris
Sent: Tuesday, February 12, 2008 2:09 AM
Subject: [DQN-list] Dragonquest skills

Hi all,

What skills were introduced in Starsilver trek and Magebird Quest?

Can someone post those? Please, pretty please (come on now don't make
me beg and grovel ;-) )


No virus found in this incoming message.
Checked by AVG Free Edition.
Version: 7.5.516 / Virus Database: 269.20.0/1268 - Release Date: 9/02/2008 11:54 AM

More new features than ever. Check out the new AOL Mail!


No virus found in this incoming message.
Checked by AVG Free Edition.
Version: 7.5.516 / Virus Database: 269.20.0/1268 - Release Date: 9/02/2008 11:54 AM

Group: dqn-list Message: 3102 From: GBerman@aol.com Date: 2/12/2008
Subject: Re: Dragonquest skills
That's cool, I'm just getting back into DQ after years out of it (and unfortunately all of my stuff dissappearing in moves). At the moment I've just got the d/l stuff (but there is a lot of it fortunately). I've been looking on ebay but so far no luck.


-----Original Message-----
From: Christopher Dargan <imperium1@optusnet.com.au>
To: dqn-list@yahoogroups.com
Sent: Mon, 11 Feb 2008 10:52 pm
Subject: Re: [DQN-list] Dragonquest skills

I enjoyed them both.  Silverstar trek more than the magebird quest.  Nothing breathtaking in either adventure though.  Just standard fare.
----- Original Message -----
Sent: Tuesday, February 12, 2008 3:13 PM
Subject: Re: [DQN-list] Dragonquest skills

Thanks so much Chris,

Really appreciate it. Were those 2 scenarios worth getting in your opinion?

--Geoff


-----Original Message-----
From: Christopher Dargan <imperium1@optusnet. com.au>
To: dqn-list@yahoogroup s.com
Sent: Mon, 11 Feb 2008 2:58 pm
Subject: Re: [DQN-list] Dragonquest skills

Hi dreris.
I believe the silver star trek introduced the "miner/prospector" skill and the megebird quest introduced the weapon skill "onager". 
Chris
----- Original Message -----
From: dreris
Sent: Tuesday, February 12, 2008 2:09 AM
Subject: [DQN-list] Dragonquest skills

Hi all,

What skills were introduced in Starsilver trek and Magebird Quest?

Can someone post those? Please, pretty please (come on now don't make
me beg and grovel ;-) )


No virus found in this incoming message.
Checked by AVG Free Edition.
Version: 7.5.516 / Virus Database: 269.20.0/1268 - Release Date: 9/02/2008 11:54 AM

More new features than ever. Check out the new AOL Mail!

No virus found in this incoming message.
Checked by AVG Free Edition.
Version: 7.5.516 / Virus Database: 269.20.0/1268 - Release Date: 9/02/2008 11:54 AM
Group: dqn-list Message: 3103 From: GBerman@aol.com Date: 3/2/2008
Subject: Exceptional Weapon Quality
[20.25] Exceptional Weapon Quality

Weapons as listed on [20.2] are normal quality. Weapons can also be of exceptional quality. Exceptional quality weapons have a greater chance to hit and do more damage than listed on chart [20.2]. Weapons of exceptional quality have a +5% to their base chance to hit, and +1 to damage(1). The cost of an exceptional weapon is maximum weapon rank x weapon cost(2).



(1) These rules are identical to a weapon description included in Blade of Allectus page 5
(2) The cost was determined with the rational of making it more cost efficient for weapons that had a lower maximum rank, as they generally seem to correspond with a lower base chance to hit.
Group: dqn-list Message: 3104 From: Jason Winter Date: 3/2/2008
Subject: Re: Exceptional Weapon Quality
Here are my rules for weapons and armor of exceptional quality.  Hopefully the formatting retains enough so everything can still be made out.

NOTES ON ARMOUR AND WEAPONS
 
   The weights for armour for demi-humans should be adjusted as follows:
 
   Halflings          x.6
   Dwarves          x.75
   Gnomes               x.75
   Elves               x.75
   Half Elves          x.85  (ignore if half elf is human-sized)
 
   Shields, when used by halflings, gnomes or dwarves, offer defense bonuses at one shield class better (i.e. a large round shield offers the defense bonus of a kite shield while a buckler offers the defense bonus of a small round shield, etc.).
 
 
ARMS AND ARMOUR OF QUALITY
 
   Not all weapons and armour are created equal.  Some craftsmen are capable of creating exceptionally fine quality weapons and armour...for a price.  The following tables indicate the types of weapons and armour that qualify for exceptional benefits.  Such weapons and armour, however, are rarely available "off the shelf."  It will be up to the character to seek out a craftsman capable of producing such high quality work and commission him to make a weapon or suit of armour.
 
                         Lightness          Excellent          Superior
                         (Cost x3)          (Cost x5)          (Cost x20)
Weapon Type               (% nml wt)     (+5% OB)          (+10% OB)
Blade Weapons                  80%            yes             yes
1H Concussion Weapons   80%            yes             no
   (less clubs, cudgels,
    and blackjacks)
 
                         Lightness          Excellent          Superior
                          (Cost x3)          (Cost x5)          (Cost x20)
Weapon Type               (% nml wt)     (+5% OB)          (+10% OB)
Flail/Battleaxe              80%             yes             yes
Mattock                        80%             yes             yes
Polearm                        80%             yes             no
----------------------------------------------------------------
Arrows                           80%             yes             no
Quarrels                            80%             yes             no
Thrown Weapons            70%             yes             yes
----------------------------------------------------------------
Bows                                  70%             yes             yes
Crossbows                       70%             yes             no
 
 
                         Lightness          Excellent          Superior
Armour Type               (Cost x3)          (Cost x8)          (Cost x15)
Soft Leather                  60%             yes             yes
Rigid Leather               60%             yes             yes
Chain                       60%             yes             yes
Plate                       50%             yes             yes
 
                              Armour
Quality          AG MOD               Protection
Lightness            -1                      NONE
Excellent            -1                       +1
Superior            -2                       +2
Lt & Sup            -3                       +2
 
                    Lightness               Excellent          Superior
Armour Type          (Cost x5)               (Cost x5)          (Cost x8)
Shields                 70%,-1 MD mod        +1% PER 2 RNKS  +1% PER RANK
Leather Helms             No                -3% PC            -5% PC  
Metal Helms             75%                  -8% PC            -15 PC
Leather Gauntlets        **                   NA            +1  AG
 
**     Excellent quality leather gauntlets are also 75% light. Superior quality leather gauntlets are also 50% light.
 
NOTES:     1) All cost multipliers are cumulative.
          2) Production time = base time x ((cost mult/10)+1)
          3) Excellent quality items save at +1.
          4) Superior quality items save at +2.




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

[20.25] Exceptional Weapon Quality

Weapons as listed on [20.2] are normal quality. Weapons can also be of exceptional quality. Exceptional quality weapons have a greater chance to hit and do more damage than listed on chart [20.2]. Weapons of exceptional quality have a +5% to their base chance to hit, and +1 to damage(1). The cost of an exceptional weapon is maximum weapon rank x weapon cost(2).



(1) These rules are identical to a weapon description included in Blade of Allectuspage 5
(2) The cost was determined with the rational of making it more cost efficient for weapons that had a lower maximum rank, as they generally seem to correspond with a lower base chance to hit.
Group: dqn-list Message: 3105 From: dreris Date: 3/7/2008
Subject: OCR?
Has anyone OCR'd the Frontiers of aluisa and the judges guild modules?

I've just bought them and want to combine the data they provide with F
of A to expand the area information.
Group: dqn-list Message: 3106 From: darkislephil Date: 3/7/2008
Subject: Re: OCR?
Yes. There is an archive floating around with a PDF of the FoA
booklet and a scan of the map. Check the Files sections in the DQ
groups here on Yahoo. I don't recall if I got it here or somewhere else.

Whoever created the PDF did so from Word but all I've seen is the PDF.
The PDF does have selectable text.

Phil


--- In dqn-list@yahoogroups.com, "dreris" <GBerman@...> wrote:
>
> Has anyone OCR'd the Frontiers of aluisa and the judges guild modules?
>
> I've just bought them and want to combine the data they provide with F
> of A to expand the area information.
>