Messages in DQ-RULES group. Page 40 of 40.

Group: DQ-RULES Message: 1966 From: gwyddon_cunning_folk Date: 3/29/2019
Subject: Re: Spells on mundane materials
Group: DQ-RULES Message: 1967 From: gwyddon_cunning_folk Date: 3/29/2019
Subject: Re: Spells on mundane materials
Group: DQ-RULES Message: 1968 From: Ian Wood Date: 3/29/2019
Subject: Re: Spells on mundane materials
Group: DQ-RULES Message: 1969 From: Michael Wright Date: 3/30/2019
Subject: Re: RPG Game Design
Group: DQ-RULES Message: 1970 From: gwyddon_cunning_folk Date: 3/30/2019
Subject: Re: RPG Game Design
Group: DQ-RULES Message: 1971 From: Michael Wright Date: 3/30/2019
Subject: Re: RPG Game Design
Group: DQ-RULES Message: 1972 From: gwyddon_cunning_folk Date: 3/30/2019
Subject: Re: RPG Game Design
Group: DQ-RULES Message: 1973 From: rthorm Date: 10/21/2019
Subject: Migrating DQ from Yahoo Groups (The End Is Nigh)
Group: DQ-RULES Message: 1974 From: Chet Date: 10/21/2019
Subject: Re: Migrating DQ from Yahoo Groups (The End Is Nigh)
Group: DQ-RULES Message: 1975 From: Esko Halttunen Date: 10/22/2019
Subject: Re: Migrating DQ from Yahoo Groups (The End Is Nigh)
Group: DQ-RULES Message: 1976 From: Gabriel Martinez Date: 11/8/2019
Subject: RV: Yahoo Groups - Upcoming Product Changes to Yahoo Groups



Group: DQ-RULES Message: 1966 From: gwyddon_cunning_folk Date: 3/29/2019
Subject: Re: Spells on mundane materials
Jeffrey,

The house rules I gave you are my own. The article only has categories of spells that inflict physical damage, which I also determined myself before the article was published, and an optional Backfire Chart of quite serious and dreadfully humorous results. Because uploaded copyright PDFs may make the moderators begin to gm D&D (that is go mad) if I upload the PDF, send me your email to gwyddon_cunning_folk@yahoo.com. I will send the PDF to you directly.

Frank 
Group: DQ-RULES Message: 1967 From: gwyddon_cunning_folk Date: 3/29/2019
Subject: Re: Spells on mundane materials
Michael,

I wanted to reiterate that your answer to Jeffery's question is not "wrong" or "unacceptable". It is a matter of GM style and game design theory. It was important to clarify the differing GM style and rpg game design theory you were referring to, and Jeffrey's query from the perspective of his GM style and the simulation game design premise of DQ.

Frank 
Group: DQ-RULES Message: 1968 From: Ian Wood Date: 3/29/2019
Subject: Re: Spells on mundane materials

 

Interesting discussion,

DQ was written by wargamers, who I guess wanted to be able to simulate heroes from their armies, and hence went to a lot of trouble to provide many weapon choices.

They were also influenced by various fictional books, as evidenced by their colleges.

 

As I saw it, armies did not interact with mundane things during a battle, and so things like cutting down trees to make a pontoon bridge (Caesar at the Rhine) were not included in the rules.

There is always the question of scale.

There was a comment that spells were meant for human sized targets.

So a door should be one target.

 

Here is my take:

An inanimate object wont have FT, so all damage goes straight to EN.

I would assign EN on a pro-rata weight, say 1 EN per 15 lb.

You can say that some have natural EN armour, such as bark or iron strapping.

 

That will work for any weapon or spell that does damage.

It also works for non-weapon damage such as a pry bars, saws etc – no chance of failure, so say D10 +1 point of damage  per 5 full points of Strength per pulse or minute.

 

As to actual time and effort, I am sorry, to me this is just a game.

The role of a GM is to facilitate the players having fun by giving them opportunities to show off the prowess (competencies) of their PCs.

So the question really is – what is the PC trying to achieve?
Open the box, show off their muscles to the comely wench who is watching, get at the weapon that will save them against the ravening horde that approaches??

 

In which case, assign a difficulty rating (0.5 to 5) where low is harder to achieve, and assign to a STAT EG STR.

The ask them to do a characteristic check (roll under difficulty * Characteristic to succeed). The higher their roll (assuming success), the closer to doom they got (the wench is looking bored by the time you prise the box apart).

 

Best, Ian

 

 

 

From: DQ-RULES@yahoogroups.com <DQ-RULES@yahoogroups.com>
Sent: Saturday, 30 March 2019 5:40 PM
To: DQ-RULES@yahoogroups.com
Subject: [DQ-RULES] Re: Spells on mundane materials

 

 

Michael,

 

I wanted to reiterate that your answer to Jeffery's question is not "wrong" or "unacceptable". It is a matter of GM style and game design theory. It was important to clarify the differing GM style and rpg game design theory you were referring to, and Jeffrey's query from the perspective of his GM style and the simulation game design premise of DQ.

 

Frank 

Group: DQ-RULES Message: 1969 From: Michael Wright Date: 3/30/2019
Subject: Re: RPG Game Design
i believe I am correct
 I also hark back to when dq was new.  everything about the rules says improvise overcome deal with it...lets not forget all 2nd ed products together were thinner than the ad&d dmg

Lefty's Gentleman's Guns
0477 564 046


On Saturday, 30 March 2019, 12:17:00 pm AEST, gwyddon@zoominternet.net [DQ-RULES] <DQ-RULES@yahoogroups.com> wrote:


 

Michael, 


"These rules come from that era and it was the intention of the writers to have gms be capable of extrapolating rules without consulting ever growing collections of tomes and law codices."

Your comment does not apply to DragonQuest. That is not the game design theory used to design DQ. Although there is truth to your comment regarding some rpgs designed with that game design theory (D&D 1st & 2nd edition, SpaceQuest, Star Patrol, Space Patrol, etc.) from the early 1970's - 1979 and the OSR trend 2008-2013 of clones, there were other rpgs in that period that were designed differently.

In 1980 there were gms and players who wanted more, and the rpg game designers heard our requests - except Gary Gygax and TSR. From 1980-1983 and 1986-1989 (a few earlier) rpgs were designed with the simulation game design theory: DQ, Rune Quest, Traveller, Space Opera, Bushido, Powers & Perils, Lands of Adventure, Aftermath, Space Master, Rolemaster, Living Steel, etc. These rpgs were designed to have rule content for every situation the game designers could consider without having the gm make 'rulings'. 

DragonQuest was designed with the intention that the first edition and second edition was the 'basic game' and that there was the intention by SPI to publish supplements to add additional rules to make the game more advanced. DQ is designed with an open system to easily add rule content and modular to easily add additional supplements. If SPI did not prematurely close they would have published much more rules for the game.

I started the rpg hobby as a player in 1978 and as a gm in 1980.

Frank

Group: DQ-RULES Message: 1970 From: gwyddon_cunning_folk Date: 3/30/2019
Subject: Re: RPG Game Design
Michael,

"everything about the rules says improvise overcome deal with it."

To a point that is true. A consideration of rpg game design is how much does game content require a GM to improvise when there is lack of content. DQ rules do stipulate that a GM can added house rules, make an interpretation when implementing the designers rules, as well as a GM defining a DQ world for worldbuilding - which was the most ambitious thing a GM could do in the early to mid 1980's. But there is a difference regarding implementing official rules of a rpg, a GM adding house rules that are consistently congruent with the official rules of the game, and a GM arbitrarily making a ruling whenever needed which is nothing more than inconsistently 'hand waving' a rule. That was one of the problems with 1st edition D&D (LWBs). It seems to me that the game designers of DQ did not infer in the rules that 'hand waving' rulings was to be the intended GM style of DQ. Though they did infer adding house rules that were consistent and congruent with the official rules since DQ has a open rule system that is modular. 

Frank       
Group: DQ-RULES Message: 1971 From: Michael Wright Date: 3/30/2019
Subject: Re: RPG Game Design
Nor did I suggest hand waiving fudging but rather designing your own complementary systems

Lefty's Gentleman's Guns
0477 564 046


On Saturday, 30 March 2019, 4:56:41 pm AEST, gwyddon@zoominternet.net [DQ-RULES] <DQ-RULES@yahoogroups.com> wrote:


 

Michael,


"everything about the rules says improvise overcome deal with it."

To a point that is true. A consideration of rpg game design is how much does game content require a GM to improvise when there is lack of content. DQ rules do stipulate that a GM can added house rules, make an interpretation when implementing the designers rules, as well as a GM defining a DQ world for worldbuilding - which was the most ambitious thing a GM could do in the early to mid 1980's. But there is a difference regarding implementing official rules of a rpg, a GM adding house rules that are consistently congruent with the official rules of the game, and a GM arbitrarily making a ruling whenever needed which is nothing more than inconsistently 'hand waving' a rule. That was one of the problems with 1st edition D&D (LWBs). It seems to me that the game designers of DQ did not infer in the rules that 'hand waving' rulings was to be the intended GM style of DQ. Though they did infer adding house rules that were consistent and congruent with the official rules since DQ has a open rule system that is modular. 

Frank       
Group: DQ-RULES Message: 1972 From: gwyddon_cunning_folk Date: 3/30/2019
Subject: Re: RPG Game Design
Yes, agreed. It is a matter of granulation of context. That is what is important to understand.

Frank
Group: DQ-RULES Message: 1973 From: rthorm Date: 10/21/2019
Subject: Migrating DQ from Yahoo Groups (The End Is Nigh)

As you may have heard Yahoo Groups is shutting down as of December 14 (They will be freezing the uploading of new content as of October 21st [some places say October 28th).

 


John Rauchert has been working on archives of the various DQ lists. 

As a replacement to the DQN-list, I have a listserv I set up through Antherwyck.com that can serve as the new home for DragonQuest discussions.  If you get an archive of old DQ lists and content, we can add links to those from the pages for the list.

http://dq.antherwyck.com/listinfo.cgi/dq_discussion-antherwyck.com

It's very rudimentary, and mostly using default settings right now, so some tweaks will need to be made in the next few weeks.  But hopefully this is an appropriate and useful replacement for the Yahoo groups, and can help support the DQ community into the future.

(I'm in the midst of a move into a new house, so I'm a little distracted and overwhelmed at the moment, but I will try to stay on top of the administration to get this launched well and up and running.)

Cheers!

  --Rodger Thorm


Group: DQ-RULES Message: 1974 From: Chet Date: 10/21/2019
Subject: Re: Migrating DQ from Yahoo Groups (The End Is Nigh)
Yahoo has assured me that the posts and posting will remain as it is now. Only uploaded files will be deleted. 

Yeah, I don't believe them either. 

*jeep! And God Bless,
  - - Grandpa Chet
Group: DQ-RULES Message: 1975 From: Esko Halttunen Date: 10/22/2019
Subject: Re: Migrating DQ from Yahoo Groups (The End Is Nigh)
Hello, everyone,

It's been YEARS since I posted anything in the various DQ groups
(DQNewsletter, DQNList, DQ-Rules or Dragonquestfiles), but the
announcement of the DQ Apocalypse made me sit up and take notice.

So, in order to make things easier for everyone, here is a backup copy
of EVERYTHING in all of the aforementioned groups:

https://1drv.ms/u/s!AhT_-3dm7YgkelzktXYXWhH5qAI?e=78nyHq

I wasn't particularly discriminating, just downloaded everything with
the same folder structure. Sorted by group, then by folder structure and
all zipped up under a master folder. That's going to stay up as long as
it needs to, in case someone wants to download the lot in one go or
misses the extinction deadline.

I wish I had the kind of time and patience needed to sort out the
various versions of my own documents (DQ Armaments and DQ New Aspects)
to make sure all of the metadata was correct and they were up to spec,
but alas, what you get is what was uploaded 12 years ago.

Enjoy!

Best regards,
Esko Halttunen aka Edi


On 22/10/2019 5.37, rthorm@cornellbox.com [DQ-RULES] wrote:
>
> As you may have heard Yahoo Groups is shutting down as of December 14
> (They will be freezing the uploading of new content as of October
> 21^st [some places say October 28^th ).
>
> https://arstechnica.com/information-technology/2019/10/yahoo-is-deleting-all-content-ever-posted-to-yahoo-groups/
>
> John Rauchert has been working on archives of the various DQ lists.
>
> As a replacement to the DQN-list, I have a listserv I set up through
> Antherwyck.com that can serve as the new home for DragonQuest
> discussions.  If you get an archive of old DQ lists and content, we
> can add links to those from the pages for the list.
>
> http://dq.antherwyck.com/listinfo.cgi/dq_discussion-antherwyck.com
>
> It's very rudimentary, and mostly using default settings right now, so
> some tweaks will need to be made in the next few weeks.  But hopefully
> this is an appropriate and useful replacement for the Yahoo groups,
> and can help support the DQ community into the future.
>
> (I'm in the midst of a move into a new house, so I'm a little
> distracted and overwhelmed at the moment, but I will try to stay on
> top of the administration to get this launched well and up and running.)
>
> Cheers!
>
>   --Rodger Thorm
>
>
>
Group: DQ-RULES Message: 1976 From: Gabriel Martinez Date: 11/8/2019
Subject: RV: Yahoo Groups - Upcoming Product Changes to Yahoo Groups
Hi Mates, 

Not everything is lost.

Regards.

Gabriel.

De: Yahoo <info@comms.yahoo.net>
Enviado: viernes, 8 de noviembre de 2019 5:18
Para: piscuy@hotmail.com <piscuy@hotmail.com>
Asunto: Yahoo Groups - Upcoming Product Changes to Yahoo Groups
 
 
Yahoo!
 
 
Dear Group Moderators and Members,

Thank you for your commitment to Yahoo and for helping us define the power of digital communities. Eighteen years ago, we combined the functionality of a site called eGroups.com with a precursor community platform called Yahoo Clubs to launch Yahoo Groups. Since then, you and millions of others have helped prove our hypothesis, by creating and joining more than 10 Million groups.

A lot has changed about the Internet since 2001, including the ways most people now use Yahoo Groups. Today, most Yahoo Groups activity happens in your email inbox, not on the bulletin boards where Yahoo Groups started in the pre-smartphone age. Increasingly, people want content and connections coming directly to them, and this is why we continue to invest in Yahoo Mail -- including the recent launch of a new Yahoo Mail app that is currently the highest-rated email app in the App Store and Google Play.

So, as our users’ habits have evolved, we have begun the process of evolving our approach to help active Yahoo Groups thrive and migrate to our email platform. To help you plan for these changes, below is the schedule of how this transition will happen.

Beginning October 28, 2019:
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Beginning December 14, 2019:
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As these dates get closer, we will send follow-up reminders. More information about the upcoming changes can be found here.

While this evolution of Yahoo Groups is inspired by how we see the platform being used today, we know change can be difficult. Here are a few important facts as we make this transition:

1. Yahoo Groups is not going away - We know that our users are deeply passionate about connecting around shared interests, and we are evolving Groups to better align with how you use it today.

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