Messages in DQ-RULES group. Page 7 of 40.

Group: DQ-RULES Message: 301 From: John M. Kahane Date: 8/12/2002
Subject: Re: DQ Adventures
Group: DQ-RULES Message: 302 From: dracos71_99 Date: 8/13/2002
Subject: help
Group: DQ-RULES Message: 303 From: dracos71_99 Date: 8/13/2002
Subject: help
Group: DQ-RULES Message: 304 From: lord_kjeran Date: 8/13/2002
Subject: Expanded Armor Table?
Group: DQ-RULES Message: 305 From: William Hough Date: 8/13/2002
Subject: Re: Expanded Armor Table?
Group: DQ-RULES Message: 306 From: Anthony N. Emmel Date: 8/13/2002
Subject: Re: Expanded Armor Table?
Group: DQ-RULES Message: 307 From: runeshaper Date: 8/14/2002
Subject: DQ files moved
Group: DQ-RULES Message: 308 From: J. K. Hoffman Date: 9/12/2002
Subject: Idiot-Savant Assembly Line Wizardry
Group: DQ-RULES Message: 309 From: Jason Winter Date: 9/12/2002
Subject: Re: Idiot-Savant Assembly Line Wizardry
Group: DQ-RULES Message: 310 From: William Hough Date: 9/12/2002
Subject: Re: Idiot-Savant Assembly Line Wizardry
Group: DQ-RULES Message: 311 From: Steven Wiles Date: 9/12/2002
Subject: Re: Idiot-Savant Assembly Line Wizardry
Group: DQ-RULES Message: 312 From: J. K. Hoffman Date: 9/12/2002
Subject: Re: Idiot-Savant Assembly Line Wizardry
Group: DQ-RULES Message: 313 From: J. K. Hoffman Date: 9/12/2002
Subject: Re: Idiot-Savant Assembly Line Wizardry
Group: DQ-RULES Message: 314 From: Anthony N. Emmel Date: 9/12/2002
Subject: Re: Idiot-Savant Assembly Line Wizardry
Group: DQ-RULES Message: 315 From: Bruce Probst Date: 9/13/2002
Subject: Re: Idiot-Savant Assembly Line Wizardry
Group: DQ-RULES Message: 316 From: William Hough Date: 9/13/2002
Subject: Re: Idiot-Savant Assembly Line Wizardry
Group: DQ-RULES Message: 317 From: Anthony N. Emmel Date: 9/13/2002
Subject: Re: Idiot-Savant Assembly Line Wizardry
Group: DQ-RULES Message: 318 From: Bruce Probst Date: 9/13/2002
Subject: Re: Idiot-Savant Assembly Line Wizardry
Group: DQ-RULES Message: 319 From: S.M. Kelley Date: 9/13/2002
Subject: Re: Idiot-Savant Assembly Line Wizardry
Group: DQ-RULES Message: 320 From: davis john Date: 9/13/2002
Subject: Re: Idiot-Savant Assembly Line Wizardry
Group: DQ-RULES Message: 321 From: S.M. Kelley Date: 9/13/2002
Subject: Re: Idiot-Savant Assembly Line Wizardry
Group: DQ-RULES Message: 322 From: davis john Date: 9/13/2002
Subject: Re: Idiot-Savant Assembly Line Wizardry
Group: DQ-RULES Message: 323 From: Bruce Probst Date: 9/13/2002
Subject: Re: Idiot-Savant Assembly Line Wizardry
Group: DQ-RULES Message: 324 From: Deven Atkinson Date: 9/15/2002
Subject: Re: Idiot-Savant Assembly Line Wizardry
Group: DQ-RULES Message: 325 From: Deven Atkinson Date: 9/15/2002
Subject: Re: Idiot-Savant Assembly Line Wizardry
Group: DQ-RULES Message: 326 From: Deven Atkinson Date: 9/15/2002
Subject: Re: Idiot-Savant Assembly Line Wizardry
Group: DQ-RULES Message: 327 From: S.M. Kelley Date: 9/15/2002
Subject: Re: Idiot-Savant Assembly Line Wizardry
Group: DQ-RULES Message: 328 From: William Hough Date: 9/15/2002
Subject: Re: Idiot-Savant Assembly Line Wizardry
Group: DQ-RULES Message: 329 From: Mitchell Harris Date: 9/18/2002
Subject: Re: Idiot-Savant Assembly Line Wizardry
Group: DQ-RULES Message: 330 From: jcorey30 Date: 9/19/2002
Subject: Re: Idiot-Savant Assembly Line Wizardry
Group: DQ-RULES Message: 331 From: jcorey30 Date: 10/16/2002
Subject: New mounted combat rules
Group: DQ-RULES Message: 332 From: jcorey30 Date: 10/16/2002
Subject: Void in our web presence?
Group: DQ-RULES Message: 333 From: Rodger Thorm Date: 10/17/2002
Subject: Re: Void in our web presence?
Group: DQ-RULES Message: 334 From: phaeton_nz@yahoo.co.nz Date: 10/17/2002
Subject: Re: Void in our web presence?
Group: DQ-RULES Message: 335 From: John Rauchert Date: 10/17/2002
Subject: Re: Void in our web presence?
Group: DQ-RULES Message: 336 From: Mitchell Harris Date: 10/17/2002
Subject: Re: Void in our web presence?
Group: DQ-RULES Message: 337 From: Rodger Thorm Date: 10/18/2002
Subject: Re: Void in our web presence?
Group: DQ-RULES Message: 338 From: jcorey30 Date: 10/18/2002
Subject: Re: Void in our web presence?
Group: DQ-RULES Message: 339 From: jcorey30 Date: 10/22/2002
Subject: Trouble becoming a hero
Group: DQ-RULES Message: 340 From: William Hough Date: 10/22/2002
Subject: Re: Trouble becoming a hero
Group: DQ-RULES Message: 341 From: Bruce Probst Date: 10/22/2002
Subject: Re: Trouble becoming a hero
Group: DQ-RULES Message: 342 From: jcorey30 Date: 10/24/2002
Subject: Re: Trouble becoming a hero
Group: DQ-RULES Message: 343 From: Anthony N. Emmel Date: 10/24/2002
Subject: Re: Trouble becoming a hero
Group: DQ-RULES Message: 344 From: jcorey30 Date: 10/28/2002
Subject: Advantages and disadvantages
Group: DQ-RULES Message: 345 From: William Hough Date: 10/28/2002
Subject: Re: Advantages and disadvantages
Group: DQ-RULES Message: 346 From: davis john Date: 10/29/2002
Subject: Re: Advantages and disadvantages
Group: DQ-RULES Message: 347 From: J. K. Hoffman Date: 10/29/2002
Subject: Re: Advantages and disadvantages
Group: DQ-RULES Message: 348 From: Jason Winter Date: 10/29/2002
Subject: Re: Advantages and disadvantages
Group: DQ-RULES Message: 349 From: Viktor Haag Date: 10/29/2002
Subject: Advantages and disadvantages
Group: DQ-RULES Message: 350 From: William Hough Date: 10/29/2002
Subject: Re: Advantages and disadvantages



Group: DQ-RULES Message: 301 From: John M. Kahane Date: 8/12/2002
Subject: Re: DQ Adventures
Hullo, Rodger,

On Thu, 01 Aug 2002 17:32:46 -0000, rthorm wrote:

>As these things tend to do, it took me longer than I had hoped to get the outline
>of my Medford adventure pulled together and in presentable form, but it's done.

Yes, that's usually the case with me, too. :) I am actually
rather pleasantly surprised that I'm not the only one who writes up
outlines of the DQ scenarios that I intend to run, simply because it
seems expedient to do so. Also, the outline and draft can be really
useful when playtesting material that you want to see if it works
properly.

>I'd like to direct everyone who is interested in sharing adventure
>ideas over to the DQN-list for that, however. The DQ-rules group
>should concentrate on the game mechanics (and especially new rules or
>revised and improved versions of existing rules). The DQN-list group
>already has a file of Adventures, and further contributions are always
>welcome.

This sounds like a good idea, although the other DQ list that I
re-launched (which has no traffic now) could also put some of the files
into its archives.

>The Medford adventure can be found at:
> http://groups.yahoo.com/group/dqn-list/files/Adventures/Medford.txt

I took a look at the Medford adventure, and thought the idea was
solid. As you said, it would require a bit of work on the part of the
GM to set the adventure up and get it going, but this is a good
framework for a scenario. Well done, Rodger. :)


.....I have a 28.8 bps modem and 1.5 bps fingers!

JohnK
e-mail: jkahane@comnet.ca
web page: http://www.comnet.ca/~jkahane
Group: DQ-RULES Message: 302 From: dracos71_99 Date: 8/13/2002
Subject: help
i need more game info for the most part now it is the monsters
manuel part of the book or mabey get me a complete version 2nd
and or 3rd editon on the computer in pdf format i would be
greatful
Group: DQ-RULES Message: 303 From: dracos71_99 Date: 8/13/2002
Subject: help
i need more game info for the most part now it is the monsters
manuel part of the book or mabey get me a complete version 2nd
and or 3rd editon on the computer in pdf format i would be
greatful
Group: DQ-RULES Message: 304 From: lord_kjeran Date: 8/13/2002
Subject: Expanded Armor Table?
Chello!

I once found an expanded armor table on the Net, but can't seem to
find the link now. Anyone know where it is?

Thanks,

Tony
Group: DQ-RULES Message: 305 From: William Hough Date: 8/13/2002
Subject: Re: Expanded Armor Table?
--- lord_kjeran <lord_kjeran@yahoo.com> wrote:
> Chello!
>
> I once found an expanded armor table on the Net, but
> can't seem to
> find the link now. Anyone know where it is?
>
> Thanks,
>
> Tony

===============================

Tony,

Try this link, it was the only one I could find after
an exhaustive Google search (keywords - Dragonquest
new armor):

http://www.geocities.com/teware01/twdq.htm

(you'll have to scroll down a bit)

Regards,

Pat Hough


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Group: DQ-RULES Message: 306 From: Anthony N. Emmel Date: 8/13/2002
Subject: Re: Expanded Armor Table?

Chello!

Thanks.  That was the one.

Why didn't I think of Google?  D'oh!   (And I'm a grad student in history...for shame!)

Tony

 William Hough wrote:



Tony,

Try this link, it was the only one I could find after
an exhaustive Google search (keywords - Dragonquest
new armor):

http://www.geocities.com/teware01/twdq.htm


Anthony N. Emmel

HMGMA# TX-1-00162-01

Yahoo! Messenger ID: lord_kjeran

�And suppose�suppose that when rationalism does go, it�s as if a bright dazzle has gone for a while and we could see�Dark magic�A universe of marvels where water flows uphill and trolls live in the deepest woods and dragons live under the mountains.�

Stephen King, The Stand



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Group: DQ-RULES Message: 307 From: runeshaper Date: 8/14/2002
Subject: DQ files moved
I have been asked to move the DQ files so they are in my new group
called Dragonquestfiles. It is a yahoo group and everyone can join
and get the files there.

RuneShaper
Group: DQ-RULES Message: 308 From: J. K. Hoffman Date: 9/12/2002
Subject: Idiot-Savant Assembly Line Wizardry
Okay, maybe it's because I'm out of work and have a lot of time to
think. Or, maybe it's because I've been re-reading some of the Ethshar
books by Lawrence Watt-Evans and that got me thinking about how magic
should work in a fantasy world. In any case, here's a concept I'd like
some opinions on...

Is there any reason an enterprising, and very skilled, wizard would not
be able to herd together some suckers, er "apprentices", and teach them
one or two spells that they learned to cast really well? Then, put said
savants into an assembly line enchanting items? What would prevent
something like that from happening in DragonQuest? A person could make
a killing in the magic weapon business that way....
Seriously, though, it occurs to me that the rules point toward setting
that up as a possibility. Thoughts?

How about seeing that in a fantasy novel? Would you believe it, if
enough back story supported the theory?

Thanks,
Jim
--
"What is impossible today may suddenly become possible tomorrow."
- Thomas Merton
Group: DQ-RULES Message: 309 From: Jason Winter Date: 9/12/2002
Subject: Re: Idiot-Savant Assembly Line Wizardry
At 07:39 AM 9/12/02, you wrote:
>Okay, maybe it's because I'm out of work and have a lot of time to
>think. Or, maybe it's because I've been re-reading some of the Ethshar
>books by Lawrence Watt-Evans and that got me thinking about how magic
>should work in a fantasy world. In any case, here's a concept I'd like
>some opinions on...
>
>Is there any reason an enterprising, and very skilled, wizard would not
>be able to herd together some suckers, er "apprentices", and teach them
>one or two spells that they learned to cast really well? Then, put said
>savants into an assembly line enchanting items? What would prevent
>something like that from happening in DragonQuest? A person could make
>a killing in the magic weapon business that way....
>Seriously, though, it occurs to me that the rules point toward setting
>that up as a possibility. Thoughts?

A good example of this happening, albeit on a smaller scale, happened in my
campaign. After 3rd edition came out, one of my players decided he wanted
to play a shaper. The campaign had been running for quite a while at that
point, so he came in at about mid-level. After about a year of him playing
the shaper, I had to ask him to retire the character because he was pumping
out so many magic items, it was becoming a joke. Nothing super powerful
mind you, but enough so that all the party members were almost bursting
with crap, it totally screwed up the game. Fortunately he agreed with me
and retired the character. Since then, Shapers are an NPC only college.

The assembly line thing reminded me of another similar thing that happened
recently in a game I was playing. We were exploring some cult activity and
some abductions near a city we were based out of and came across the
cult. Much to our surprise when we went to "solve the problem" they were
all black mages! It had never occurred to me that black mages don't have
to go through all the stuff all the other colleges do to become spell
casters. All they have to do is take the lesser pact. It turns out the
leader of the cult, a black mage, had been going through the city finding
beggars and the like and promising them great power if they
joined. Granted they all were rank 0 or 1 in all their spells, but we were
shaking in our boots for a while when every cult member not engaged with
someone in the party began casting spells on us!



Jason Winter
Alarian@harbornet.net
http://www.darkrealms.com/~alarian/
Group: DQ-RULES Message: 310 From: William Hough Date: 9/12/2002
Subject: Re: Idiot-Savant Assembly Line Wizardry
Hey, Jim.

I know what it's like to be out of work; I think we
all do. I just got back into the cube-world after a
16-month economic zone-out. And it's only a contract
job!

Anyway, I will give you my opinion on this subject.
It's really based on my view why "Magic Shops" really
don't work in a reality-based RPG, but I suppose it
will do for this discussion (by the way, folks, it's a
discussion, not a heated debate. There are no "wrong"
answers.)

Some reasons why that enterprising skilled wizard may
have trouble realizing his assembly-line dreams (I
said MAY):

1. He can probably coast for a few months, until word
reaches the local powerful ruler (who of course has
eyes and ears everywhere) by any number of means. The
next thing you know, a couple of the ruler's legions
show up outside the wizard's base of operations, with
basically two choices: come work for said ruler, or
the place gets levelled to the ground, along with
enterprising wizard. By the way, magic-boy, you owe me
25,000 gold shillings in back-taxes.

2. If there is no "local" powerful ruler, the
enterprising wizard can probably assemble on for a few
more months (perhaps six total) before the warlord on
the other side of the border hears about it. See #1
for what happens after that, with one alteration: By
the way, magic-boy, I'm extorting you for at least
25,000 gold shillings. C'mon, c'mon, where are
the...er, MY profits?

3. Even if the wizard is not found out for some time,
he's going to be charging quite a large sum for those
magic items (he's out to make a killing, right?). This
will drastically affect the economy over time, as word
gets around and demand increases. Thus, prices rise as
supply lowers. Meanwhile, a considerable percentage of
the total consumer spending capital that had been
going into the local economy is now being channeled
into the pocket of enterprising wizard. Demand for
non-essential goods drops. Supply in these areas
becomes more plentiful, and prices go down.

4. The many merchants affected by #3 are going to pool
their resources and hire astologers, sages, and
eventually thieves and assassins to resolve this
problem if the wizard does not curtail his business
practices. Of course, the wizard could take his
business on the road, not affecting the economy of a
single city or town, but that increases the risk of
ambushes, and word still gets around the countryside.

5. On the road or not, the thought of free magic items
for the grabbing are going to eventually attract every
adventurer, mugger, buggerer, mug, pug, thug,
bushwhacker, shit-kicker, Methodist, insurance
salesperson, and fantastical creature in a 150 mile
radius, *and* their henchmen. Oh those annoying
astrologers and their specific (17 FT)
questions...don't forget Celestial mages and the good
old "Ask the Stars". Crystal of VIsion for Enchanters?
Waters of Vision for water mages?

6. Two words: Jealous Shapers.

7. But when it really comes right down to it, magic
items remain something that should always be rare and
precious in the FRP genre. If you start treating them
as an assembly-line industry, you will in effect
deprive yourself and your fellow players of a vital
part of what motivates adventurers.

I suppose it *could* be done if you did it only once
in a while to finance a major undertaking and the GM
didn't openly oppose the idea. But it's never a clever
idea to start undermining the walls of game balance.
Keep that in mind. And good luck with your new
business.

Pat Hough (called William by the dark ones)

--- "J. K. Hoffman" <ryumaou@sbcglobal.net> wrote:
> Okay, maybe it's because I'm out of work and have a
> lot of time to
> think. Or, maybe it's because I've been re-reading
> some of the Ethshar
> books by Lawrence Watt-Evans and that got me
> thinking about how magic
> should work in a fantasy world. In any case, here's
> a concept I'd like
> some opinions on...
>
> Is there any reason an enterprising, and very
> skilled, wizard would not
> be able to herd together some suckers, er
> "apprentices", and teach them
> one or two spells that they learned to cast really
> well? Then, put said
> savants into an assembly line enchanting items?
> What would prevent
> something like that from happening in DragonQuest?
> A person could make
> a killing in the magic weapon business that way....
> Seriously, though, it occurs to me that the rules
> point toward setting
> that up as a possibility. Thoughts?
>
> How about seeing that in a fantasy novel? Would you
> believe it, if
> enough back story supported the theory?
>
> Thanks,
> Jim
> --
> "What is impossible today may suddenly become
> possible tomorrow."
> - Thomas Merton
>
>


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Group: DQ-RULES Message: 311 From: Steven Wiles Date: 9/12/2002
Subject: Re: Idiot-Savant Assembly Line Wizardry
Most of William Hough's comments on the "Magic Shop
situation" I thought were very good ones, and can be
summarized as follows: don't forget that your Shaper
isn't operating in a vacuum.

I thought I might add a few comments of my own.
First, the "magic shop principle" wouldn't work for
the type of campaigns my group runs, which are
definitely magic low. I think that the nature of the
DQ system encourages and functions best when the
amount of magic items are reined in. Having said
that, I don't necessarily think that you couldn't have
a DQ world that was magic item intensive. However, it
would be a very different world that the usual fantasy
world.

To us, the idea of an assembly line is very natural.
We live in a post-industrial world. However, it was a
-highly- revolutionary concept when first introduced.
I see two possibilities here. One, your campaign
world has included the idea of an assembly line for
making magic items for several generation. However,
the logical extension of that idea is a game world
currently undergoing its Industrial Revolution with a
technology based on mana. Two, you have a character
who "invents" the assembly line process. The
consequences of that for the character I think were
nicely explored by Mr. Hough. Most societies react
badly to revolutionaries of any sort. People fear
change. Recall the Luddites. Fuedal societies, the
stock society of the fantasy RPGs, REALLY hate change
and react VERY badly. Of course, if your Shaper
survives, he becomes a towering historical figure who
changed his world forever. :)

This question also got me thinking about the assembly
line grunts. Let's assume this guy (or gal) has just
been hired and trained to cast a spell. He probably
has a low MA (10 would be human average, and judging
by the non-mages in adventuring parties, more like 5).
People genetically gifted with high MA's, I feel,
would either be actively recruited or tend to
naturally gravitate to become Collegiate Adepts. In
feudal societies, becoming a wizard is one of the few
means of upward mobility. Anyway, this already put
our workman at a severe casting disadvantage Base
Change-wise. And since he only knows the spell at low
Rank, he probably has an abyssmal cast chance. This
means that said workman is going to be backfiring
relatively frequently. So, I would have to add to the
cost to train this fellow the continuing cost of
"medical care" for when he and the rest of the staff
inevitably curses themselves, backfire results on each
other, etc. I may be midjudging the magnitude of this
as a problem, I'd have to really study the magic item
creation rules again. But it seems to me another
legitimate issue.

Small point: large population centers are low mana
areas, and are very bad for crafting items. This
implies the assembly shop needs to be located quite
some ways from town. Isolation=vulnerability, and
shipping expenses just increased.

As a final point, some comments regarding an Adept
training people in the use of only a couple of spells.
Whether a GM should allow this depends a lot on his
interpretation of what it means to belong to a
College. Adepts loose all knowledge of spells from
one College when they learn another, and part of being
an Adept is a mindset that is very particular to that
College and mutually contradictory to others. I
-think- that's stated in the books. Having that
mindset is necessary to casting the spells of the
College. Any spells. My interpretation then, is that
the time necessary to become an Adept involves not
just learning the spells, like you'd memorize an act
of Hamlet or something, but also learning to think as
an Adept, becoming thoroughly indoctrinated to the
philsophy. So, in other words, you can't cast spells
'til you learn the mindset, and you learn the mindset
by learning to cast the GK spells. Thus, my
interpretation is that learning the General Knowledge
of a College is an all or nothing proposition. That's
purely a GM interpretation, however.

Gosh, this was a good question! It really got me
thinking about what my idea of an Adept and a College
really is.

Another thought. I would also say that even if I
allowed non-Adepts to know one or two General Knowlege
spells, they couldn't learn any Special Knowledge
spells. That would require knowing all General
Knowledge first. Flooding the world with items that
-only- invested GK spells would, I think, definitely
be less dangerous than if SK items were being mass
produced.

Damn. That was quite a thought provoker.


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Group: DQ-RULES Message: 312 From: J. K. Hoffman Date: 9/12/2002
Subject: Re: Idiot-Savant Assembly Line Wizardry
William Hough wrote:
>
> Anyway, I will give you my opinion on this subject.
> It's really based on my view why "Magic Shops" really
> don't work in a reality-based RPG, but I suppose it
> will do for this discussion (by the way, folks, it's a
> discussion, not a heated debate. There are no "wrong"
> answers.)

Good point, and I hope everyone remembers it!

> Some reasons why that enterprising skilled wizard may
> have trouble realizing his assembly-line dreams (I
> said MAY):
>
> 1. He can probably coast for a few months, until word
> reaches the local powerful ruler (who of course has
> eyes and ears everywhere) by any number of means. The
> next thing you know, a couple of the ruler's legions
> show up outside the wizard's base of operations, with
> basically two choices: come work for said ruler, or
> the place gets levelled to the ground, along with
> enterprising wizard. By the way, magic-boy, you owe me
> 25,000 gold shillings in back-taxes.

Okay, point taken. But, suppose he's doing it *for* the local warlord
and selling stuff to local "heroes" on the side? A certain percentage
of product has to be delivered to the Emperor, say, but the rest he can
sell. That would effectively eliminate at least two points of
contention. Two points that hadn't immediately occurred to me, by the way.

> 3. Even if the wizard is not found out for some time,
> he's going to be charging quite a large sum for those
> magic items (he's out to make a killing, right?). This
> will drastically affect the economy over time, as word
> gets around and demand increases. Thus, prices rise as
> supply lowers. Meanwhile, a considerable percentage of
> the total consumer spending capital that had been
> going into the local economy is now being channeled
> into the pocket of enterprising wizard. Demand for
> non-essential goods drops. Supply in these areas
> becomes more plentiful, and prices go down.

Okay, these next several objections were economic. I'd actually
considered them. I pictured a setting where technology had just about
risen to meet magic. If you remember the Liavek, City of Luck shared
world books, it's that kind. A sort of Renaissance world with a lot of
very organized magic thrown in. Not the "standard" setting, sure, but
one that has worked before. Does that change the economic objections?
Or, do you think they hold true?

> 7. But when it really comes right down to it, magic
> items remain something that should always be rare and
> precious in the FRP genre. If you start treating them
> as an assembly-line industry, you will in effect
> deprive yourself and your fellow players of a vital
> part of what motivates adventurers.

Honestly, I've seen campaigns in D&D that *must* have had a magical
assembly line somewhere to support all the magic "loot" that flew about.
To be sure, it would change the character of the campaign world. But,
assuming a wizard smart enough to come up with it, would it work? Hmm,
that *is* the question, no? ^_^

> I suppose it *could* be done if you did it only once
> in a while to finance a major undertaking and the GM
> didn't openly oppose the idea. But it's never a clever
> idea to start undermining the walls of game balance.
> Keep that in mind. And good luck with your new
> business.

Or, it's some poor schmuck that's about to become a historical figure!
Those poor saps never know what hit them! (Thomas Edison aside, of
course.) As for game balance, if the good guys have the magic, so can
the bad guys... Behold, a new balance is struck.

Interesting ideas. Thanks for throwing them out there. Incidentally,
the idea is really for a piece of *fiction*. I just liked the "rules"
for magic as set forth in DQ and thought I might interpret them in
fiction the way so many have done with Dungeons and Dragons.

Thanks again,
Jim
--
"What is impossible today may suddenly become possible tomorrow."
- Thomas Merton
Group: DQ-RULES Message: 313 From: J. K. Hoffman Date: 9/12/2002
Subject: Re: Idiot-Savant Assembly Line Wizardry
Steven Wiles wrote:
> Most of William Hough's comments on the "Magic Shop
> situation" I thought were very good ones, and can be
> summarized as follows: don't forget that your Shaper
> isn't operating in a vacuum.

Yep, he made some *great* points and I answered them, more or less, in
another post.

> This question also got me thinking about the assembly
> line grunts. Let's assume this guy (or gal) has just
> been hired and trained to cast a spell. He probably
> has a low MA (10 would be human average, and judging
> by the non-mages in adventuring parties, more like 5).
> People genetically gifted with high MA's, I feel,
> would either be actively recruited or tend to
> naturally gravitate to become Collegiate Adepts. In
> feudal societies, becoming a wizard is one of the few
> means of upward mobility. Anyway, this already put
> our workman at a severe casting disadvantage Base
> Change-wise. And since he only knows the spell at low
> Rank, he probably has an abyssmal cast chance. This
> means that said workman is going to be backfiring
> relatively frequently. So, I would have to add to the
> cost to train this fellow the continuing cost of
> "medical care" for when he and the rest of the staff
> inevitably curses themselves, backfire results on each
> other, etc. I may be midjudging the magnitude of this
> as a problem, I'd have to really study the magic item
> creation rules again. But it seems to me another
> legitimate issue.

Ah, our first technical problem. Now, keep in mind, I'm a sick, twisted
freak, okay? What if they were *really* idiot-savants? Yeah, they had
really high MA, but they could only learn two or three spells? So this
enterprising sweat-shop owner teaches them a couple of useful ones and
sets them to work. Fiendish, isn't it? Now, say they're way out on a
mountain top where no one can watch how he mistreats them.... Backfires
aren't as big a problem all of a sudden, are they? Okay, sure, the guy
is a bastard, but still, it gets the job done. After all, Andrew
Carnegie wasn't a real nice guy either!

> As a final point, some comments regarding an Adept
> training people in the use of only a couple of spells.
> Whether a GM should allow this depends a lot on his
> interpretation of what it means to belong to a
> College. Adepts loose all knowledge of spells from
> one College when they learn another, and part of being
> an Adept is a mindset that is very particular to that
> College and mutually contradictory to others. I
> -think- that's stated in the books. Having that
> mindset is necessary to casting the spells of the
> College. Any spells. My interpretation then, is that
> the time necessary to become an Adept involves not
> just learning the spells, like you'd memorize an act
> of Hamlet or something, but also learning to think as
> an Adept, becoming thoroughly indoctrinated to the
> philsophy. So, in other words, you can't cast spells
> 'til you learn the mindset, and you learn the mindset
> by learning to cast the GK spells. Thus, my
> interpretation is that learning the General Knowledge
> of a College is an all or nothing proposition. That's
> purely a GM interpretation, however.

Okay, so they know the Talents, the Ritual for Investment, and, say, the
Spell of Fire Resistance, or the Spell of Walking Unseen, or the Spell
of Water Breathing. That could churn out some pretty useful magic
stuff. Imagine one of those coupled with a sword, a shield, or a cloak.
Makes for some interesting possibilities, no?

> Gosh, this was a good question! It really got me
> thinking about what my idea of an Adept and a College
> really is.
>
> Damn. That was quite a thought provoker.

Thanks! I'd hoped it might be for other folks, too. It obviously got
me going a little!

Thanks again for your thoughts on this,
Jim

--
"What is impossible today may suddenly become possible tomorrow."
- Thomas Merton
Group: DQ-RULES Message: 314 From: Anthony N. Emmel Date: 9/12/2002
Subject: Re: Idiot-Savant Assembly Line Wizardry

Chello!

 Steven Wiles wrote:


Small point:  large population centers are low mana
areas, and are very bad for crafting items. 

I've always wondered how many GMs forget this important fact--it is the natural, unspoiled areas that have the best mana, but that urban areas are a blight to magic.  Especially large cities like a Roman or Byzantium or Baghdad...most areas of them, I think anyway, should be dead mana areas.  Ever wonder why elves prefer the forests? Now you know!


As a final point, some comments regarding an Adept
training people in the use of only a couple of spells.
Whether a GM should allow this depends a lot on his
interpretation of what it means to belong to a
College.  Adepts loose all knowledge of spells from
one College when they learn another, and part of being
an Adept is a mindset that is very particular to that
College and mutually contradictory to others. I
-think- that's stated in the books. 

It is.  I have seen references to the Chaosium "Thieves' World" (Sanctuary) supplement that leads me to believe that they introduced DQ optional rules for allowing adepts to study in two colleges at once.  Anybody have a copy of this and can enlighten us?  (That's got to be one of the hardest fantasy supplements to find and I love Sanctuary's atmosphere. ~sigh~)

In some instances it makes sense. Greater Summoners who also have knowledge of necromancy.  Namers who know shaping magics. Celestial adepts who know some enchantment magic.  On the flip side, buying so much magic would really hinder weapons/skills, imho.

Gosh, this was a good question!  It really got me
thinking about what my idea of an Adept and a College
really is.

It really was.  It even got me to decloak and post.  lol 

Tony 



Anthony N. Emmel

HMGMA# TX-1-00162-01

Yahoo! Messenger ID: lord_kjeran

�And suppose�suppose that when rationalism does go, it�s as if a bright dazzle has gone for a while and we could see�Dark magic�A universe of marvels where water flows uphill and trolls live in the deepest woods and dragons live under the mountains.�

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Group: DQ-RULES Message: 315 From: Bruce Probst Date: 9/13/2002
Subject: Re: Idiot-Savant Assembly Line Wizardry
On Thu, 12 Sep 2002 13:28:47 -0700 (PDT), "Anthony N. Emmel"
<lord_kjeran@yahoo.com> wrote:

>It is. I have seen references to the Chaosium "Thieves' World" (Sanctuary) supplement that leads me to believe that they introduced DQ optional rules for allowing adepts to study in two colleges at once. Anybody have a copy of this and can enlighten us? (That's got to be one of the hardest fantasy supplements to find and I love Sanctuary's atmosphere. ~sigh~)

The supplement details a whole bunch of rules for DQ-in-TW, of which the
multiple-college rule is only a small part. The whole thing is too detailed
to summarise, but basically you expend time (six months) and XP (5000 for
the same alignment, 7500 for the first of a different alignment) to learn an
additional college. There's no limit on the number of additional colleges
you can learn, except that you can't learn all Colleges in one alignment,
nor can you lean Fire AND Water, or Illusions AND Naming. (It's OK,
apparently, to learn Air AND Earth!) To swap over to using magic from a
different college, the Adept needs to undergo a Ritual of Purification
unless he wants a hefty penalty to all his Cast Chances. There's no Greater
Summoning college at all. These rules were written for 1st ed. DQ, so
there's no mention at all of Shaping, Lesser Summonings or Rune Magics.

Other TW-rules are that you expend extra FT to raise your spell chance (15%
per extra FT), and you MUST raise your chance to 100+% by this method if
possible! Spell at 100% or more cannot backfire, if the spell is < 100% any
failure is a backfire.

Characters do not normally have *any* magic resistance, and cold iron is no
restriction on magic.

Needless to say this makes Adepts in TW extremely powerful ... which
reflects the source material, of course. Other rules stipulate that you
must have 15 MA to even attempt to be an Adept, and even then you only have
a 30% chance. (So, you have to design your magic-using character on the
assumption that he won't be using ANY magic!)

Magic is not for the faint-of-heart in this world ....

----------------------------------------------------------------
Bruce Probst bprobst@netspace.net.au ICQ 6563830
Melbourne, Australia MSTie #72759 SCA #80160
"Make it stop! MAKE IT STOP!!"
ASL FAQ http://www.users.bigpond.net.au/mantis/ASLFAQ
Group: DQ-RULES Message: 316 From: William Hough Date: 9/13/2002
Subject: Re: Idiot-Savant Assembly Line Wizardry
> Needless to say this makes Adepts in TW extremely
> powerful ... which
> reflects the source material, of course. Other
> rules stipulate that you
> must have 15 MA to even attempt to be an Adept, and
> even then you only have
> a 30% chance. (So, you have to design your
> magic-using character on the
> assumption that he won't be using ANY magic!)
>
> Magic is not for the faint-of-heart in this world
> ....

But if I recall, TW is also described as low-mana (in
the supplement itself I mean); this would entail extra
Fatigue expenditure. So while Adepts may be badasses
in TW, they're probably...reluctant, to say the least,
to cast spells, thus offering some kind of balance.
Hey I could be way off here...I haven't had that
supplement in years.

Peace,

Pat (known as William to the doers of evil)

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Group: DQ-RULES Message: 317 From: Anthony N. Emmel Date: 9/13/2002
Subject: Re: Idiot-Savant Assembly Line Wizardry

Chello!

 Bruce Probst wrote:

Needless to say this makes Adepts in TW extremely powerful ... which
reflects the source material, of course. 

Yes, it does...thanks for all the groovy info.  I really need to find that book....

Btw, that "living US flag" y'all did Down Under was great.  Thanks.

(And yes, I know that Australia is a continent and you could be thousands of miles away from it... ;) )

Tony



Anthony N. Emmel

HMGMA# TX-1-00162-01

Yahoo! Messenger ID: lord_kjeran

�And suppose�suppose that when rationalism does go, it�s as if a bright dazzle has gone for a while and we could see�Dark magic�A universe of marvels where water flows uphill and trolls live in the deepest woods and dragons live under the mountains.�

Stephen King, The Stand



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Group: DQ-RULES Message: 318 From: Bruce Probst Date: 9/13/2002
Subject: Re: Idiot-Savant Assembly Line Wizardry
On Fri, 13 Sep 2002 05:56:24 -0700 (PDT), William Hough <houghpt@yahoo.com>
wrote:

>But if I recall, TW is also described as low-mana (in
>the supplement itself I mean); this would entail extra
>Fatigue expenditure.

Yes, that's right -- low mana everywhere.

----------------------------------------------------------------
Bruce Probst bprobst@netspace.net.au ICQ 6563830
Melbourne, Australia MSTie #72759 SCA #80160
"Make it stop! MAKE IT STOP!!"
ASL FAQ http://www.users.bigpond.net.au/mantis/ASLFAQ
Group: DQ-RULES Message: 319 From: S.M. Kelley Date: 9/13/2002
Subject: Re: Idiot-Savant Assembly Line Wizardry

SO this is the DnD Thieves world supplimet that has these conversions? It sounds kind of neat, but want to make sure I am looking for the right one on e-bay.

 

 Bruce Probst wrote:

On Fri, 13 Sep 2002 05:56:24 -0700 (PDT), William Hough <houghpt@yahoo.com>
wrote:

>But if I recall, TW is also described as low-mana (in
>the supplement itself I mean); this would entail extra
>Fatigue expenditure.

Yes, that's right -- low mana everywhere.

----------------------------------------------------------------
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Melbourne, Australia      MSTie #72759  SCA #80160
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Group: DQ-RULES Message: 320 From: davis john Date: 9/13/2002
Subject: Re: Idiot-Savant Assembly Line Wizardry
Hmm...strange you should ask for I have one for sale....and very useful too for towney adventures.  Do you live in the UK?
 
----- Original Message -----
From: S.M. Kelley
Sent: 13 September 2002 19:59
To: dq-rules@yahoogroups.com
Subject: Re: [dq-rules] Idiot-Savant Assembly Line Wizardry
 

SO this is the DnD Thieves world supplimet that has these conversions? It sounds kind of neat, but want to make sure I am looking for the right one on e-bay.

 Bruce Probst wrote:

On Fri, 13 Sep 2002 05:56:24 -0700 (PDT), William Hough <houghpt@yahoo.com>
wrote:

>But if I recall, TW is also described as low-mana (in
>the supplement itself I mean); this would entail extra
>Fatigue expenditure.

Yes, that's right -- low mana everywhere.

----------------------------------------------------------------
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Melbourne, Australia      MSTie #72759  SCA #80160
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Group: DQ-RULES Message: 321 From: S.M. Kelley Date: 9/13/2002
Subject: Re: Idiot-Savant Assembly Line Wizardry

No, unfortunately for expedience of buying things I live in the US.

 

 

 davis john wrote:

Hmm...strange you should ask for I have one for sale....and very useful too for towney adventures.  Do you live in the UK?
 
----- Original Message -----
From: S.M. Kelley
Sent: 13 September 2002 19:59
To: dq-rules@yahoogroups.com
Subject: Re: [dq-rules] Idiot-Savant Assembly Line Wizardry
 

SO this is the DnD Thieves world supplimet that has these conversions? It sounds kind of neat, but want to make sure I am looking for the right one on e-bay.

 Bruce Probst wrote:

On Fri, 13 Sep 2002 05:56:24 -0700 (PDT), William Hough <houghpt@yahoo.com>
wrote:

>But if I recall, TW is also described as low-mana (in
>the supplement itself I mean); this would entail extra
>Fatigue expenditure.

Yes, that's right -- low mana everywhere.

----------------------------------------------------------------
Bruce Probst              bprobst@netspace.net.au    ICQ 6563830
Melbourne, Australia      MSTie #72759  SCA #80160
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Group: DQ-RULES Message: 322 From: davis john Date: 9/13/2002
Subject: Re: Idiot-Savant Assembly Line Wizardry
guess postage would add a good 10 dollars to the P&P costs.....well if u get desperate...and all them lovely bits of DQ going unloved...
 
----- Original Message -----
From: S.M. Kelley
Sent: 13 September 2002 20:05
To: dq-rules@yahoogroups.com
Subject: Re: [dq-rules] Idiot-Savant Assembly Line Wizardry
 

No, unfortunately for expedience of buying things I live in the US.

 davis john wrote:

Hmm...strange you should ask for I have one for sale....and very useful too for towney adventures.  Do you live in the UK?
 
----- Original Message -----
From: S.M. Kelley
Sent: 13 September 2002 19:59
To: dq-rules@yahoogroups.com
Subject: Re: [dq-rules] Idiot-Savant Assembly Line Wizardry
 

SO this is the DnD Thieves world supplimet that has these conversions? It sounds kind of neat, but want to make sure I am looking for the right one on e-bay.

 Bruce Probst wrote:

On Fri, 13 Sep 2002 05:56:24 -0700 (PDT), William Hough <houghpt@yahoo.com>
wrote:

>But if I recall, TW is also described as low-mana (in
>the supplement itself I mean); this would entail extra
>Fatigue expenditure.

Yes, that's right -- low mana everywhere.

----------------------------------------------------------------
Bruce Probst              bprobst@netspace.net.au    ICQ 6563830
Melbourne, Australia      MSTie #72759  SCA #80160
"Make it stop!  MAKE IT STOP!!"
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Group: DQ-RULES Message: 323 From: Bruce Probst Date: 9/13/2002
Subject: Re: Idiot-Savant Assembly Line Wizardry
On Fri, 13 Sep 2002 11:54:54 -0700 (PDT), "S.M. Kelley"
<archangelkelley@yahoo.com> wrote:

>SO this is the DnD Thieves world supplimet that has these conversions? It sounds kind of neat, but want to make sure I am looking for the right one on e-bay.

"Thieves World", a boxed supplement published by Chaosium, includes a
description of the citizens and town of Sanctuary (from the series of books
edited by Robert Asprin). Includes character stats for nine RPGs, including
D&D, T&T, DQ, RQ (2nd ed), Traveller (!), etc.

Each system section was written by an author particularly associated with
that system, so the DQ stuff was written by Eric Goldberg. The DQ portion
is unusual in that it goes into a lot of "background" detail in how to make
DQ and TW compatible, whereas a lot of the others just presented raw stats.

There was also a "Thieves World Companion" published some years later with
an updated timeline (and new characters) and additional stats for RQ3 (and a
couple of other systems, but not DQ, which had "died" by that time).

Even if you don't know anything about TW, the supplement still presents an
excellent city map with descriptions of typical encounters, etc. that could
be used in any FRPG with little trouble.

----------------------------------------------------------------
Bruce Probst bprobst@netspace.net.au ICQ 6563830
Melbourne, Australia MSTie #72759 SCA #80160
"Make it stop! MAKE IT STOP!!"
ASL FAQ http://www.users.bigpond.net.au/mantis/ASLFAQ
Group: DQ-RULES Message: 324 From: Deven Atkinson Date: 9/15/2002
Subject: Re: Idiot-Savant Assembly Line Wizardry
----- Original Message -----
From: "Jason Winter" <Alarian@harbornet.net>
To: <dq-rules@yahoogroups.com>
Sent: Thursday, September 12, 2002 11:05 AM
Subject: Re: [dq-rules] Idiot-Savant Assembly Line Wizardry


> At 07:39 AM 9/12/02, you wrote:
> >Okay, maybe it's because I'm out of work and have a lot of time to
> >think. Or, maybe it's because I've been re-reading some of the Ethshar
> >books by Lawrence Watt-Evans and that got me thinking about how magic
> >should work in a fantasy world. In any case, here's a concept I'd like
> >some opinions on...
> >
> >Is there any reason an enterprising, and very skilled, wizard would not
> >be able to herd together some suckers, er "apprentices", and teach them
> >one or two spells that they learned to cast really well? Then, put said
> >savants into an assembly line enchanting items? What would prevent
> >something like that from happening in DragonQuest? A person could make
> >a killing in the magic weapon business that way....
> >Seriously, though, it occurs to me that the rules point toward setting
> >that up as a possibility. Thoughts?
>
> A good example of this happening, albeit on a smaller scale, happened in
my
> campaign. After 3rd edition came out, one of my players decided he wanted
> to play a shaper. The campaign had been running for quite a while at that
> point, so he came in at about mid-level.

Perhaps this is what went wrong. An instant mid-level shaper? I am a firm
believer that all characters should come in at "as generated" level. Sure a
few brand new characters tossed in with mid-level characters may expire, but
after a while the veteran characters will start protecting the new kid and
he/she will survive. Perhaps if that shaper had to earn the lower levels,
and more importantly spend the character time in doing so, then the outcome
would have been much different. Just a thought.

> After about a year of him playing
> the shaper, I had to ask him to retire the character because he was
pumping
> out so many magic items, it was becoming a joke. Nothing super powerful
[snip]
Group: DQ-RULES Message: 325 From: Deven Atkinson Date: 9/15/2002
Subject: Re: Idiot-Savant Assembly Line Wizardry
What the original poster described was more of an Idiot-Savant Sweat Shop
Wizardry idea. Even with this different work enviroment definition, the
comments of Steven Wiles and William Hough are valid. This was an
outstanding question!


----- Original Message -----
From: "Steven Wiles" <mortdemuerte@yahoo.com>
To: <dq-rules@yahoogroups.com>
Sent: Thursday, September 12, 2002 2:48 PM
Subject: Re: [dq-rules] Idiot-Savant Assembly Line Wizardry


>
> Most of William Hough's comments on the "Magic Shop
> situation" I thought were very good ones, and can be
> summarized as follows: don't forget that your Shaper
> isn't operating in a vacuum.
>
> I thought I might add a few comments of my own.
> First, the "magic shop principle" wouldn't work for
> the type of campaigns my group runs, which are
> definitely magic low. I think that the nature of the
> DQ system encourages and functions best when the
> amount of magic items are reined in. Having said
> that, I don't necessarily think that you couldn't have
> a DQ world that was magic item intensive. However, it
> would be a very different world that the usual fantasy
> world.
>
> To us, the idea of an assembly line is very natural.
> We live in a post-industrial world. However, it was a
> -highly- revolutionary concept when first introduced.
> I see two possibilities here. One, your campaign
> world has included the idea of an assembly line for
> making magic items for several generation. However,
> the logical extension of that idea is a game world
> currently undergoing its Industrial Revolution with a
> technology based on mana. Two, you have a character
> who "invents" the assembly line process. The
> consequences of that for the character I think were
> nicely explored by Mr. Hough. Most societies react
> badly to revolutionaries of any sort. People fear
> change. Recall the Luddites. Fuedal societies, the
> stock society of the fantasy RPGs, REALLY hate change
> and react VERY badly. Of course, if your Shaper
> survives, he becomes a towering historical figure who
> changed his world forever. :)
>
> This question also got me thinking about the assembly
> line grunts. Let's assume this guy (or gal) has just
> been hired and trained to cast a spell. He probably
> has a low MA (10 would be human average, and judging
> by the non-mages in adventuring parties, more like 5).
> People genetically gifted with high MA's, I feel,
> would either be actively recruited or tend to
> naturally gravitate to become Collegiate Adepts. In
> feudal societies, becoming a wizard is one of the few
> means of upward mobility. Anyway, this already put
> our workman at a severe casting disadvantage Base
> Change-wise. And since he only knows the spell at low
> Rank, he probably has an abyssmal cast chance. This
> means that said workman is going to be backfiring
> relatively frequently. So, I would have to add to the
> cost to train this fellow the continuing cost of
> "medical care" for when he and the rest of the staff
> inevitably curses themselves, backfire results on each
> other, etc. I may be midjudging the magnitude of this
> as a problem, I'd have to really study the magic item
> creation rules again. But it seems to me another
> legitimate issue.
>
> Small point: large population centers are low mana
> areas, and are very bad for crafting items. This
> implies the assembly shop needs to be located quite
> some ways from town. Isolation=vulnerability, and
> shipping expenses just increased.
>
> As a final point, some comments regarding an Adept
> training people in the use of only a couple of spells.
> Whether a GM should allow this depends a lot on his
> interpretation of what it means to belong to a
> College. Adepts loose all knowledge of spells from
> one College when they learn another, and part of being
> an Adept is a mindset that is very particular to that
> College and mutually contradictory to others. I
> -think- that's stated in the books. Having that
> mindset is necessary to casting the spells of the
> College. Any spells. My interpretation then, is that
> the time necessary to become an Adept involves not
> just learning the spells, like you'd memorize an act
> of Hamlet or something, but also learning to think as
> an Adept, becoming thoroughly indoctrinated to the
> philsophy. So, in other words, you can't cast spells
> 'til you learn the mindset, and you learn the mindset
> by learning to cast the GK spells. Thus, my
> interpretation is that learning the General Knowledge
> of a College is an all or nothing proposition. That's
> purely a GM interpretation, however.
>
> Gosh, this was a good question! It really got me
> thinking about what my idea of an Adept and a College
> really is.
>
> Another thought. I would also say that even if I
> allowed non-Adepts to know one or two General Knowlege
> spells, they couldn't learn any Special Knowledge
> spells. That would require knowing all General
> Knowledge first. Flooding the world with items that
> -only- invested GK spells would, I think, definitely
> be less dangerous than if SK items were being mass
> produced.
>
> Damn. That was quite a thought provoker.
>
>
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Group: DQ-RULES Message: 326 From: Deven Atkinson Date: 9/15/2002
Subject: Re: Idiot-Savant Assembly Line Wizardry
Did someone say DQ and Thieves' World?

----- Original Message -----
From: Anthony N. Emmel
>It is. I have seen references to the Chaosium "Thieves' World" (Sanctuary)
>supplement that leads me to believe that they introduced DQ optional rules
for >allowing adepts to study in two colleges at once. Anybody have a copy
of this and >can enlighten us? (That's got to be one of the hardest fantasy
supplements to find >and I love Sanctuary's atmosphere. ~sigh~)

I see where Bruce Probst has already answered the question. The 1st edition
DQ section of the Thieves' World supplement was authored by Eric Goldberg,
and the changes, not just the magic changes, were to make the game fit the
world. I have experimented with the opposite, making the world fit DQ. It
is difficult to do, although there is a little more wiggle room with 2nd
edition rules and Archane Wisdom. Some of the later TW characters like
Superman...er... Tempus just don't translate at all unless you NPC the TW
gods and they use Full Geas constantly.

As an aside, Lynn Abbey has published a *new* Thieves' World book (summer
2002), and has begun collecting stories for another anthology run. The new
book is "Sanctuary" and is placed 30 years after the events in the 12th
(last) book in the original anthology run. Other TW related books, like the
later books in the Tempus series, are for the most part not considered
canon.
Group: DQ-RULES Message: 327 From: S.M. Kelley Date: 9/15/2002
Subject: Re: Idiot-Savant Assembly Line Wizardry

I Have seen lots of very relavent arguments about how the Sweat shop magic works wouldn't work in the typical campaign, however, I am curious to know if anyone has any ideas about how it could be made to work?



 Sometimes it is just necessary to be silent, and rest in the fact that we are in the arms of God



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Group: DQ-RULES Message: 328 From: William Hough Date: 9/15/2002
Subject: Re: Idiot-Savant Assembly Line Wizardry
> I Have seen lots of very relavent arguments about
> how the Sweat shop magic works wouldn't work in the
> typical campaign, however, I am curious to know if
> anyone has any ideas about how it could be made to
> work?

Right, then. In my view--

Key word: Secrecy.

Wherever you plan to establish this place, it should
have some very legitimate-looking cover. I mean
airtight alibi and all. The real source of the flowing
magic items should probably be the last place that any
competent authorities or curious enterprising sorts
would look, and even then layer upon layer of all
sorts of political diversion should be in place to
avert detection.

I don't really have any specific ideas at the moment,
but rest assured the other folks in this newsgroup
will.

Peace,

Pat (stop calling me William, that's Yahoo's job)

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Group: DQ-RULES Message: 329 From: Mitchell Harris Date: 9/18/2002
Subject: Re: Idiot-Savant Assembly Line Wizardry
Attachments :
    Hey, that would be a great mission. A workshop like we've been talking about hires the party to keep things quite. Maybe they bump off some people who figured out or something...

    --- message from William Hough <houghpt@yahoo.com> attached:

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    Group: DQ-RULES Message: 330 From: jcorey30 Date: 9/19/2002
    Subject: Re: Idiot-Savant Assembly Line Wizardry
    I have only read your original post, and not all of the responses
    (though I will). So I don't know if what I am going to say will just
    be covering old ground.

    I had an adventure in my DQ campaign that was this same premise.
    There was a shaper who had a bunch of shaping slaves, who each only
    knew how to do one or two things. It was exactly the assembly line
    appraoch you are suggesting. One of the slaves became a PC after the
    party raided his castle, and rescued him.

    So I think it is a great story idea =8^)

    John


    --- In dq-rules@y..., "J. K. Hoffman" <ryumaou@s...> wrote:
    > Okay, maybe it's because I'm out of work and have a lot of time to
    > think. Or, maybe it's because I've been re-reading some of the
    Ethshar
    > books by Lawrence Watt-Evans and that got me thinking about how
    magic
    > should work in a fantasy world. In any case, here's a concept I'd
    like
    > some opinions on...
    >
    > Is there any reason an enterprising, and very skilled, wizard would
    not
    > be able to herd together some suckers, er "apprentices", and teach
    them
    > one or two spells that they learned to cast really well? Then, put
    said
    > savants into an assembly line enchanting items? What would prevent
    > something like that from happening in DragonQuest? A person could
    make
    > a killing in the magic weapon business that way....
    > Seriously, though, it occurs to me that the rules point toward
    setting
    > that up as a possibility. Thoughts?
    >
    > How about seeing that in a fantasy novel? Would you believe it, if
    > enough back story supported the theory?
    >
    > Thanks,
    > Jim
    > --
    > "What is impossible today may suddenly become possible tomorrow."
    > - Thomas Merton
    Group: DQ-RULES Message: 331 From: jcorey30 Date: 10/16/2002
    Subject: New mounted combat rules
    I was just reviewing the mounted combat rules in the latest
    DQNewsletter
    (http://groups.yahoo.com/group/dqnewsletter/message/17).
    I think they are excellent additions, and I plan to use them.

    I thought I would ask a wider audience what they thought of mounted
    combat in general.
    Where the actions a character can take are well documented in the
    combat rules when fighting on foot, the mounted combat is lacking in
    detail.
    What to other DQers out there do? I find I try and avoid mounted
    combat in the game I run, becuase it is so poorly defined. Any
    advice?

    Juanc
    Group: DQ-RULES Message: 332 From: jcorey30 Date: 10/16/2002
    Subject: Void in our web presence?
    A lot of people have started DQ sites, only to have them languish and
    go out of date.
    Many of the sites are excellent, I am not knocking anyone here. I
    have a point, which is this:
    I have a domain name (johncorey.com. original, I know) that I have as
    of yet found no use for. I was thinking of making a DQ site, but I
    don't want to just "pile on", and make a site that covers stuff that
    other sites are doing. In my opinion, the more we can centralize
    things, the better.
    Is there some specific use that you think would be valuable?
    Posting of Dragon Quest adventures, perhaps? Are there any DQ
    services out there that can be moved to this space?
    Tell me what you think.
    John
    Group: DQ-RULES Message: 333 From: Rodger Thorm Date: 10/17/2002
    Subject: Re: Void in our web presence?
    I know I'm as guilty of having websites (and other things) languish, so I'm
    not necessarily the best one to offer any advice here, but I'd suggest going
    with whatever you would be interested in. I think that's the best way to stay
    interested in what you are doing, and has the highest likelihood of your
    keeping it going.

    The other helpful thing would be making it somewhat interactive, so that you
    are getting comments and feedback from the people who are using and visiting
    the site. If you know that other people are looking at and responding to what
    you are doing, I think that also increases the likelihood of a website staying
    fresh and involved.

    On that same general topic, I have just recently been accepted as an editor
    for DragonQuest on DMOZ (dmoz.org) the Open Directory Project. I'm going to
    try to get as complete a directory of current DQ sites together, as well as a
    DQ FAQ, and hopefully that will become the central nexus for current DQ
    information.

    To that end, any of you with DQ related sites should contact me with
    descriptions and URLs so that I can index all of this information. I'll
    probably find most sites in the course of my surfing anyhow, but I'll probably
    link you sooner if you send me the info yourself.


    Rodger

    On Wed, 16 Oct 2002 16:42:12 -0000 jcorey30 <jcorey30@yahoo.com> wrote:

    > A lot of people have started DQ sites, only to
    > have them languish and
    > go out of date.
    > Many of the sites are excellent, I am not
    > knocking anyone here. I
    > have a point, which is this:
    > I have a domain name (johncorey.com. original,
    > I know) that I have as
    > of yet found no use for. I was thinking of
    > making a DQ site, but I
    > don't want to just "pile on", and make a site
    > that covers stuff that
    > other sites are doing. In my opinion, the more
    > we can centralize
    > things, the better.
    > Is there some specific use that you think would
    > be valuable?
    > Posting of Dragon Quest adventures, perhaps?
    > Are there any DQ
    > services out there that can be moved to this
    > space?
    > Tell me what you think.
    > John
    >
    >
    >
    >
    >
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    Group: DQ-RULES Message: 334 From: phaeton_nz@yahoo.co.nz Date: 10/17/2002
    Subject: Re: Void in our web presence?
    >On that same general topic, I have just recently been accepted as an editor
    >for DragonQuest on DMOZ (dmoz.org) the Open Directory Project. I'm going to
    >try to get as complete a directory of current DQ sites together, as well as a
    >DQ FAQ, and hopefully that will become the central nexus for current DQ
    >information.
    >
    >To that end, any of you with DQ related sites should contact me with
    >descriptions and URLs so that I can index all of this information. I'll
    >probably find most sites in the course of my surfing anyhow, but I'll probably
    >link you sooner if you send me the info yourself.

    In that case here's the library site for the Seagate Guild of Adventurers
    in Auckland, New Zealand. This site contains adventure scribe notes, in
    character newsletter (The Seagate Times) and other in-character documents.
    There are links to other DQ sites which were active as of six months or so ago.

    The URL is http://dq.sf.org.nz/library/

    Virtually all of the documents are in PDF format so if anyone knows of a
    search engine I can build into the site to make searching easier, it would
    be greatly appreciated.

    Keith.

    http://www.sold.com.au - SOLD.com.au
    - Find yourself a bargain!
    Group: DQ-RULES Message: 335 From: John Rauchert Date: 10/17/2002
    Subject: Re: Void in our web presence?
    RE: [dq-rules] Void in our web presence?

    I have had some success with Google which now indexes pdfs.

    See http://johnrauchert.brinkster.net/dq/archive/dqnewsletter/ for an example.

    You have to sign up via the Google site.

    http://www.google.com/services/free.html

    I also believe that you can create catalog or index for you pdf files that others can use, but I have not looked into it that closely

    JohnR


    -----Original Message-----
    From: phaeton_nz@yahoo.co.nz [mailto:phaeton_nz@yahoo.co.nz]
    Sent: Thursday, October 17, 2002 3:56 PM
    To: dq-rules@yahoogroups.com
    Subject: Re: [dq-rules] Void in our web presence?

    Virtually all of the documents are in PDF format so if anyone knows of a
    search engine I can build into the site to make searching easier, it would
    be greatly appreciated.

    Keith.

    Group: DQ-RULES Message: 336 From: Mitchell Harris Date: 10/17/2002
    Subject: Re: Void in our web presence?
    Attachments :
      Someone needs to make a site were adventures and campaigns can be posted. Such an index would be very usefull, and help encorage public authoring of DragonQuest material.


      --- message from "jcorey30" <jcorey30@yahoo.com> attached:

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      Group: DQ-RULES Message: 337 From: Rodger Thorm Date: 10/18/2002
      Subject: Re: Void in our web presence?
      One of the first things that I've done with DMOZ is adding a separate category
      of DragonQuest Adventures. There will be links to all known DQ adventures
      available on the web.

      I'm also going to move copies of my own adventures and the others that I've
      been assisting with onto another site, so that the messing about with Yahoo
      Groups sign-in isn't a problem anymore.

      Rodger

      On Thu, 17 Oct 2002 17:33:36 -0700 (PDT) Mitchell Harris
      <heneryville@sluggy.net> wrote:

      > Someone needs to make a site were adventures
      > and campaigns can be posted. Such an index
      > would be very usefull, and help encorage public
      > authoring of DragonQuest material.
      >
      Group: DQ-RULES Message: 338 From: jcorey30 Date: 10/18/2002
      Subject: Re: Void in our web presence?
      When you say another site.... have you chosen that site already?
      Because I would be happy to be that site. It was what I wanted to do
      in the first place, is be a repository for adventures. And some of
      the feedback here as indicated that it might be a good direction.
      BUT, if you are doing something similar it goes back to the dilution
      rule. I am trying to avoid stealing any thunder. I am also trying
      to consolidate data as you are doing with your new project. If you
      are willing to let me post those adventures, and I post my own, that
      might be enough to get others to start using my site as an adventure
      repository.

      Feel free to answer publicly or privately.


      --- In dq-rules@y..., " Rodger Thorm"<dqn@e...> wrote:
      > One of the first things that I've done with DMOZ is adding a
      separate category
      > of DragonQuest Adventures. There will be links to all known DQ
      adventures
      > available on the web.
      >
      > I'm also going to move copies of my own adventures and the others
      that I've
      > been assisting with onto another site, so that the messing about
      with Yahoo
      > Groups sign-in isn't a problem anymore.
      >
      > Rodger
      >
      > On Thu, 17 Oct 2002 17:33:36 -0700 (PDT) Mitchell Harris
      > <heneryville@s...> wrote:
      >
      > > Someone needs to make a site were adventures
      > > and campaigns can be posted. Such an index
      > > would be very usefull, and help encorage public
      > > authoring of DragonQuest material.
      > >
      Group: DQ-RULES Message: 339 From: jcorey30 Date: 10/22/2002
      Subject: Trouble becoming a hero
      I think there should be some modification of the hero
      qualifications for those warrior types with weapon skills that can't
      go to rank 8. Giant Axe and battle axe have limits of 7, so does
      hand & a half, and broadsword has a limit of 6.
      Any ideas?

      I have 6 players in my campaign, and only one of them is hero level.
      and he is a spell caster.
      Group: DQ-RULES Message: 340 From: William Hough Date: 10/22/2002
      Subject: Re: Trouble becoming a hero
      --- jcorey30 <jcorey30@yahoo.com> wrote:
      > I think there should be some modification of the
      > hero
      > qualifications for those warrior types with weapon
      > skills that can't
      > go to rank 8. Giant Axe and battle axe have limits
      > of 7, so does
      > hand & a half, and broadsword has a limit of 6.
      > Any ideas?
      >
      > I have 6 players in my campaign, and only one of
      > them is hero level.
      > and he is a spell caster.

      Someone asked this question in different form earlier
      this year. I will respond the same way I did then.

      It all depends on what the overall goals of these
      players are with regards to their individual warrior
      characters.

      Is their ultimate goal to attain Hero status ASAP?
      That is what I garner from your description of the
      situation.

      In that case, appropriate weapon types be damned.
      There of course is no rule in DragonQuest that a
      certain manner of warrior must use a certain weapon
      type, although we have our stereotypes: elves and
      rangers use bows, dwarves use axes, barbarians use
      heavy swords, etc.

      Forget all that if your players want their warriors to
      attain Hero Status as quickly as possible. Also, what
      I am about to show you is not necessarily an ethical
      or even welcome method in most campaigns; it is simply
      one solution, and is perfectly legal.

      Bottom Line: Start using weapons with both cheap cost
      and maximum Rank of 8 or more.

      Note that the following weapons have comparitively low
      experience point total cost (total of cost from Rank 0
      to Rank 4), and also go to Rank 8 or higher (3rd
      Edition rules consulted):

      Dagger - 400 xp total from Rank 0 to Rank 4
      Falchion - 400 xp total from Rank 0 to Rank 4
      Spear Thrower - 400 xp total " "
      Blowgun - 400 xp total " "
      Cestus - 420 xp total " "
      Glaive/Giant Glaive - 600 xp total " " (but see
      below)

      I say "comparitively low" because they are; a whip
      costs a total of 3100 xp to Rank 4 and a long bow
      costs 3900 xp to Rank 4!!

      OK, so the warriors are able to reach Adventurer
      status. Now what?

      Same as before. Comparison by weapon cost. I'll make
      it easy for you by giving you the total cost in
      experience points from Rank 0 to Rank 8 for every
      weapon listed in the chart that goes at least that
      high and I'll rank them from cheapest cost to most
      expensive (3rd Edition rules consulted):

      Total Costs from Ranks 0 to 8 for all applicable
      weapons

      1. Glaive - 3600
      2. Blowgun - 6000
      3. Dagger - 6000
      4. Falchion - 6000
      5. Spear Thrower - 6000
      6. Cestus - 6020
      7. Javelin - 7000
      8. Rapier - 8000
      9. Main-Gauche - 9400
      10. Throwing Dart - 10,000
      11. Unarmed Combat - 11,700
      12. Estoc - 12,000
      13. Quarterstaff - 12,000
      14. Scimitar - 12,000
      15. Short Bow - 12,000
      16. Tulwar - 12,000
      17. Long Bow/Giant Bow - 12,900
      18. Composite Bow - 15,000
      19. Sling - 15,000
      20. Whip - 17,600 (!!)

      Thus, there are 20 weapons listed in the Experience
      Cost Chart that will reach Ranks 8 or higher.

      Fancy that -- notice that the cheapest six in reaching
      Hero status are the same six that are just as
      economical in attaining Adventurer status. Gosh-golly.

      One of course needs eight skills or spells at the
      appropriate Rank to attain the desired status. You
      already know that the two "freebie" language skills
      together count as one skill.

      What it boils down to is that one of the cheapest ways
      for a warrior to reach Hero status is by starting with
      the seven (7) cheapest weapons. The total cost would
      be 40,020 experience points. If the lucky warrior
      managed to get a personal trainer for each weapon (at
      10% xp discount), the total would be 36018 xp absolute
      minimum. The language skills would make for eight
      total skills at Rank 8.

      Incidentally, the next cheapest Rank 0 to Rank 8 skill
      anywhere is Horsemanship, which is 4450 xp total. So
      if you drop the Javelin and go with Horsemanship, the
      total expenditure drops from 40020 to 37770 (33993
      rock bottom) xp.

      The next cheapest Rank 0 to Rank 8 skill is Speak
      Language at 7400, so it is not taken into
      consideration.

      Thus, a warrior must spend an absolute minimum of
      33993 experience points to attain Hero status.

      By comparison, an Ensorcelemts and Enchantments adept,
      taking into account the cheapest seven talents,
      spells, and rituals, must spend an absolute minimum
      of:

      G-4 (xpm 100): 3600
      G-5 (xpm 100): 3600
      S-1 (xpm 100): 3600*
      Q-1 (xpm 125): 4500
      S-8 (xpm 125): 4500*
      T-1 (xpm 150): 5400
      S-3 (xpm 150): 5400*
      *--Assuming adept can get together the 2400 silver
      pennies necessary to purchase spells at Rank 0.

      TOTAL: 27,000 experience points minimal to be spent
      for the adept to reach Hero status.

      CONCLUSION: Which is why adepts tend to rise far more
      quickly than warriors. Air and Fire adepts have it a
      little cheaper; some of their spells have xpms of 50
      and 75! But if you want a comparison in literature,
      consider that Gandalf was more powerful than anyone
      else in the Fellowship. So it makes a little sense.

      Hope this helps.

      Pat Hough

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      Group: DQ-RULES Message: 341 From: Bruce Probst Date: 10/22/2002
      Subject: Re: Trouble becoming a hero
      On Tue, 22 Oct 2002 23:21:31 -0000, "jcorey30" <jcorey30@yahoo.com> wrote:

      >I think there should be some modification of the hero
      >qualifications for those warrior types with weapon skills that can't
      >go to rank 8. Giant Axe and battle axe have limits of 7, so does
      > hand & a half, and broadsword has a limit of 6.
      >Any ideas?

      Firstly: in my campaign, I removed the Rank limits on weapon types. The XP
      cost for unlisted values = twice the XP cost of the previous rank. (This
      means the XP cost goes up quite dramatically for certain weapon types. I
      can live with this.) Before I did this, certain weapon types were never
      used because they couldn't advance in Rank high enough; I also don't like
      the idea that e.g., there's no such thing as a "Master axe-wielder" or
      whatever.

      Secondly: in my campaign, to progress in Rank requires a total XP cost as
      well as total ranks in stuff. So, to become an Adventurer requires a total
      XP spent of 15000 in addition to having 8 things at Rank 4; to become a Hero
      requires a total of 50000 spent. (These numbers may end up being adjusted
      subject to further playtesting.)

      I did this for two reasons: one, so that people who spent XP on non-Rankable
      stuff (like characteristics) weren't penalised in comparison to those who
      didn't; two, people who found "cheap" ways to progress (e.g., by learning
      lots of cheap weapons and skills) weren't given an excessive advantage in
      comparison to those who chose more "difficult" paths for their characters.

      The first Hero in my campaign was a spellcaster, too; he had high MA and was
      a Celestial Adept (which has a high number of constantly useful General
      Knowledge spells with not-very-high XM values). Nevertheless, some
      fighter-types were not far behind him.

      I should also note that my campaign gives PCs the possibilities of Ranks in
      a number of things as part of the character generation process, and these
      count towards progression; however, since they haven't spent any XP to get
      those ranks, they don't get to the higher levels any faster.

      ----------------------------------------------------------------
      Bruce Probst bprobst@netspace.net.au ICQ 6563830
      Melbourne, Australia MSTie #72759 SCA #80160
      "Ah ha ha ha ha ha ha ha ha ha ha - you're STUCK HERE!"
      ASL FAQ http://www.users.bigpond.net.au/mantis/ASLFAQ
      Group: DQ-RULES Message: 342 From: jcorey30 Date: 10/24/2002
      Subject: Re: Trouble becoming a hero
      thanks to everyone who has replied so far! it is very helpful. Here
      is what one of my players came up with:
      How about you have to have 8 skills/spells/weaps/talents either at
      rank 8 (or higher) or maxed plus have a mimimum total ranks of 64
      (8*8) in all skills/spells/weap/talents.


      --- In dq-rules@y..., Bruce Probst <bprobst@n...> wrote:
      > On Tue, 22 Oct 2002 23:21:31 -0000, "jcorey30" <jcorey30@y...>
      wrote:
      >
      > >I think there should be some modification of the hero
      > >qualifications for those warrior types with weapon skills that
      can't
      > >go to rank 8. Giant Axe and battle axe have limits of 7, so does
      > > hand & a half, and broadsword has a limit of 6.
      > >Any ideas?
      >
      > Firstly: in my campaign, I removed the Rank limits on weapon
      types. The XP
      > cost for unlisted values = twice the XP cost of the previous rank.
      (This
      > means the XP cost goes up quite dramatically for certain weapon
      types. I
      > can live with this.) Before I did this, certain weapon types were
      never
      > used because they couldn't advance in Rank high enough; I also
      don't like
      > the idea that e.g., there's no such thing as a "Master axe-wielder"
      or
      > whatever.
      >
      > Secondly: in my campaign, to progress in Rank requires a total XP
      cost as
      > well as total ranks in stuff. So, to become an Adventurer requires
      a total
      > XP spent of 15000 in addition to having 8 things at Rank 4; to
      become a Hero
      > requires a total of 50000 spent. (These numbers may end up being
      adjusted
      > subject to further playtesting.)
      >
      > I did this for two reasons: one, so that people who spent XP on non-
      Rankable
      > stuff (like characteristics) weren't penalised in comparison to
      those who
      > didn't; two, people who found "cheap" ways to progress (e.g., by
      learning
      > lots of cheap weapons and skills) weren't given an excessive
      advantage in
      > comparison to those who chose more "difficult" paths for their
      characters.
      >
      > The first Hero in my campaign was a spellcaster, too; he had high
      MA and was
      > a Celestial Adept (which has a high number of constantly useful
      General
      > Knowledge spells with not-very-high XM values). Nevertheless, some
      > fighter-types were not far behind him.
      >
      > I should also note that my campaign gives PCs the possibilities of
      Ranks in
      > a number of things as part of the character generation process, and
      these
      > count towards progression; however, since they haven't spent any XP
      to get
      > those ranks, they don't get to the higher levels any faster.
      >
      > ----------------------------------------------------------------
      > Bruce Probst bprobst@n... ICQ 6563830
      > Melbourne, Australia MSTie #72759 SCA #80160
      > "Ah ha ha ha ha ha ha ha ha ha ha - you're STUCK HERE!"
      > ASL FAQ http://www.users.bigpond.net.au/mantis/ASLFAQ
      Group: DQ-RULES Message: 343 From: Anthony N. Emmel Date: 10/24/2002
      Subject: Re: Trouble becoming a hero

      Chello!

       jcorey30 <jcorey30@yahoo.com> wrote:

      thanks to everyone who has replied so far!  it is very helpful.  Here
      is what one of my players came up with:
      How about you have to have 8 skills/spells/weaps/talents  either at
      rank 8 (or higher) or maxed plus have a mimimum total ranks of 64
      (8*8) in all skills/spells/weap/talents.

      **********

      That sounds like it'd work great.  Better than messing around with the weapon ranks. (That's just from the perspectve of changing as little as humanly possible.)

       



      Anthony N. Emmel

      HMGMA# TX-1-00162-01

      ��There are no happy endings,� Cerin told her. �There are no real endings ever--happy or otherwise. We all have our own stories which are just a part of the one Story that binds both this world and Faerie�.all the while the Story just goes on.��

      Charles de Lint, Dreams Underfoot



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      Group: DQ-RULES Message: 344 From: jcorey30 Date: 10/28/2002
      Subject: Advantages and disadvantages
      DragonQuest is my game of choice. But that is not to say I have not
      been tempted to stray. and I would play multiple games if I had the
      time. One of the games that intrigues me the most is GURPS. and I
      will tell you why...
      It has a built in "role-playing" system. When you create your
      character, you have can give them advantages, disadvantages, quirks,
      and habits. This helps to define someone's character. and they
      force players to behave in a certain
      fashoin consistantly. Now, I have never played GURPS (but i did play
      Fantasy Trip), so I don't know how this works in practice.
      So I am asking two questions...
      1) what do you think of these kind of reward/penalty systems?
      2) has anyone tried to add one to a DQ campaign.

      John
      Group: DQ-RULES Message: 345 From: William Hough Date: 10/28/2002
      Subject: Re: Advantages and disadvantages
      "Obi-Wan once thought as you do..."

      I have been playing RPGs since 1976, and if I had to
      choose one solitary observation among the many I've
      garnered, I would say it's that it's not the system
      you choose so much as it is the group you game with.

      Changing game systems has to be neither a temptation
      nor permanent. I say that as long as you enjoy
      spending time with the folks you game with, you'll
      have fun in any system.

      Take AD&D for example. Take away the camaraderie and
      most folks start pointing out the gaping holes in that
      system. Yet I still play AD&D if the group is my cup
      of tea...standards thereof of course to the taste of
      the individual gamer. Some like rowdy and boisterous,
      others prefer quiet and order.

      If you are "intrigued" by a certain game system, I
      would definitely suggest that you go ahead, get some
      familiar faces together, and give it a try. The worst
      that can happen is that the game will end up as a
      dusty bookend on the shelf or on eBay someday, and the
      experience itself will still contribute to your
      overall exposure as a developing and wordly-wise gamer
      as well as to your stock of gaming stories: "Hey,
      remember that one Saturday when we played Papers and
      Paychecks?" My group still remembers over ten years
      ago when we tried Arduin Grimoire -- a ghastly system
      at best but a great night of laughs.

      I have played GURPS and a similar system, called HERO
      System, better known as Champions (or Fantasy Hero for
      the fantasy genre) before. They share many of the same
      traits, such as point-based and detailed character
      generation, character advantages and disadvantages,
      character quirks and habits, and formulae based off
      character statistics. These are excellent systems for
      not only generating the exact character you want to
      play (or 99% facsimile), but they offer a level of
      detail not found in DQ. I will not offer a discourse
      about which is the better system, suffice to say that
      I prefer HERO because that is what I started with.

      On the contrary, I have discovered that more character
      detail does not force a player into a tighter mold in
      regards to playing his character, but rather simply
      gives the GM and other players greater information
      about the character and provides more game-generating
      ideas for the campaign. Besides there is NO game
      system that I know of that utterly and completely
      details every facet of a player's character.

      Ultimately, whether or not a character is roleplayed
      in a manner consistent with its writeup should remain
      the privelege and the responsibility of the player,
      not the game system. Judgement as to whether or not
      this was actually accomplished naturally lies with the
      GM.

      I'm also not sure I agree with the concept that the
      Advantage/Disadvantage element can be likened to a
      reward/penalty situation. The idea of Advantages and
      Disadvantages, at least in the HERO System, is
      twofold: 1) to establish that the character is not
      without fault and 2) to give the character that extra
      bit of points needed for a vital skill or power in
      exchange for an occasional headache or two. It may be
      just a matter of semantics, but I prefer to limit the
      use of the word "penalty" to a player screw-up when it
      comes to the realm of RPGs.

      Because the tendency of players is to abuse the
      Disadvantage system in order to give their characters
      more points (to Hell with what happens in subsequent
      roleplaying sessions), both systems have limits on the
      point total of Disadvantages allowed for characters.

      I have never tried to add an Advantage/Disadvantage
      system to DragonQuest, since the points generated are
      limited strictly to statistics. I suppose you could
      apply such a system to generated experience. Perhaps
      in the nature of "For an extra 100 starting xps, your
      character always has an unfortunate tendency to wet
      his pants when faced with arrest by any authority,
      unless he makes a 2 * WP roll." If it is some trait or
      idiosyncrasy that can easily be concealed, perhaps
      only 50 or even 25 xps; ex: unusually-colored hair.

      Having read Bruce Galloway's "Fantasy Wargaming"
      (1982), I did come up with a "Bogie Table" for
      DragonQuest; this is 100 traits and quirks (50 good
      and 50 bad) generated with percentage dice that a
      player can request to roll on but I don't require as
      part of their character generation. But once a player
      opted to roll for their character, there was no going
      back; D10: 1-6: 1 roll on the table, 7-8: 2 rolls on
      the table, 9-10: 3 rolls on the table. If you want a
      copy of this table in MS-Word format, I can get it to
      you.

      Hope this helps.

      - Pat Hough

      --- jcorey30 <jcorey30@yahoo.com> wrote:
      > DragonQuest is my game of choice. But that is not
      > to say I have not
      > been tempted to stray. and I would play multiple
      > games if I had the
      > time. One of the games that intrigues me the most
      > is GURPS. and I
      > will tell you why...
      > It has a built in "role-playing" system. When you
      > create your
      > character, you have can give them advantages,
      > disadvantages, quirks,
      > and habits. This helps to define someone's
      > character. and they
      > force players to behave in a certain
      > fashoin consistantly. Now, I have never played
      > GURPS (but i did play
      > Fantasy Trip), so I don't know how this works in
      > practice.
      > So I am asking two questions...
      > 1) what do you think of these kind of reward/penalty
      > systems?
      > 2) has anyone tried to add one to a DQ campaign.
      >
      > John
      >
      >
      >


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      Group: DQ-RULES Message: 346 From: davis john Date: 10/29/2002
      Subject: Re: Advantages and disadvantages
       I have left the fold and am playing the new Decipher Lord of the Rings rpg and I must say it just 'feels' so right.  It has an edges and flaws system.  As well as taking these at character roll-up you can also gain them as you advance in xp.
       
      John
       
      ----- Original Message -----
      From: William Hough
      Sent: 29 October 2002 04:58
      To: dq-rules@yahoogroups.com
      Subject: Re: [dq-rules] Advantages and disadvantages
       
      "


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      Group: DQ-RULES Message: 347 From: J. K. Hoffman Date: 10/29/2002
      Subject: Re: Advantages and disadvantages
      A "bogie table" for DQ sounds interesting, I'd love a copy, if you don't
      mind.
      I've always been fascinated by the concept of quirks and disadvantages
      that somehow grant a character more starting "juice", as it were. I
      think it would add to the role-playing aspect of things, if done right.
      I've never actually played a game that has this in it, even though the
      D&D 3e *could* have this, in theory.

      Thanks,
      Jim

      --
      "What is impossible today may suddenly become possible tomorrow."
      - Thomas Merton
      Group: DQ-RULES Message: 348 From: Jason Winter Date: 10/29/2002
      Subject: Re: Advantages and disadvantages
      My big problem with using advantages and disadvantages is that it pretty
      much forces everyone to take disadvantages even if they don't want
      them. What happens is one (or several) players heap on the disadvantages
      and get tons of advantages. They now become way more powerful than the
      "average" player. If another player doesn't want to take any disadvantages
      they are going to be at a big disadvantage because the GM is going to have
      to make encounters tougher for the more powerful character. In the end
      pretty much everyone is forced to take at least some disadvantages just to
      at least be close to on par with the others in the group.



      At 02:22 AM 10/29/02, you wrote:
      >DragonQuest is my game of choice. But that is not to say I have not
      >been tempted to stray. and I would play multiple games if I had the
      >time. One of the games that intrigues me the most is GURPS. and I
      >will tell you why...
      >It has a built in "role-playing" system. When you create your
      >character, you have can give them advantages, disadvantages, quirks,
      >and habits. This helps to define someone's character. and they
      >force players to behave in a certain
      >fashoin consistantly. Now, I have never played GURPS (but i did play
      >Fantasy Trip), so I don't know how this works in practice.
      >So I am asking two questions...
      >1) what do you think of these kind of reward/penalty systems?
      >2) has anyone tried to add one to a DQ campaign.
      >
      >John


      Jason Winter
      Alarian@harbornet.net
      http://www.darkrealms.com/~alarian/
      Group: DQ-RULES Message: 349 From: Viktor Haag Date: 10/29/2002
      Subject: Advantages and disadvantages
      jcorey30 writes:

      > DragonQuest is my game of choice. But that is not to say I
      > have not been tempted to stray. and I would play multiple
      > games if I had the time. One of the games that intrigues me
      > the most is GURPS. and I will tell you why...
      >
      > It has a built in "role-playing" system. When you create your
      > character, you have can give them advantages, disadvantages,
      > quirks, and habits. This helps to define someone's character.
      > and they force players to behave in a certain fashoin
      > consistantly. Now, I have never played GURPS (but i did play
      > Fantasy Trip), so I don't know how this works in practice. So
      > I am asking two questions...
      >
      > 1) what do you think of these kind of reward/penalty systems?

      I think that in many cases they're more work than they're
      worth. I'm a big HERO fan, and like their "generic" approach to
      character advantages/disadvantages more than I like the GURPS
      "specific" approach.

      (That is, given a character with one arm, in HERO you get a
      "Physical Limitation" disadvantage, which you describe as
      "inhibiting the character 1/2 the time", and so forth. With the
      same character in GURPS, you get a "Has One Arm"
      disadvantage. This example may not be precisely correct, but it
      serves to show the difference in philosophy between the two
      games.)

      > 2) has anyone tried to add one to a DQ campaign.

      Nope. It wouldn't be difficult, though, thanks to the existing
      modularity of the game's rules. The easiest way to do it would be
      to tack on a 'Gifts/Flaws' system rather like Fudge, that had no
      direct linkage to the other parts of the character description
      system (i.e. "starting characters get one Gift and one Flaw, and
      you can get two Gifts, if you take two Flaws").


      --
      Viktor Haag : Software & Information Design : Research In Motion
      +--+
      "Ooh I've always wanted one of these! I can't wait to
      kill something with it!"
      Group: DQ-RULES Message: 350 From: William Hough Date: 10/29/2002
      Subject: Re: Advantages and disadvantages
      --- Jason Winter <Alarian@harbornet.net> wrote:
      > My big problem with using advantages and
      > disadvantages is that it pretty
      > much forces everyone to take disadvantages even if
      > they don't want
      > them. What happens is one (or several) players heap
      > on the disadvantages
      > and get tons of advantages. They now become way
      > more powerful than the
      > "average" player. If another player doesn't want to
      > take any disadvantages
      > they are going to be at a big disadvantage because
      > the GM is going to have
      > to make encounters tougher for the more powerful
      > character. In the end
      > pretty much everyone is forced to take at least some
      > disadvantages just to
      > at least be close to on par with the others in the
      > group.

      I agree completely; it's just part of what we HERO
      System folks call "mini-maxing".

      "Mini-Maxing" derives its name from the path that
      power-trip players take when they generate their
      characters in a point-based system. Their tendency in
      the case of Disadvantages/Advantages is just as Jason
      said, pile on the "D"s for the sole purpose of
      garnering more "A"s.

      The other half is that power-trippers in HERO System
      establish certain stats, which their character will
      not particularly need on a regular basis, well below
      their average values in order to get even more points
      to raise other stats, or buy more power advantages and
      other goodies; that is, minimizing certain stats in
      order to maximize others more beneficial to the
      character.

      For example, a bad-ass wizard will probably buy his
      STR down to 8 (average 10) and get back 2 points (STR
      costs 1 point). If he is a mentalist basing his powers
      off EGO, he will certainly buy his CON down to 8 as
      well and get back 4 points (CON costs 2 points per
      stat point). And there are far worse examples.

      Two things will slow this down or put a halt to it
      completely: HERO's rule which absolutely clamps a
      limit on the total point value of Disadvantages a
      character can have, and a wary and watchful GM.

      I have to laugh when a power-tripper, confronted by a
      powerful villian or monster created solely because he
      created a mini-max badass starting character, accuses
      ME of being a "Killer GM". Ha!

      Off-topic a little bit: I was surprised when my group
      of DQ players, who should certainly know better, got
      cute at the beginning of the current scenario while
      still in town, and devised schemes to make a ton of
      silver pennies in the quest for more magic items. I
      could have stopped them in town, but what followed is
      much better.

      The current scenario is none other than Paul Jaquays'
      "The Enchanted Wood". Whoops! All I did was increase
      the stats of the major villians (particularly Grask,
      Wulgreth, and oh yeah that annoying elf bandit chick
      and her ambush party) while doubling the amount of
      critters that show up in random encounters.

      Now they are having a tough time; not a deadly time,
      but definitely challenging.

      - Pat Hough

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