Use of Golems in DQ Craig Brain 01/25/2003 00:45 RE: Use of Golems in DQ Errol 01/29/2003 20:06 Looking for some adventures Juanc1 12/31/2002 16:42 I found them Juanc 12/31/2002 17:40 RE: Looking for some adventures Errol 01/29/2003 19:45 RE: I found them Errol 01/29/2003 19:46 Alusia in CC2? Necromancer 12/03/2002 12:05 RE: Alusia in CC2? Paul P. 12/06/2002 12:52 RE: RE: Alusia in CC2? Necromancer 12/10/2002 08:47 RE: RE: RE: Alusia in CC2? Craig Brain 12/11/2002 01:06 Alusia in CC2 File Format Craig Brain 12/11/2002 04:08 Letting my DQ collection go... Mike F 11/21/2002 14:59 Websire & new Material Craig Brain 11/16/2002 14:06 Looking for Players on the Denver Metro Area Randy 11/13/2002 00:54 old game orphieus 10/01/2002 16:31 DQ at Pentacon Rodger Thorm 10/01/2002 12:24 Not one of my sales but... JohnD 08/29/2002 08:53 DQ Files New Home RuneShaper 08/14/2002 12:47 Expanded Armor Table? Anthony N. Emmel 08/13/2002 12:24 Second Edition PDFs Available RuneShaper 08/09/2002 10:07 DQN summer issues Rodger Thorm 07/14/2002 12:07 RE: DQN summer issues Brett 07/29/2002 23:12 RE: Mounted combat Rodger Thorm 08/04/2002 23:11 RE: RE: Mounted combat 10/06/2002 02:31 Frontiers of Alusia Alarian 06/22/2002 21:20 More FOA maps Snafaru 06/24/2002 20:39 RE: More FOA maps Richard Wells 06/25/2002 00:02 Frontiers of Alusia Alarian 06/22/2002 20:58 Thornewood Mort DeMuerte 06/20/2002 16:42 RE: Thornewood Craig Brain 06/22/2002 07:59 RE: Thornewood Jason Winter 06/22/2002 10:56 RE: RE: Thornewood Juanc 06/22/2002 14:04 RE: Thornewood Rodger Thorm 06/24/2002 22:27 Warning About Copyright Issues Craig Brain 06/14/2002 20:16 Community Sense... Craig Brain 06/13/2002 16:29 Format the ArcWis MortDeMuerte 06/02/2002 22:38 RE: Format the ArcWis Juanc 06/03/2002 12:21 It was too big Juanc 06/03/2002 12:24 RE: It was too big MortDeMuerte 06/04/2002 00:31 RE: RE: It was too big Juanc 06/06/2002 08:40 RE: RE: RE: It was too big Craig Brain 06/09/2002 07:34 Sorry Craig Juanc 06/13/2002 12:42 RE: Sorry Craig Craig Brain 06/14/2002 17:08 Forbidden Lore Feedback Tim P 05/16/2002 10:17 RE: Forbidden Lore Feedback Craig Brain 05/20/2002 19:49 RE: RE: Forbidden Lore Feedback Juanc1 05/24/2002 15:36 Close Combat Juanc1 05/13/2002 16:34 Forbidden Lore Draft Available Craig Brain 04/29/2002 22:32 RE: Forbidden Lore Draft Available Craig Brain 05/04/2002 03:49 DQ Timeline/Calendar Craig Brain 04/21/2002 20:39 Now Written Morbius 04/22/2002 23:39 The Great DQ Colouring Competition Morbius 04/21/2002 04:39 Arcane Wisdom Update Morbius 04/21/2002 04:35 Website Updated Craig Brain 04/07/2002 23:33 Dq and Earthsea Juanc 03/29/2002 12:20 RE: Dq and Earthsea Mort DeMuerte 03/29/2002 13:19 DragonQuest Players Association Snafaru 03/07/2002 22:22 DragonQuest Players Association Snafaru 03/07/2002 22:16 Errata needed for Magic Resistance! Philocube 03/01/2002 10:03 RE: Errata needed for Magic Resistance! Mort DeMuerte 03/04/2002 15:43 RE: RE: Errata needed for Magic Resistance! JohnD 03/05/2002 10:21 RE: RE: Errata needed for Magic Resistance! Mort DeMuerte 03/05/2002 16:26 RE: Errata needed for Magic Resistance! Rodger Thorm 03/13/2002 21:47 Non-DQ Modules Converted to DQ Halphin 02/14/2002 17:11 RE: Non-DQ Modules Converted to DQ Juanc 02/27/2002 18:09 RE: RE: Non-DQ Modules Converted to DQ JohnD 02/28/2002 08:33 B1 In Search of the Unknown Morbius 03/24/2002 19:57 B1 In Search of the Unknown Morbius 03/24/2002 22:59 RE: B1 In Search of the Unknown Craig Brain 04/21/2002 04:44 RE: RE: B1 In Search of the Unknown Chris 11/28/2002 20:26 PDF? Dungeon Master 02/01/2002 11:00 RE: PDF? Paul P. 02/06/2002 02:57 RE: PDF? Anunnaki 05/13/2002 03:20 Deities, Cults and Churches in Alusia Craig Brain 01/25/2002 23:26 RE: Deities, Cults and Churches in Alusia Ursus Major 01/26/2002 12:03 RE: RE: Deities, Cults and Churches in Alusia 01/26/2002 22:44 RE: Deities, Cults and Churches in Alusia Marty 01/30/2002 17:49 RE: RE: Deities, Cults and Churches in Alusia Ursus Major 01/30/2002 22:09 Correct email? Juanc1 03/15/2002 17:07 RE: Correct email? Craig Brain 03/24/2002 22:51 RE: Correct email? Craig Brain 03/24/2002 22:52 Arena of Death in Alusia Craig Brain 01/25/2002 23:14 Just wanted to let you know Nick H 01/21/2002 14:52 RE: Just wanted to let you know Tim P 01/21/2002 17:35 RE: Just wanted to let you know Snafaru 01/23/2002 21:50 Called shots and fate points Ursus Major 01/20/2002 14:27 RE: Called shots and fate points Tim P 01/21/2002 17:30 DQ/Arena of death Counters Morbius 01/15/2002 07:13 RE: DQ/Arena of death Counters Rodger Thorm 01/16/2002 00:28 RE: DQ/Arena of death Counters Craig Brain 01/26/2002 22:45 Considering two new rules... Juanc 01/05/2002 16:13 RE: Considering two new rules... Tim p 01/09/2002 16:06 RE: Considering two new rules... Thrain 01/21/2002 17:21 DQ Ultimate Character Sheet heneryville 12/04/2001 00:38 RE: DQ Ultimate Character Sheet Tim p 12/07/2001 06:14 RE: RE: DQ Ultimate Character Sheet heneryville 12/08/2001 15:23 RE: DQ Ultimate Character Sheet Thrain 12/09/2001 18:25 RE: RE: DQ Ultimate Character Sheet heneryville 12/11/2001 01:38 OT: New Universe RPG List John M. Kahane 11/25/2001 10:16 Item found on WotC website... David Radford 11/18/2001 15:58 RE: Item found on WotC website... Juanc 11/26/2001 15:58 RE: Item found on WotC website... David Radford 12/02/2001 11:46 Actually...Yes... John F. Rauchert 11/02/2001 09:46 RE: Actually...Yes... John F Rauchert 11/02/2001 09:48 RE: RE: Actually...Yes... JohnD 11/06/2001 06:36 Unfortunately No on both counts John F Rauchert 11/08/2001 04:37 Renton Errol 11/01/2001 21:36 Imagine Magazine Craig Brain 10/29/2001 02:32 RE: Imagine Magazine David Radford 10/31/2001 13:23 RE: RE: Imagine Magazine Craig Brain 11/01/2001 04:28 RE: RE: RE: Imagine Magazine Mort DeMuerte 11/05/2001 14:59 RE: RE: RE: RE: Imagine Magazine Craig Brain 11/06/2001 01:57 RE: Imagine Magazine (Scans of Front Covers) David Radford 11/18/2001 16:04 Just passing through and thought I would say hi. :-) Axl Adams 10/22/2001 01:56 RE: Just passing through and thought I would say hi. :-) Halphin 11/03/2001 14:08 Did everyone move... or are we just quiet? Juanc1 10/20/2001 11:59 RE: Did everyone move... or are we just quiet? Tim p 10/20/2001 18:11 RE: Did everyone move... or are we just quiet? Paul P. 10/21/2001 17:49 RE: RE: Did everyone move... or are we just quiet? JohnD 10/22/2001 06:00 RE: RE: RE: Did everyone move... or are we just quiet? John M. Kahane 11/21/2001 10:51 DQ Pbem: Sneak Peek Paul P. 10/04/2001 22:33 RE: DQ Pbem: Sneak Peek Marty 10/05/2001 10:04 RE: DQ Pbem: Sneak Peek Stormraven 10/07/2001 22:15 RE: DQ Pbem: Sneak Peek Mort DeMuerte 10/07/2001 23:50 RE: RE: DQ Pbem: Sneak Peek Paul P. 10/08/2001 23:54 Dragonquest on ebay JohnD 09/21/2001 09:38 Running (again) Juanc 09/20/2001 08:38 RE: Running (again) Th’Zu 09/21/2001 18:58 RE: Running (again) Th’Zu 09/21/2001 19:00 RE: Running (again) Th’Zu 09/21/2001 19:00 RE: RE: Running (again) Marty 09/25/2001 09:54 RE: Running (again) John M. Kahane 09/25/2001 15:03 RE: RE: Running (again) Tim p 09/25/2001 18:25 Anyone considered alternatives? Edi 09/19/2001 07:17 Anyone considered alternatives? Edi 09/19/2001 07:12 Sorry, my bad for posting twice (nt) Edi 09/19/2001 07:19 RE: Anyone considered alternatives? Juanc 09/20/2001 08:37 RE: RE: Anyone considered alternatives? Marty 09/20/2001 16:13 RE: RE: Anyone considered alternatives? Edi 09/21/2001 02:31 RE: RE: Anyone considered alternatives? John M. Kahane 09/21/2001 08:48 RE: RE: RE: Anyone considered alternatives? Juanc 09/21/2001 10:48 RE: RE: RE: Anyone considered alternatives? Tim p 09/22/2001 08:02 RE: RE: RE: RE: Anyone considered alternatives? John M. Kahane 09/22/2001 08:50 RE: RE: RE: RE: Anyone considered alternatives? John M. Kahane 09/22/2001 08:53 RE: RE: RE: RE: RE: Anyone considered alternatives? Tim p 09/22/2001 23:50 RE: RE: RE: RE: RE: RE: Anyone considered alternatives? John M. Kahane 09/25/2001 14:56 RE: RE: RE: RE: RE: RE: RE: Anyone considered alternatives? heneryville 10/04/2001 23:21 So is there another board? Juanc 10/06/2001 12:53 Since we’re starting over... :) Stormraven 09/18/2001 22:57 RE: Since we’re starting over... :) Marty 09/20/2001 16:24 DQ monster MS Access database King Rat 09/18/2001 12:53 RE: DQ monster MS Access database Marty 09/18/2001 22:34 RE: RE: DQ monster MS Access database Omegaz 09/18/2001 22:48 RE: RE: DQ monster MS Access database Tim p 09/19/2001 08:03 RE: RE: RE: DQ monster MS Access database Marty 09/20/2001 16:11 RE: RE: RE: DQ monster MS Access database Hans Käll 10/19/2001 15:48 RE: RE: RE: RE: DQ monster MS Access database Seb 12/17/2001 03:50 So does anyone have a weather report.? ThePaperWieght 09/17/2001 13:32 Did I just backfire and go blind or is everyone invisible? Thrain 09/12/2001 21:09 wefwg Juanc 09/12/2001 15:24 RE: wefwg Mort DeMuerte 09/12/2001 15:38 RE: wefwg Errol 09/12/2001 20:02 CONTACT THE MAGISTRATES Juanc 09/13/2001 11:40 RE: CONTACT THE MAGISTRATES Tim P 09/13/2001 22:59 RE: RE: CONTACT THE MAGISTRATES Mort DeMuerte 09/14/2001 01:02 And the Magistrates shall answer... Magistrate Michael 09/15/2001 14:53 Thanks for filling us in! Juanc 09/20/2001 08:34 Subject: Use of Golems in DQ Posted by: Craig Brain Date: 01/25/2003 00:45 Hi All! I’m afraid that I haven’t had a lot of experience with golems in DQ. Which sort of golem would be capable of staying active for a number of years without supervision? In addition, how can a spell caster make a golem last longer? Thanks, Craig Brain Australia Subject: RE: Use of Golems in DQ Posted by: Errol Date: 01/29/2003 20:06 I Don’t have alot of experience with golems either but in my old group there is a shaper fan. I’ll try to find out ( I’m pretty sure none of them can or I wouldn’t have been forced to make up this magic item). In my old world I made up a magic item which gave the ability too extend golems, It was an important part of my story line and I had to do it ( the same magic item the characters eventually got, haunted the characters for years after they got it. As many people had used it in the past). Every Magic item should have a cutting edge. Remember DQ is an open ended system. Subject: Looking for some adventures Posted by: Juanc1 Date: 12/31/2002 16:42 Hi gang, I am looking for electronic versions of some of the published DQ adventures. Primarily The House of Kurin. Though, I am interested in anything you have. Also, I have electronic verisons of three adventures: Sethotep Beauty is But Skin Deep Jack of all trades They are all converted as TIFFS, and text files. Did any of you do the conversion? if so email me, and tell me who you are. Subject: I found them Posted by: Juanc Date: 12/31/2002 17:40 Still looking for creators... Subject: RE: Looking for some adventures Posted by: Errol Date: 01/29/2003 19:45 Sorry I thought I had it. I have Facade, Treasure of Socantri and the 3 on your list. I seem to be missing 2 that I thought I had. House of Kurin is one of them. I know if I dig through my papers I have it in hard copy (I’ve run it a couple of times). But I have no way of getting it back on my computer. If you find it I’d be interested. If you are interested in my 2 extras let me know. I kind of miss how busy this page used to be. What happened to the DQPA and the Sea Gate Times (Yes I date myself)? Snafaru where are you? Does nobody play anymore? I know I moved away from my group and havn’t played in over a year. Errol AKA "Kilmer Baddies" Subject: RE: I found them Posted by: Errol Date: 01/29/2003 19:46 OK I should read the next post before I answer. I’ll trde for it. Subject: Alusia in CC2? Posted by: Necromancer Date: 12/03/2002 12:05 I remember that someone wanted to convert FoA into CC2 format. Is there a status on this? Thanks. -N Subject: RE: Alusia in CC2? Posted by: Paul P. Date: 12/06/2002 12:52 That would be me. I shelved the project simply because I didn’t think there was sufficient interest to warrant my time. I’ve created many maps since then at www.fargoth.com If you can convince me that there is enough interest out there I may pick it back up. Regards, Paul Subject: RE: RE: Alusia in CC2? Posted by: Necromancer Date: 12/10/2002 08:47 I doubt there is any interest other than me! I would not want you to waste your time with it unless you were going to create them anyway. Thanks anyway! -N Subject: RE: RE: RE: Alusia in CC2? Posted by: Craig Brain Date: 12/11/2002 01:06 A fair while back I posted a version of the map grid in CC2 complete with the numbering and a small portion of the map on one of the Yahoo forums. That is the last that I know of anyone doing anything about Alusia in CC2. That was nearly a year ago. Craig Brain Subject: Alusia in CC2 File Format Posted by: Craig Brain Date: 12/11/2002 04:08 Please email me off the list, and I will send you the files with the little bit that I have done. The only thing I ask is that you share the CC2 files with anyone who asks. Regards, Craig Brain Subject: Letting my DQ collection go... Posted by: Mike F Date: 11/21/2002 14:59 I’ve been a long time lurker and thought someone here might be interested. The collection is fairly extensive including Frontiers of Alusia and various articles I’ve copied over the years. If you’re interested in the detailed list, just follow the link... http://cgi.ebay.com/ws/eBayISAPI.dll?ViewItem&item=1791089947 Subject: Websire & new Material Posted by: Craig Brain Date: 11/16/2002 14:06 My website is back up - a draft of a new adventure is available - not quite finished yet - but getting there. http://users.cyberone.com.au/morbius/ Subject: Looking for Players on the Denver Metro Area Posted by: Randy Date: 11/13/2002 00:54 "I am looking for up to 5 players to start up a DragonQuest game in the Denver Metro Area. I have added greatly to the rules. My games has well over a dozen races you can be and I have well over a dozen extra skills which are on top of the original rules. I will be happy to send you the changes if you are interested in playing. Also, I would like to play every other Friday evening or I could do every other Sunday. I figure we would play 6 to 8 hours a session for two sessions a month. May be we might do more time if everything goes well at the sessions." Thanks Randy Subject: old game Posted by: orphieus Date: 10/01/2002 16:31 hi i’m looking for an old rpg board game. i don’t know the name of it, but i played it about 1993. it is an adventure game. it has a game board, 4 heros, and a book for a dm or something. the game played like this... you went into a dungeon or castle. as you went in you could look for traps, move, look around etc... when you came in view of a door or monster the dm set it up on the board. it came with a bunch of monsters and other inantamate objects. if you can help i would appreciate it. please e-mail me. thanks Subject: DQ at Pentacon Posted by: Rodger Thorm Date: 10/01/2002 12:24 I just came across some information about Pentacon in Fort Wayne IN that said there are going to be DragonQuest events there. Does anyone here know anything more about this? Here’s the contact info and the URL if anyone else is interested: Pentacon XVIII November 1-3, 2002 Grand Wayne Center (Downtown) 120 West Jefferson Boulevard Fort Wayne, Indiana http://www.pentacon.org/ Subject: Not one of my sales but... Posted by: JohnD Date: 08/29/2002 08:53 http://cgi.ebay.co.uk/ws/eBayISAPI.dll?ViewItem&item=1761041506 going for 5 dollars with a day to go, bargain id say. John Subject: DQ Files New Home Posted by: RuneShaper Date: 08/14/2002 12:47 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 Subject: Expanded Armor Table? Posted by: Anthony N. Emmel Date: 08/13/2002 12:24 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 Subject: Second Edition PDFs Available Posted by: RuneShaper Date: 08/09/2002 10:07 I’ve posted the rulebooks for everyone here: http://groups.yahoo.com/group/dq-rules/files/documents/Bantam%20PDFs/ There isn’t enough room for me to put it all so I didn’t put the Monsters section there, but if sombody had some extra disk space I could send it there! please download, mirror and distribute! Subject: DQN summer issues Posted by: Rodger Thorm Date: 07/14/2002 12:07 I have just sent out DQN v7n01. If you are not on the list, you can go to the DQNewsletter site at Yahoo Groups to subscribe and to see previous issues. [http://groups.yahoo.com/group/dqnewsletter/] In the next issue of the DragonQuest Newsletter (v7n02) I am hoping to have a concentration on Mechanicians and their devices. As always, I am looking for submissions. If you are a Newsletter supporter, consider contributing something now to help keep the Newsletter coming. --Rodger Thorm Subject: RE: DQN summer issues Posted by: Brett Date: 07/29/2002 23:12 Hi everyone, I have been out of touch for a while and probably will be again shortly. Which makes me feel bad because I have a slightly contrary thing to point out... If you prefer the pure fantasy/heroic rules over more "realistic" rules then reading farther isn’t necessary... I love the newsletter, keep up the great work! Anyways, I was looking at the newsletter and the rules for horsemanship. Despite the glorious appearance or horsemanship in movies, history actually points out the repeated difficulties and losses experienced by cavalry attacking infantry. Cavalry were adept at running down fleeing infantry but mostly avoided serious combat with similarly armed/trained infantry men. One disadvantage was the shear number of opponents capable of surrounding a horseman but mostly it was due to the additional complexities of handling a horse in addition to fighting. Horseman were limited to attacking the heads and shoulders of the attackers(the easiest areas to defend!) while restricting their own ability to dodge and protect their lower halfs. A rule I propose instead of the bonus X horsemanship is a (10-horsemanship%) penalty. This makes a rank 10 warrior as skilled from horseback as from the ground. I also propose a skill check for riders wishing to attack from hoseback until they reach rank 4. Here is a link to my long since updated website. It is just another horsemanship rule to consider... I would already modify it again myself but maybe you will find parts of it useful. http://www.geocities.com/dragonquestlives/HorsemanshipSkill.htm Brett Subject: RE: Mounted combat Posted by: Rodger Thorm Date: 08/04/2002 23:11 Hi Brett-- Thanks for the feedback on the horsemanship modifications. I’d be interested to see what historical examples you are refering to. The case in my game that prompted us to devise the rule change I outlined was very much a case of a single rider running down a lone figure on foot. I agree that a mounted figure who is caught in the press of a battle could be overwhelmed, and did have some real vulnerabilities. But I think most cases in DQ will be more like the former (fewer figures involved), meaning advantage to the mounted figure(s). I’d also like to include your response in the next issue of the Newsletter. Hopefully you can let me know before you disappear again. If I don’t hear from you, I may go ahead an reprint it (and hope that’s not a problem). I get so little feedback that I’ll use anything I can get. Thanks again. I think that mounted figures in combat need some further work, and your input is leading me to consider further revisions, too. --Rodger Thorm Subject: RE: RE: Mounted combat Posted by: Date: 10/06/2002 02:31 Hi Rodger, There are many instances of infantry defeating cavalry (if they didn’t flee after the initial charge and in essence become target practice). Unfortunately my knowledge comes from reading books on classic military strategy- ones that I have long since given away or returned to their owners and have trouble remembering the names of... I HIGHLY recommend this book to anyone intested in historically accurate troop use. You can get it used at amazon for 9.99 "The Art of War in the Western World" by Archer Jones Here is a third-party reference to it worth looking at: http://www.poppyware.com/dunham/glorantha/aow.html It summarized some of the key notes. And remember that "light" units use missile weapons and "heavy" implies the use of melee weapons-not a great labelling scheme but that is a distinction to remember. Mongols shooting from horses are light cav, if they should charge with spear and sword they assume a heavy cav role. My brief online search was fruitless, clouded by numerous hits for fantasy wargaming interestingly enough :) Here was an excellent piece on mounted archers though: http://www.rand.org/publications/MR/MR1100/MR1100.chap3.pdf Some classic examples of infantry dominance was the roman legions and phalynxes (macedonia through to the swiss pike formations). I wish I had more tangible examples besides instances of staff weapons or clever use of terrain for infantry victory over cavalry. I assure you though that most historical writers in this field agree that stout heavy infantry will overcome heavy cavalry in a drag-out fight. Just as it is accepted that light infantry will outshoot light cavalry all day... This could be a separate thread, but illustrates an intersting parallel- would you rather shoot a bow from foot or horseback? Play basketball from foot or by horse back? Watch a polo game, compare the "whiffs" to croquet! (just kidding:) The english, after the 13th century, almost always dismounted before battle. Hoblars (spelling?) too rode to the battlefield only to dismount. Cavalry for most of the feudal ages represented professional fighters and their success over infantry was more accounted to untrained, and genuinely disinterested, peasant levies. It is difficult to find specific mention of cavalry’s difficulties online but if you start reviewing battle scenes you will notice that heavy cavalry almost NEVER attacks heavy infantry before they the infantry is fleeing or in disarray from missile fire. They might also attack as a temporary holding or distracting action. Please feel free to use the rules I provided as you like, I only ask for an honorable mention if put to print. Its an ego thing ;) I apologize if this permission is late in coming. Thanks for the interest, and for continuing to support Dragonquest. Brett Subject: Frontiers of Alusia Posted by: Alarian Date: 06/22/2002 21:20 I’m not quite sure what I was thinking, but I actually did put all this up on my website a while ago and seem to have forgotten to post anything about it (at least here). If your interested in any of the stuff I have done for the Frontiers of Alusia, you can check out the web page I have dedicated to it. You will find it at: http://www.darkrealms.com/~alarian/DQ/Alusia/Alusiamap.htm If you like what you see, let me know. Alarian Subject: More FOA maps Posted by: Snafaru Date: 06/24/2002 20:39 Hail brave warriors, sorceresses... My brother, going by the name of Sir Beregorn, also made some Frontiers of Alusia maps for all adventurers to explore: http://www.iosphere.net/~eric/dq/foa.htm Snafaru Subject: RE: More FOA maps Posted by: Richard Wells Date: 06/25/2002 00:02 I am very happy to see Alusia making a resurgence. I want more, more, more. (Funny, 20 years ago, I thought Alusia was rather bland, but it seems my tastes have changed.) Subject: Frontiers of Alusia Posted by: Alarian Date: 06/22/2002 20:58 I’m not quite sure what I was thinking, but I actually did put all this up on my website a while ago and seem to have forgotten to post anything about it (at least here). If your interested in any of the stuff I have done for the Frontiers of Alusia, you can check out the web page I have dedicated to it. You will find it at: http://www.darkrealms.com/~alarian/DQ/Alusia/Alusiamap.htm If you like what you see, let me know. Alarian Subject: Thornewood Posted by: Mort DeMuerte Date: 06/20/2002 16:42 A long time ago, while browsing the web for all things DQ, I remember running across an adventure(?) set in the Thornewood forest of Alusia. The centerpiece of the adventure was a druid-type who harvested the Thorneapples of the forest to make Thorneapple wine, supporting a little cottage industry in the woods. Some evil force threatened the woods, etc. etc. Does anybody out there remember what I’m talking about? I’d love to find that adventure again, since something I’m involved in right now would dovetail nicely with some of the ideas in that adventure. Subject: RE: Thornewood Posted by: Craig Brain Date: 06/22/2002 07:59 I think that you may have to speak with Jason Winter/Alarian aboout this adventure. I thought that he did it up for a DQ Newsletter a couple years back. I could be wrong... Craig Subject: RE: Thornewood Posted by: Jason Winter Date: 06/22/2002 10:56 Hi. Yes, I was the one that wrote what your refering to. If you would like, I would be happy to send you a copy. Just email me at Alarian(aat)harbornet.net and I will send it off to you. Subject: RE: RE: Thornewood Posted by: Juanc Date: 06/22/2002 14:04 Any Chance you would be willing to post it at the DQ yahoo group? Subject: RE: Thornewood Posted by: Rodger Thorm Date: 06/24/2002 22:27 Jason’s article on the Thornewood was in the February 2001 DragonQuest Newsletter, v06n02: http://groups.yahoo.com/group/dqnewsletter/message/11 The graphic file (the map of just that part of the Frontiers) has been moved to the Archive of Newsletter Images: http://groups.yahoo.com/group/dqnewsletter/files/Newsletter%20Graphics/Archive%20Images/Thornewood.jpg It’s a Yahoo group, so you have to be signed in with Yahoo in order to access the files, but I think most of you are already on the list. As always, if someone is having real trouble, let me know, and I’ll try to help out. Rodger Thorm, Editor DrgonQuest Newsletter Subject: Warning About Copyright Issues Posted by: Craig Brain Date: 06/14/2002 20:16 Just a quick note, the copyright issue is not dead, or at least not completely. I checked the Star Frontiers main site (www.starfrontiers.com) a while ago, and found a link to a guy who just narrowly escaped a law suit by WoTC on copyright issues. That site is now off-line. You may find reference in the SF mailing list archives for more details. If you release something, make sure that you include any permissions that you gained, and that you can remove it from your site in a hurry if WoTC don’t like it. This fellow was lucky in that he kept a paper copy of the message that he was originally sent from TSR, so when WoTC tried to hit him with a legal case, they could do nothing. WoTC’s legal eagles don’t remember everything that TSR’s legal eagles agreed to. :: Download :: Patches :: Online Tutorial :: Player Search :: Register :: Account Update :: Renew or Subscribe :: New Boards :: Old Boards :: Chat :: RPG Top 20 :: WebRPG Links :: About WebRPG :: Advertising Info :: Link to us! :: RPGRegistry.com :: RPGSurvey.com These forums have been moved, please post to: The New WebRPG Forums Town Hall:Role Playing Games:Fantasy - Other: RPG - DragonQuest -------------------------------------------------------------------------------- Subject: Community Sense... Posted by: Craig Brain Date: 06/13/2002 16:29 1. The reason that I put AW up in PDF format was so that it could be shared, and downloaded quickly. You know the size of the file. 2. I wanted to ensure that if TSR/WoTC did take offense at some time to me releasing that version, I could at least ensure that the original Word version would not be loose on the net, and thus minimise damage to myself and the community. Copyright/legality battles are not helpful. 3. I did not want to see two dozen different version of AW on the net, each with every author’s own "improvements". My hope was that eventually, the DQPA would be in a position to sponsor it’s own DQPA version, for which I would be happy to give them the file. I have taken a long time to consider this. 4. I responded in the forum, in which you made the offer. Like you, I would have prefered an email prior to posting on the web. For that, I apologise. Craig email to follow. Subject: Format the ArcWis Posted by: MortDeMuerte Date: 06/02/2002 22:38 I’m currently attempting to reformat the Word document version of the Arcane Wisdom to have the same format as the other Word documents for the 2nd edition main books that someone once kindly distributed so long ago. Now, somebody has already put the ArcWis into .pdf format (a good job, too, by the way). There are many pictures in that document that I would love to incorporate into my efforts. Could the person who did the .pdf document contact me so I could get those ictures? Thanks. Subject: RE: Format the ArcWis Posted by: Juanc Date: 06/03/2002 12:21 I sent you a zipped word doc with all of the images in it. I hope it was not too big.. Subject: It was too big Posted by: Juanc Date: 06/03/2002 12:24 ccc Subject: RE: It was too big Posted by: MortDeMuerte Date: 06/04/2002 00:31 I take it that you tried to send it and it bounced? Perhaps it would be better to send the picture files individually or in small clusters? By the way, thanks for trying at all. Subject: RE: RE: It was too big Posted by: Juanc Date: 06/06/2002 08:40 I will do my best. Maybe this weekend. Subject: RE: RE: RE: It was too big Posted by: Craig Brain Date: 06/09/2002 07:34 I gather from this post John, that you have finally managed to get my document off the zip disk that I posted to you - what, 2 years ago? When I sent that word file to you, I thought that I asked that you not share it around. I did not want others claiming credit for the work that I put into creating that file and the new AW96. In addition to that, you told me that you wanted the format for the document so that you could use it to create your own work. You should have asked me before deciding to share this around. At $30.00 a pop, you might even have returned the zip disk. Craig/aka Morbius Subject: Sorry Craig Posted by: Juanc Date: 06/13/2002 12:42 1) you are right. I have not in fact shared it yet. So I will not do so now. I should have asked. 2) I am using it in my own work. Thanks again for sending it. 3) Email me your address, and I will send you a zip disk. 4) I was just doing it for a sense of community. I am shocked by how much people in the DQ community want to protect "their own work". A) where is your sense of community? B) did you create all of those images yourself? 5) You have my email. I just sent you some notes on your Forrbidden lore. Could you not have, perhaps, called me out privately? Thanks Juanc Subject: RE: Sorry Craig Posted by: Craig Brain Date: 06/14/2002 17:08 I have to agree with you John, I was wrong to be so discourteous in the manner in which I responded to your post. For that I apologise. I sent a what & why email to you last night when I got home from work, which I hope explains my point of view on the situation properly, and what I hope to achieve, Regards Craig Brain Subject: Forbidden Lore Feedback Posted by: Tim P Date: 05/16/2002 10:17 I hadn’t responded t Forbidden Lore because I hadn’t had time to sit down and give it some serious attention. So I did that last night. My first reaction was that there wasn’t enough information. It’s more of an out line of where you want to go. There are ideas I like and ideas I don’t. These are my opinions and some of them are favorable and some aren’t. All of this is constructive criticism, to help you see your work form an outside point of view. I’ll just start from the beginning and work through, then give my over all ideas. I felt there should be a reason why the Gods created the different races. Why would Gods create a race and then ignore them? Why do the demons want to get a foothold upon it? Finding a reason why the Gods have taken such actions can help give your campaign focus. Good examples from authors are David Eddings and Terry Prachett. In David Eddings world, there are seven Gods, and the world was created with a purpose. His reason is this, millions on millions of years ago, in the universe, and accident happened that divided the universe. Where there was one purpose, now there were two, and all down the corridors of Time, these two purposes have been fighting for domination over the other. The two purposes (fates, the light and the dark) decided to use others as their instruments, since they were two evenly matched. The gods were created, and in turn, they created the world. After that it gets a bit complex. In David Prachett’s books, gods are actually spirits that grow with belief in them. The more people believe in Gods, the more powerful they become. But they are also limited by what people believe they can do or look like. In Prachett’s world, belief is a force as much as magic, wind or fire. Gods need people to believe in, and People need to believe in something, it’s a symbiotic relationship. I loved the idea of several demi-gods working together to create a race. That must has so many possibilities. And could go far to explain why a race has not been able to gain any domination in the world. Lets say one God created Elves, because he had the power to do so himself. What if this gave him too much power and influence over the world? So several Gods get together and create Man. What if several Gods created the Dwarves? Then the gods fight amongst themselves and some go and create the Kobolds or the Gnomes. Explaining their common ancestry? Why did the Gods create Dragons, and why are they so special and powerful? Which of the races were the first? Or were they all around the same time? Personally, I don’t like the idea of Elves starting of as primitive savages, or worshiping dragons by accident. They weren’t aware that the gods had created them? Were none of the races aware of the Gods? Again, that goes back to why bother creating a race to ignore? If there is a reason that is only known to the Gods, it should still be in here since this is for the Game Masters, and a GM would need to know. The idea of an island kingdom that was culturally more advanced and was destroyed by a natural event (combination between Atlantis and Pompeii) is good. It helps give focus to the world and material for adventures. And how the refuges impacted life on Alusia is very good. If you could build up the history of Alusia and the relationship between the races and kingdoms before the refuges appeared, and then how the arrival of 30,000 people affected that, it would give so much more depth to the world. Example: Let’s say only Dwarves had the knowledge of making steel weapons. Elves preferred bows and had magic. Humans already living on Alusia were still bronze and copper weapons. What if the refugee Seretians had the secret of Steel or machinery, like mills and gears and even clockwork? Maybe they even had knowledge of agriculture and farming in more efficient ways. The Elves, Dwarves and Halflings turned their back on the refugees when they first arrived, but the humans traded food and materials for knowledge. Then the refugees moved north and formed the Confederated Baronies. Meanwhile, back south, the humans began putting their new knowledge to use and making better weapons and growing their own food in greater quantities. The quality of life for Man improved dramatically and they started to hate the Elves and Dwarves for hoarding their knowledge and letting them live almost as animals. Man also starts to tame horses that roam the Sea of Grass, giving Man the ability to travel farther and faster. What if the refugees brought new colleges of magic with them? What if the Seretians where masters of elemental magic? While I realize this is only a general work, it seems that History is to linear. One vent follows another. Granted, Fantasy worlds are scaled down for playability, if you look at our own history, things are seldom this straight forward. Things need to be a bit more interdependent. Do Dwarves have dealings with humans to get food? How does this effect Humans? Are Dwarven made items better than humans and there for costly? Do humans consider Dwarves stingy and greedy because of this? Do humans find the long lives of elves unsettling? Events seldom happen one after the other, they tend to over lap. And events that start out unrelated can affect each other. While a country’s government could be friendly with another kingdom (for money), the populace may not feel the same. Some of the events that have happened need reasons. Example, the Grey Crusades. What if the encroaching humans were forcing the lycanthropes to migrate into the Elfholm? So the elves begin hunting them down. But the lycanthropes are now fighting back, because they don’t have anyplace to go. The lycanthropes approach the elves and present their problem. It looks like the Elves will side with the lycanthropes and grant them the land the humans want (ownership of which had been under dispute for sometime now). So the human nobles that are profiting from the disputed lands decide to get the elves to finish their dirty work. They have an Adept create a helm that will cause the wearer to become obsessed with purity. They give it to the leader of the J’Surt clan. Then they carefully stage an incident. The humans have the sister of the J’Surt Leader attacked by Lycanthropes and she is cursed to be one. This sets of the curse in the helm and sends the J’Surt on the third and bloodiest of the crusades, breaking the treaty between the two races. Often events happen in history because of people’s actions, rather than outside events. I would say the ratio is 1 in 10 events are because of a natural event. And it should always be looked from the point of view that one side will get something from their actions. People have reasons for doing things. Greed, peace, madness, revenge, love, hate religion and sense of duty are all reasons to motivate someone. Start with one of these emotions and work from there. Over all, I would say it’s a good start. Generally it seems like you have ideas of events that have happened, but not the story or reason behind them happening. What if the Seretians angered their God and are hiding it? What if they caused the earthquake? Perhaps the island had several volcanoes and they were attempting to harness the heat of them to power machines? This upset the ecological balance and set of a series of eruptions that destroyed the island? Look at our own history for inspiration. They speculate that at one time, there was a volcanic eruption in the area of Indonesia so enormous, that it was heard as faraway as Japan and affected all of life as far as Ireland, as found on the tree rings of Irish oaks from that time. (In case anyone is wondering, I do have a lot of free time on my hands, as I’m a freelance graphic artist.). This is a good way to start also. Generals and get the over all shape of the history. Now it’s a matter of going back and filling and detailing. Subject: RE: Forbidden Lore Feedback Posted by: Craig Brain Date: 05/20/2002 19:49 Thanks for the feedback Tim, You have really put a great deal of thought into this, and I can see that I need to do a lot more work in some areas. At the moment, as you noted, it is still sketchy. This stuff is from old campaign notes, some stuff I’ll lose, others I’ll expand and then there’s stuff I’ll just make up from scratch. I appreciate your input on this. As I told you in my email, this may have to go on hold for a bit, I’m doing some freelance writing for a publisher and that’s got to take priority. Regards, Craig Subject: RE: RE: Forbidden Lore Feedback Posted by: Juanc1 Date: 05/24/2002 15:36 Hi Craig, I have not gone through it with a fine tooth comb, but here are some of my thoughts: 1) I did not get an opportunity to read all of the feedback given already, so I apologize if I am being redundant. I liked it on the whole, but as you have already observed, it needs to be fleshed out a bit. Here are a few grammatical comments. -The sentence on page three under the heading :Humans, Dwarves and Centaurs... The first sentence does not make a lot of sense, consider revising. - I could be missing something, but correct grammar for some thing like "Humans, Dwarves and Centaurs" is "Humans, Dwarves, and Centaurs" (with a comma after Dwarves) - there are several commas that are used incorrectly. First, I think you use them to create run-on sentences a bit too often. ALso for example on page six, third paragraph, second sentence; the comma is after "Gods", and should be after "primitive Elves". I think ;-) - The Dwarven Clans; Second paragraph reads "too-strong a love", could read "too much love (for)". Style choice, really. - page 9, under "the Grey Crusades". Change the first sentence to "The Grey Crusades were an attempt..." Style choice. The "Why" section Here I am just going to say "why?". This is just to get you to think about different sections, and look for places where something is unclear, or needs more "meat". - Why do the gods want creatures with Free Will? This could be a dividing point for the Gods. Some wanted "entertainment", and others simply want to improve life for their progeny. But to imply that all Gods are in it for the entertainment value makes them all kind of sinister. - Elves are nearly immortal in DQ (circa 30,000 years)... So the time line seems a a little short. On the other hand, given their long lives, having many Elves remember the Clan Wars could be very interesting. With humans, these things would fade over time.. but with elves, they would remember it. - 700 years seems like too short a time to have the colleges of Shaping and Rune magics disappear, then reappear. Especially with long lived races like Elves and Dwarves. - This is nit picky, but how are other races able to use books created by Dragons? - Why haven’t the Dragons simply taken over?You say the majority of Gods have withdrawn for human affairs... why? Was it because of the Karsus disaster? - Flesh out the section with the Gods a bit more - You could include the info on the Gods with each race. - I thought Elves were immune to Lycanthropy... but i don’t have my rule book here,so maybe I should shut up. - I like the halfling section the best, but maybe because I like halflings so much! - That is all for now! John Subject: Close Combat Posted by: Juanc1 Date: 05/13/2002 16:34 I have always been confused by Close combat. When someone is trying to enter close combat from a melee-ex, the defender’s chance to repel seems too simple (roll under your rank with a perpared weapon). I mean don’t things liek strength, agility, and size matter? And when trying to enter close combat from a non-adjacent ex, it is too easy... I mean it just happens. I was wondering if anyone has any mods out there, and to see if anyone has "real life" examples that makes all of this ok. thanks! Subject: Forbidden Lore Draft Available Posted by: Craig Brain Date: 04/29/2002 22:32 I am making a copy of Forbidden Lore available for serious proof-readers and those who wish to contribute. I am happy to send a copy of the pdf out, but expect something in return - your input. I have covered History, The Great Library, The Adventurer’s Guild, The Dragons, The Gods, Elfholm, The Dwarven Clans, The Gnomish Clans, The Halfling Steads, The Centaurs and the Giants. Many areas still need more detail, and some others are blank. Email me for a copy at: morbius@cyberone.com.au Deadbeats and Download Vampires need not apply. Subject: RE: Forbidden Lore Draft Available Posted by: Craig Brain Date: 05/04/2002 03:49 I have emailed Version 1 out to the proof readers. Please post any comments or suggestions to this forum, Craig Brain Subject: DQ Timeline/Calendar Posted by: Craig Brain Date: 04/21/2002 20:39 Has anyone developed a history of Alusia, or even a calendar? I have seen the one at DQ Online and the Seagate Adventurer’s Guild. I am in the process of rewriting some material and wanted to use a consistant background. Does the DQPA have a position on the calendar? Subject: Now Written Posted by: Morbius Date: 04/22/2002 23:39 I haven’t had any responses to this, so I have gone ahead and written one. I have also written a general outline for a History of Alusia covering the regions surrounding the FoA map. Sor far, I’m up to 18 pages and I will be asking for people to make suggestions/proofread etc. Subject: The Great DQ Colouring Competition Posted by: Morbius Date: 04/21/2002 04:39 I am after colourised versions of the covers of the three DQ Books, to add to PDFs similar to the Arcane Wisdom book I did. Happy to give the artist/neatest correct entry credit in the PDF versions, and share the completed work as I have with AW. Please contact me at morbius@cyberone.com.au Subject: Arcane Wisdom Update Posted by: Morbius Date: 04/21/2002 04:35 I have updated Arcane Wisdom with a few corrections, added bookmarks and thumbnails to the PDF and removed that annoying white border from the front cover. In addition to that, I’ve added a product listing that is as correct as I can make it. For those of you who run your own web site, please don’t place this on your site - I am trying to generate traffic for mine. http://users.cyberone.com.au/morbius/RPGs/DQ/dq.html Subject: Website Updated Posted by: Craig Brain Date: 04/07/2002 23:33 My website is running preperly again at the following address: http://users.cyberone.com.au/morbius/ I have added a few bits of DQ material I found on an old backup disk of mine as well. Subject: Dq and Earthsea Posted by: Juanc Date: 03/29/2002 12:20 In a fit of nostalgia, recently read "A Wizard of Earthsea". And I was stuck by the similarities between the magic in that book, and the College of Naming incantations. I am sure i am not the first person to point this out. In fact, I am fairly certain Naming is directly influenced by that book. I have been thinking about it ever since... and I had a bunch of questions. - How does Rune Magic fit in with Naming? it seems similar interms of method, but has different results. - has anyone ever run an Earthsea campaign? - It occurs to me that you could run such a campaign, without excluding all other colleges of magic. One way to do it might be to have a word where members of Colleges (let’s say elementals for example) specialize in the names of certain things, like fire. Then Naming would sort of become an "archmage" branch of magic. Any thoughts? Subject: RE: Dq and Earthsea Posted by: Mort DeMuerte Date: 03/29/2002 13:19 Oh, the similarities between the Namers and the magic in the Earthsea trilogy is no coincidence. If you ever manage to get your hands on a copy of the Arcane Wisdom supplement (there are some e-copies floating around), one of the back chapters gives explicit credit to the sources of inspiration for each of the Colleges in the game. And, you guessed it, Ursula LeGuin’s novels are the inspiration for Naming. I personally found those few pages in the back of the ArcWis to be a wonderful insight into the authors’ original intent for each College. How many of you would otherwise have realized that Sorceries of the Mind were based on the Deryni novels? Once I read that, it changed my whole view on how that College should be run and interpreted. Subject: DragonQuest Players Association Posted by: Snafaru Date: 03/07/2002 22:22 Hail! I have sent an e-mail of news about Arcane Wisdom to all members. Many e-mail addresses were not valid anymore. I would like to ask all members to verify their e-mail addresses at the DQPA membership page and let me know of any changes. The DQPA site is at: http://www.dragonquest.org/ We welcome new members, there is no cost, it is absolutely FREE ! Thank your interest in keeping DQ alive! Yours truly, Eric (Snafaru) Labelle WebMaster in interim DragonQuest Players Association http://www.dragonquest.org/ e-mail: eric@iosphere.net Subject: DragonQuest Players Association Posted by: Snafaru Date: 03/07/2002 22:16 Hail! I have sent an e-mail of news about Arcane Wisdom to all members. Many e-mail addresses were not valid anymore. I would like to ask all members to verify their e-mail addresses at the DQPA membership page and let me know of any changes. The DQPA site is at: http://www.dragonquest.org/ We welcome new members, there is no cost, it is absolutely FREE ! Thank your interest in keeping DQ alive! Yours truly, Eric (Snafaru) Labelle WebMaster in interim DragonQuest Players Association http://www.dragonquest.org/ e-mail: eric@iosphere.net Subject: Errata needed for Magic Resistance! Posted by: Philocube Date: 03/01/2002 10:03 Hello everyone! In my last DQ session I stumbled upon a discrepancy in the 2nd edition rulebook with regard to the Magic Resistance rules. Rule 34.1 states that ...A character’s Magic Resistance is increased by 5 whenever a Cast Check is implemented to determine if he has been affected by a spell generated by a member of the same Branch of Magic. A character’s Magic Resistance is decreased by 5 whenever a Cast Check is implemented to determine if he has been affected by a spell generated by a member of an opposed Branch of Magic... but the table in rule 31.4 indicates that ... Target and Caster are of the same Branch of Magic +15 Target and Caster are of opposed Branches of Magic (see 34.1) -15 ... I was wondering if there were any official errata concerning these rules, or if not, which one is considered the best by those of you still playing the game? Thanks! Alain P.S. May all of you never fall under the Curse of the D20 system! Subject: RE: Errata needed for Magic Resistance! Posted by: Mort DeMuerte Date: 03/04/2002 15:43 Well, I can honestly say that the situation has never come up in any of the sessions I’ve been in (or if it did, the GM handled things behind the scenes). Having said that, I’ll give you my personal adjudication. I think I’d go with the +15/-15, just because if you’re going to add a rule like this to the game, make it really -count-. Of course, since mages already typically have low magic resistances, I could see the argument for going with +5/-5. Even those relatively small numbers represent a large relative change in the resistance. Subject: RE: RE: Errata needed for Magic Resistance! Posted by: JohnD Date: 03/05/2002 10:21 doesnt it mean +15 if the same college and +5 if same branch (thaum, entity) ? fire v fire +15, fire v earth +5 ?? Off the top of my head cos i have indeed fallen under the curse of D20 Subject: RE: RE: Errata needed for Magic Resistance! Posted by: Mort DeMuerte Date: 03/05/2002 16:26 Nope. I just checked it, and both rules refer to the Branch of the spell. However, I like the way you think: +5/-5 applies to spells from the branch, and +15/-15 apply to spells from the same college. Most satisfactory. I’ll have to talk with my current GM about that. Subject: RE: Errata needed for Magic Resistance! Posted by: Rodger Thorm Date: 03/13/2002 21:47 I think that in 2nd Edition it should be +/-15, and that rule 34.1 wasn’t corrected. First Edition has the rule as +/-5 in both places (although the table in 31.4 references 39.1 (which I assume was a typo for 34.1, and was corrected in 2nd edition). Third Edition [MIRIH] has the rule as +/-20 in both places, so it’s pretty clear that in Second Edition the correct adjustment is +/-15. I don’t think that my own campaign relies on that all that frequently, and they may be forgetting to use that sometimes; I’ll have to remind them. Subject: Non-DQ Modules Converted to DQ Posted by: Halphin Date: 02/14/2002 17:11 Has anyone converted a great, non-DQ module into a DQ module? I’ve done it from time to time with D&D stuff. I’ve had mild success. I really haven’t found any great D&D modules. The best result I had was when I converted "Undermountain." It was vague enough that it allowed for some GM creativity. Another member of our group converted Dragonlance Classics to DQ. It turned out pretty good. But, most of the surprise was ruined because we had all read Chronicles a million times. Halpin Subject: RE: Non-DQ Modules Converted to DQ Posted by: Juanc Date: 02/27/2002 18:09 I converted the U series of modules to DQ. They actually have a decent plot, though my characters decided not to take part in U3. I had to make a lot of changes however. I also use a lot of Source material from D&D, and also from Middle Earth, but mostly just maps etc... Subject: RE: RE: Non-DQ Modules Converted to DQ Posted by: JohnD Date: 02/28/2002 08:33 I too converted and DMed U1. I think its just a very good intro module for any fantasy system. Subject: B1 In Search of the Unknown Posted by: Morbius Date: 03/24/2002 19:57 With a little work, B1 could be converted and there is some very good new material available on the Mystara Homepages. Things like expanded background and plot, new NPCs and corrections. It would be a simple matter to add these and then change the setting to Alusia. Subject: B1 In Search of the Unknown Posted by: Morbius Date: 03/24/2002 22:59 I should not have started thinking about this! I’ve just downloaded the stuff, scanned B1 and OCR’d it and have started preparing to convert it. I’ve started by duplicating the original, next I’ll add the new stuff, change the setting and then, finally, do the conversions. The end result will be quite different. I may even do it up in the same style as an SPI product, rather than duplicating the TSR layout. Subject: RE: B1 In Search of the Unknown Posted by: Craig Brain Date: 04/21/2002 04:44 Dis I mention that this is for personal use and that I own an original copy of the module? Yeah, I do. Hate to be done for piracy/copyright infringement etc... BTW, work is going well on this, and I’d be happy to share conversion notes with other folks when I finish (about two weeks from now). Subject: RE: RE: B1 In Search of the Unknown Posted by: Chris Date: 11/28/2002 20:26 I’d be keen to see this final copy of D&D converted to DQ Could you email me a copy please Cheers Chris Subject: PDF? Posted by: Dungeon Master Date: 02/01/2002 11:00 Has anyone scanned the DQ 2e rules into PDF? It’s getting pretty hard to find a copy these days. And the ones on ebay tend to be in rather beat-up condition (those that aren’t are rare and are worth a hefty sum). Subject: RE: PDF? Posted by: Paul P. Date: 02/06/2002 02:57 Try here: http://dragonquest.org.nz/dq/gmhelp/files.html Subject: RE: PDF? Posted by: Anunnaki Date: 05/13/2002 03:20 Try: http://www.ellipsis.net.nz/roleplay/dragonquest A;) Subject: Deities, Cults and Churches in Alusia Posted by: Craig Brain Date: 01/25/2002 23:26 Has anyone introduced any religions, deities or churches into their games? I know that demi-gods are mentioned and one can be encountered in the Palace of Ontoncle, has anyone out there added others? Subject: RE: Deities, Cults and Churches in Alusia Posted by: Ursus Major Date: 01/26/2002 12:03 Let’s not forget the demigod Karsus and the minor goddess Shiallia, sister of the nymphs, both from "The Enchanted Wood." Subject: RE: RE: Deities, Cults and Churches in Alusia Posted by: Date: 01/26/2002 22:44 I had - thanks! I’ll get that and add it to my slowly growing collection of Cults, Churches and Deities. Craig Subject: RE: Deities, Cults and Churches in Alusia Posted by: Marty Date: 01/30/2002 17:49 I think there is some material in the Thieves World adventures as well. I have not looked through this material for a while... Subject: RE: RE: Deities, Cults and Churches in Alusia Posted by: Ursus Major Date: 01/30/2002 22:09 Actually, there are two things about the gods of Sanctuary that need to be kept in mind: that even in the TW package, they are not delineated as DQ beings, and that TW is not part of Alusia. The package does give a fine description of the various pantheons and outsider deities, but neither stats nor advice on worship. Subject: Correct email? Posted by: Juanc1 Date: 03/15/2002 17:07 Hi Craig, I just tried to email you some mythology stuff, but the email bounced... Can you give me the corrected one? Subject: RE: Correct email? Posted by: Craig Brain Date: 03/24/2002 22:51 Here is my correct email: morbius@cyberone.com.au Hope that this helps, Craig Subject: RE: Correct email? Posted by: Craig Brain Date: 03/24/2002 22:52 Here is my correct email: morbius@cyberone.com.au Hope that this helps, Craig Subject: Arena of Death in Alusia Posted by: Craig Brain Date: 01/25/2002 23:14 The Arena of Death is supposed to represent combat in the world of DQ, has anybody incorporated it into their campaign background for the FoA? One of my pet projects in expanding the FoA, using notes from various products including the JG material. I have collected a heap of stuff and enjoyed the stuff that was published in the DQ Newsletter. I was looking at an adventure where the characters were earning their freedom from the Arena by performing a few odd jobs for their "Master". Things to consider: 1. Public recognition. 2. Grudges held by opponents fans. 3. Annoying supporters/ a stalker. 4. Legal status. 5. Interference by opponents (both related to task and just from the Arena). 6. How does the Arena recruit? 7. Do they send criminals there? 8. Politics in the Arena. 9. Does the Arena have the same political clout as it did in ancient Rome? I’d be interested in seeing what other people want to see. Subject: Just wanted to let you know Posted by: Nick H Date: 01/21/2002 14:52 Just wanted to let everyone know This game isn’t dieing out im only 15 and i play it. This is truely the best rpg i have ever played i love the enchanted forest quest. I have been playing with a bunch of friends and they seem to like it more than d&D too. so keep on playing and never let this great game die out. Subject: RE: Just wanted to let you know Posted by: Tim P Date: 01/21/2002 17:35 Welcome Nick! Please post anythign you feel liek psoting and help keep thsi board alive. Subject: RE: Just wanted to let you know Posted by: Snafaru Date: 01/23/2002 21:50 Hi Nick, Glad to hear that. This board used to have thousands of messages, many informational, but the powers that be at WebRPG nuked them at one point, grrrrr!!! Anyways, feel free, you and your friends to join the DragonQuest Players Association if you haven’t done so already. It is at www.dragonquest.org and it is FREE !! Also, we keep a mailing list for announcements. For you information, (and mea culpa I really should have sent this info to everyone awhile ago), be aware that Craig Brain and his group finalized the revision and proofreading of Book 4 of the rules set which is called Arcane Wisdom. It is a must for any DQ gamemaster and player. Can be downloaded at http://www.iosphere.net/~eric/dq/ or at http://www.geocities.com/grindwall/ DragonQuest lives! Eric (Snafaru) Labelle WebMaster in interim DragonQuest Players Association http://www.dragonquest.org/ eric@iosphere.net Subject: Called shots and fate points Posted by: Ursus Major Date: 01/20/2002 14:27 Personally, I don’t think that called shots add to DQ. If anything, they detract from the existing mechanic. However, let’s take a look at the idea. A called shot can be a roleplaying moment, with a non-critical result reflecting a shot that hit where it was meant to go, and a wrong critical being a lucky miss. Called shots should generally require the same sort of WP check that spell casting does, in the heat of melee. There is a difference between calmly aiming at a target in a tourney and scrambling for a hit while the Packers defensive line is bearing down on you. And if you are taking that time to aim, your DEF is going to be zero (0). As for fate points, I’ve used something similar in TORG and other systems. They are okay, but I find them to be a bit of a copout. If the enemy doesn’t have them, neither should the player characters. Part of the fun of roleplaying games is that things can go wrong. That’s my opinon on called shots in DQ. Subject: RE: Called shots and fate points Posted by: Tim P Date: 01/21/2002 17:30 That’s a very good point. Should there even be called shots in DQ. And one of the great things about DQ, is that you can change things without ruining the game. The first thing to consider when adding or changing rules is, do you think the system already takes this into consideration. Anyone firing a bow is of course aiming, they aren’t just firing randomly. If they were, then they could just as easily hit a friend as a foe. So I would assume that the aiming is already taken into consideration in the weapons Base Chance. And that the rank increases that. But does the strike chance reflect the characters standing still? taking careful aim? Once you decide what happens during a battle then you can decide if you want to change the rules. I’ve always played with people that try and increase their chances by saying things like, what if I spend a round aiming? What if I stand perfectly still? what if, what if...and if you let them do it once, trust me, they will want to do again and again. And then complain when you use it against them. So sometimes it best to think these things out beforehand. Becuase nothing pisses off players then always beign told, no you can’t do that. They don’t think the rules cover that stuff. As for fate points, I’ve never played with them. But I thought the one roll over per game session was fair. Of course, by the end of the game, everyone was doing their roll over. Cause you couldn’t save them. Another option is giving players that play well the occational automatic success roll. I had a DM that used this. He gave them out very rarely. And a player seldom got more than two or three his whole life. (this campaign lasted 5 years, and I only ever got two). It basically worked like this. If you character made soem sacrifice or did somethign that was heroic, he may recieve what the DM called Divine Favor (as a joke). At any time in the future, the player could use his divine favor before a roll and say he automatically makes it. He could make the roll what ever he wanted (It was D&D, so there were no critical hits). Once you called it, it was gone. So if you needed to make a saving through, you could use you Divine Favor to make it. If the battle was very near the end, and it wasn’t sure if you or the monster was going to win, and you made a hit, you could us Divine Favor to inflict Maxium Damage. Or what ever. It was yours to decide how to use. On player was very clever and used it to change the dice roll of the DM’s. The DM allowed it. The idea that players can have some influence over their own fate, rather then just the whim of the dice makes the game more enjoyable to them. Subject: DQ/Arena of death Counters Posted by: Morbius Date: 01/15/2002 07:13 Does anyone have an unpuched version of these counters that they could scan in and email to me? Any help is appreciated, Craig Brain Subject: RE: DQ/Arena of death Counters Posted by: Rodger Thorm Date: 01/16/2002 00:28 Hey Craig-- I scanned a set once, planning to make a set of counters for WebRPG, but I never finished making the individual images. I’ll see if I can find the overall scans and send them to you. -Rodger Thorm Subject: RE: DQ/Arena of death Counters Posted by: Craig Brain Date: 01/26/2002 22:45 Thanks Roger, I’ve got the files and I’m in business! Craig Subject: Considering two new rules... Posted by: Juanc Date: 01/05/2002 16:13 And I am looking for input on how best to do these things in the context of DragonQuest. 1) Aimed shots. This is something I always wanted to add, but struggled with because DQ is so "realistic". There are several issues. First off, how do you handle a grevious with an amied shot? If the guy shoots for the head, and rolls a 01, then a grevious that is a slasher on the primary arm does not make a whole lot of sense. Also, what would be the cost of doing that? In game terms? Takes twice as long to strike? 2) "Fate" points. Some games have this. In the old StormBringer RPGm they were called elan points. The conept is basically you are given points you can cash in when you are desperate, to save your back side. I wonder if this would work at all in DQ. Your thoughts? Thanks Subject: RE: Considering two new rules... Posted by: Tim p Date: 01/09/2002 16:06 I think the aimed shot rule could be made to fit within the DQ structure by simple bonuses and penalties to the current rules. Aimed shots (and does a thrown dagger allow this?) receive a plus to their strike chance. Any where from 10% to 20%. They should also have a plus to the damage. Anywhere from +2 to +4. These numbers are up to the DM. The chance of a possible grievous wound or damage directly to fatigue should be higher, say 20% of the strike chance for damage to Endurance and 15% for grievous. If possible grievous is rolled, then they receive a minus to see what type, giving them a better chance to achieve one. Say -20 or -30. The down side to aimed shots. The character can not move the whole round, and makes his roll last of all characters or creatures. He must also have a clear path (Nothing above waist high) to make the shot. If the character taking an aimed shot is attacked in any manner, he has his choice of A. ignoring the attack and remaining focused, but having the chance of being hit increased (Say +30 or less for standing still) or B. Forgetting the aimed shot and losing all bonuses. If the player wants to aim for something specific, say a leg or arm or such, but not inflict a grievous wound, perhaps some percentage chart could be used. Say, 60% or less of the strike chance means the character has hit his intended spot. between 61 and 90% is hit near, and 91 - 100% is hit but not the intended area (GM determines location of the hit). Also if the roll comes up a direct hit, the GM should consider what this does to the target? If the shoulder was the target and hit, then possibly that arm is unusable, and if it’s the sword arm, that attacker is out of battle or forced to fight with his other hand. A shot to the leg could cause loss of most or all TMR until pulled out and attended. Another solution or option (I don’t see why both can’t be used, the player must decide which option he is going to use). The character picks from the possible grievous wounds available. The GM must determine what penalties apply, and the character rolls. If successful, the character has made the shot. The more deadly the grievous wound the higher the penalty should be. After all, they are getting a chance to do a one hit kill. Some things, such as arrow to the eye or heart should be readjusted for large hex creatures. Also, GM’s should take into consideration things like Plate armor, which stopped arrows but not crossbows. I’m not sure, but I think the long bow could pierce armor at close range. So someone over 100 feet with a short bow would not be able to call the grievous wound to any area suitable protected. Yes, if the visor has big enough slots, they may make it, but the penalty to strike chance should be high (I would give at least a-50% for a shot like that.) As for fate points, I’ve never played a game that had that, so I can’t give any opinion on that. What I did in my game is that each time we meet, the players could do one roll over per session. If they didn’t use it, they couldn’t save it. And they could choose which roll counted (if such things mattered). Sometimes it made the day, sometimes it didn’t. But it gave the players a feeling of fairness on their side. That’s all. Subject: RE: Considering two new rules... Posted by: Thrain Date: 01/21/2002 17:21 1) AIMED SHOTS One DQ group that I adventured with a couple of times had a "called shot" rule. I don’t remember all of the details, but here is what I do remember. First, you had to be at max rank with the weapon before you could try it. Then, you would announce that you were attempting a called shot and announce where (i.e. head, left hand, right knee). You rolled to hit with a -30% SC penalty. If you rolled what would be an endurance hit / grieve with the new SC then you were successful. I’m not sure what the damage was, but I do remember heads being lopped off and money pouch strings being cut. If you missed the endurance/grieve percentage then it was a regular hit Of course, with the -30% SC there was a better chance that you would miss completely. NPC’s also used the called shot rule, which made going up against a master of a weapon risky. I introduced the rule to my regular gaming groups, but it did not go over well. It tended to dominate the combat too much. We usually went with the normal rules and if a pc wanted to try something special then they would announce what they were attempting and the DM would add or subtract the appropriate adjustment. 2) FATE POINTS The closest thing to this that we used was (pardon the name) Constitution Points (CN). These helped to keep pc’s from dieing. We always hated that a character went from being only -10SC at 0FT and 4EN to unconcious at 3EN to dead at 0EN. It was too great of a drop-off at the end. So we added the CN characteristic. Every pc would start with D10+4 CN. When a character got to 0EN or less they had to roll 3*WP each pulse to stay conscious. When they got negative their CN (fully negative) they died. If they were negative CN, but not fully negative, then they needed to have their wounds treated after the battle or they would lose more CN. Every time a character went negative CN their CN stat would decrease by 1 with a minimum of 4. You could not buy CN with exp’s. Not exactly the same as Fate Points, but CN still saved many a pc’s backside. Subject: DQ Ultimate Character Sheet Posted by: heneryville Date: 12/04/2001 00:38 I was thinking about putting some more work into the DQUCS and I was wondering if anyone had any good ideas. Are there any features of a character sheet that anyone here has ever said, "Hey, why hasn’t anyone ever done that?" Just seeing if there are any ideas before I put work into it. Subject: RE: DQ Ultimate Character Sheet Posted by: Tim p Date: 12/07/2001 06:14 I think the ultimate character sheet needs to be several pages long. One of the things I provide my players is a sheet half a page in size that allowed then to keep track of fatique and endurnace loss and recovery. It also had weapons stats on it for quick reference in battle. This way they didn’t have to keep changing things on their permenate record sheet. I also had pages I called spellbooks. It allowed a more detailed account of an Adepts spells. If you want, I can email jpegs of what they looked like. Subject: RE: RE: DQ Ultimate Character Sheet Posted by: heneryville Date: 12/08/2001 15:23 Please e-mail them to me. Me address is as above. I’d love to see what this looks like. By the way, those of you who have never seen the Ultimate DQ Character Sheet (*wheeze, that is a long name*) can find it at: www.iosphere.net/~eric/dq/ Subject: RE: DQ Ultimate Character Sheet Posted by: Thrain Date: 12/09/2001 18:25 Around last Febuary I sent you a new and improved version of the spreadsheet from Eric’s web site (and also sent it to Eric). It filled in and calculated magic college info and kept track of total exp’s. I have not changed it since, but could resend it if you care. Subject: RE: RE: DQ Ultimate Character Sheet Posted by: heneryville Date: 12/11/2001 01:38 Yes! It’s you! I’ve been looking all over for you! What you did with it was great, but I lost your name and didn’t know who to attribute it to. Now that I know it is you (I still have it) I’ll talk to eric again about posting it. Subject: OT: New Universe RPG List Posted by: John M. Kahane Date: 11/25/2001 10:16 Hullo, folks, Just thought I would let you know that I have re-launched the Universe RPG Group over on Yahoo! Groups. The URL for joining the list is http://www.yahoogroups.com/group/Universe-RPG and you can join up from there. Hope to see various folks who are fans of the game system on the new list, which is just starting out once more. JohnK Subject: Item found on WotC website... Posted by: David Radford Date: 11/18/2001 15:58 Thought the following may be of interest from the WotC website; "Q: What about original D&D? Will that be made available? A: Yes. Every game product we’ve ever done that we still retain the rights to will be placed online as a download." In other words, it sounds like WotC may make the full text and artwork for DQ available... The full text can be found on this link; www.wizards.com/dnd/article.asp?x=dnd/dx20 010309x Regards, DR. Subject: RE: Item found on WotC website... Posted by: Juanc Date: 11/26/2001 15:58 I was not able to get that link to work... Subject: RE: Item found on WotC website... Posted by: David Radford Date: 12/02/2001 11:46 Oops... Try www.wizards.com/dnd/DnDDownloads_class ics.asp then click on the FAQ. This was tested from cold so, fingers crossed. Subject: Actually...Yes... Posted by: John F. Rauchert Date: 11/02/2001 09:46 Over the last few years I have been involved in developing a campaign for the upcoming computer role-playing game called Neverwinter Nights put out by Bioware the makers of Baldur’s Gate and Baldur’s Gate II. It uses the new 3e D&D rules. While it has been pretty exciting (I have been bought lunch by one of the lead developers and founded a number of online communities), it has drawn my attention away from DQ which I regret. Once the game comes out and we are settled in then I may have more time to devote to furthering DQ again. John F. Rauchert Subject: RE: Actually...Yes... Posted by: John F Rauchert Date: 11/02/2001 09:48 Sorry I meant to reply to John D’s question about D20/3E not post a new message. Out of practice! Subject: RE: RE: Actually...Yes... Posted by: JohnD Date: 11/06/2001 06:36 JohnR, Do you have a clue when NWN is released? In theory it looks excellent, bit off topic here, but it looks a great advance in CPRG in general. Does this mean you could write DQ based editions/modules to it..go on..say yes.. JohnD Subject: Unfortunately No on both counts Posted by: John F Rauchert Date: 11/08/2001 04:37 NWN is currently scheduled for release sometime in the winter season (which includes up to the end of March of 2002). Bioware itself will not confirm a release date so this time period may slip as well. Unfortunately, while NWN is the first attempt that I know of to bring pen and paper roleplaying into a modern CRPG format (as opposed to hybred systems such as webrpg), has 3ed D&D rules hard wired into the game engine. So it would be near impossible to use for DQ on its own. Subject: Renton Posted by: Errol Date: 11/01/2001 21:36 Are there any gamers in the Renton Washington Area? I just moved. Errol Subject: Imagine Magazine Posted by: Craig Brain Date: 10/29/2001 02:32 Could somebody tell me which adventures were in which editions of Imagine Magazine? Thanks, Craig Brain cjbrain@bigpond.com Subject: RE: Imagine Magazine Posted by: David Radford Date: 10/31/2001 13:23 Hi Craig, Long time no see. The 3 adventures were; Jack of All Trades in issues 6. Beauty is but Skin Deep in issue 7 Sethotep in issue 16 There were also a few other bits of miscellania published in Imagine; some new weapons (Flails in issue 20.), a few rules clarifications and in issue 7, a comparison between the D&D and DQ systems written by Robert Kern. Text copies of the adventures were released about three years ago. At present, I don’t have those copies available, but who knows now that I’ve got a computer at home instead of having to sneak around at work. Regards, David Radford. Subject: RE: RE: Imagine Magazine Posted by: Craig Brain Date: 11/01/2001 04:28 Thanks David, that’ll help me a lot! I’m trying to buy copies of these mags myself, regards Craig Subject: RE: RE: RE: Imagine Magazine Posted by: Mort DeMuerte Date: 11/05/2001 14:59 If you’re buying the magazines solely for the purpose of acquiring the modules, that’s not strictly necessary. Someone posted them as downloadable files some time ago, and I have them if you want them. Assuming, of course, that you just want the modules... :) Subject: RE: RE: RE: RE: Imagine Magazine Posted by: Craig Brain Date: 11/06/2001 01:57 I was intending to make the pdfs as close to the original articals as possible in appearance. The other systems monster stats in the online version of Sethotep is difficult to read as there has been some corruption. Thanks anyway, I have some good scanner software and I live on an island - time isn’t a big issue, Craig Subject: RE: Imagine Magazine (Scans of Front Covers) Posted by: David Radford Date: 11/18/2001 16:04 www.acaeum.com/DDIndexes/Periodicals/Im agine.html I came across this site by accident. It shows the front covers of the magazines. Subject: Just passing through and thought I would say hi. :-) Posted by: Axl Adams Date: 10/22/2001 01:56 Hi all, See some familiar faces. I may try and drop by more often if I can find the time. Great to see the game still rocking. Axl Adams (aka: John) Subject: RE: Just passing through and thought I would say hi. :-) Posted by: Halphin Date: 11/03/2001 14:08 Hey John. Good to see you’re still around. Unfortunately, real life has kept my busier than I’d like, so my DQ time has been minimalized. I hope to change that soon. Halphin Subject: Did everyone move... or are we just quiet? Posted by: Juanc1 Date: 10/20/2001 11:59 c Subject: RE: Did everyone move... or are we just quiet? Posted by: Tim p Date: 10/20/2001 18:11 That’s what I’m wondering. Was there some decision made to go elsewhere? If so, where? I’d like to come a long and sing a song. he he he. Subject: RE: Did everyone move... or are we just quiet? Posted by: Paul P. Date: 10/21/2001 17:49 Seems everything is quitet...both here and all of the DQ yahoogroups communities as well. Subject: RE: RE: Did everyone move... or are we just quiet? Posted by: JohnD Date: 10/22/2001 06:00 Is everybody too busy playing D20/3e? JohnD Subject: RE: RE: RE: Did everyone move... or are we just quiet? Posted by: John M. Kahane Date: 11/21/2001 10:51 Hullo, JohnD, Nope, not playing D20/D&D3 (heaven forbid); why need to, with such a good system like DRAGONQUEST to play? I’ve just been more focused on running my UNIVERSE rpg campaign right now, and have been busy with that and updating some of the Universe RPG webpages on my site. :) JohnK Subject: DQ Pbem: Sneak Peek Posted by: Paul P. Date: 10/04/2001 22:33 Greetings All, I’ve been working on a new way to interact in a PBEM game I plan to start in late Fall/early winter. This idea is something we’ve all seen but I hope with a new twist. At the end of this email is a URL to a map of a village. Prospective players would use this map to navigate around the town and interact with the inhabitants thereby equipping their players, finding rumors, creating the adventuring party and allowing the GM/players to see how one another plays and handles the game. Many of the buildings show but a hint of what’s really inside and for good reason. I only mapped what an individual would see upon first encountering or entering a building. Some buildings, such as private residences only show the outer walls. As a player explores a building more would be revealed. Here’s where all of you come in. I’m at a point in the process where I’m wondering if I left out any establishments that an adventurer might need. You all know we’re stronger together then singularly. Take a look at the map and let me know what you think about the concept as well as what businesses or other things might be missing. Once this is complete I plan to make a generic version where others in the gaming community could insert their own email address into the image map and use it as their own. Of course it’ll reside on the Fargoth pages resulting in exposure to the group. Regards, Paul http://www.geocities.com/dqpbem/Campaign/map.htm Subject: RE: DQ Pbem: Sneak Peek Posted by: Marty Date: 10/05/2001 10:04 Paul, Looks good. The only comment I have is that you might want to put some sort of grid on the map so that5 players can more easily explain where they are or are going. Subject: RE: DQ Pbem: Sneak Peek Posted by: Stormraven Date: 10/07/2001 22:15 Nice. Methinks I detect Campaign Cartographer/City Designer at work here. Subject: RE: DQ Pbem: Sneak Peek Posted by: Mort DeMuerte Date: 10/07/2001 23:50 I’ll just pop in my voice to those who have already praised this. It’s a most impressive piece (and amount) of work. Very clever. I couldn’t think of much to add to it. I noticed you have a butcher and a baker. I don’t think you need the candlestick maker, but is there a general goods store in town? Also, is there a seller of fruits and grains, for the vegetarian adventurer ;>? Finally, is there any sort of town hall, or perhaps a mayor or burgermeister’s residence? Let us know how this works out. I, for one, am very curious. Subject: RE: RE: DQ Pbem: Sneak Peek Posted by: Paul P. Date: 10/08/2001 23:54 Yep...bullseye. There’s a nice lil’ ’Harn-Tools’ add-on that was used quite extensively. Eagerly awaiting the new symbol catalog which will show overhead images of figures from various professions and races. Subject: Dragonquest on ebay Posted by: JohnD Date: 09/21/2001 09:38 http://cgi.ebay.co.uk/aw-cgi/eBayISAPI.dll?ViewItem&item=1640943722 Lots of mint unpunched bits incl. frontiers of alusia. NOT my auction for reference. JohnD Subject: Running (again) Posted by: Juanc Date: 09/20/2001 08:38 Several of you posted a response to my previous "running" topic. I of course did not print them out, so I could use a refresher. My original post "This has been a (humorus) point fo contention in my campaign for a while. The probelm is this: you can’t run on the tactical map. The point being debated is that TMR is too low to reflect a bipeds ability to run. In 5 seconds I can run maybe 25 yards. Profesional atheletes can run 40 yards in about 4.5 seconds (in controlled conditions). But if I have a TMR of 7, I can move 35 feet, or about 12 yards. Does anyone have a any comments or suggestions?" Subject: RE: Running (again) Posted by: Th’Zu Date: 09/21/2001 18:58 This has never been a problem for any of the campaigns that I have been in or ran. The main reasons are: Your first reference to distance and speed (time) are not relevant, because they are completely unencumbered, in a straight line, mentally focused and, as you commented, in controlled conditions. This can not be equated to a battlefield situation where you are continually looking around you, including behind you, being cognizant of all about you, their intent, action and movement, all, while you carefully plan your next move, execute it based on your opponents intents; and then, you "run" to your next opponent and then execute an attack. To me, 12 yards (TMR 7) is about realistic, however of all that I mentioned prior, it doesn’t include the fact that you, or at least a lot of characters I’ve seen, are carrying between 40 and 70 pounds. Once you add the weight, 7 TMR seems to be a bit much. Ohhh, but wait, lets now add the restrictiveness of the armor you are wearing, and the fact that one must account for the weight of the weapon you plan on swinging, making sure that in your movement, your 5 pound battle axe, which now conveys about 60 more pounds of forward momentum or inertia, doesn’t throw you off balance or worse, 7 TMR seems a bit absurd now, to me. A missed perspective, I would say… Stay well, Th’Zu Paul Subject: RE: Running (again) Posted by: Th’Zu Date: 09/21/2001 19:00 This has never been a problem for any of the campaigns that I have been in or ran. The main reasons are: Your first reference to distance and speed (time) are not relevant, because they are completely unencumbered, in a straight line, mentally focused and, as you commented, in controlled conditions. This can not be equated to a battlefield situation where you are continually looking around you, including behind you, being cognizant of all about you, their intent, action and movement, all, while you carefully plan your next move, execute it based on your opponents intents; and then, you "run" to your next opponent and then execute an attack. To me, 12 yards (TMR 7) is about realistic, however of all that I mentioned prior, it doesn’t include the fact that you, or at least a lot of characters I’ve seen, are carrying between 40 and 70 pounds. Once you add the weight, 7 TMR seems to be a bit much. Ohhh, but wait, lets now add the restrictiveness of the armor you are wearing, and the fact that one must account for the weight of the weapon you plan on swinging, making sure that in your movement, your 5 pound battle axe, which now conveys about 60 more pounds of forward momentum or inertia, doesn’t throw you off balance or worse, 7 TMR seems a bit absurd now, to me. A missed perspective, I would say… Stay well, Th’Zu Paul Subject: RE: Running (again) Posted by: Th’Zu Date: 09/21/2001 19:00 This has never been a problem for any of the campaigns that I have been in or ran. The main reasons are: Your first reference to distance and speed (time) are not relevant, because they are completely unencumbered, in a straight line, mentally focused and, as you commented, in controlled conditions. This can not be equated to a battlefield situation where you are continually looking around you, including behind you, being cognizant of all about you, their intent, action and movement, all, while you carefully plan your next move, execute it based on your opponents intents; and then, you "run" to your next opponent and then execute an attack. To me, 12 yards (TMR 7) is about realistic, however of all that I mentioned prior, it doesn’t include the fact that you, or at least a lot of characters I’ve seen, are carrying between 40 and 70 pounds. Once you add the weight, 7 TMR seems to be a bit much. Ohhh, but wait, lets now add the restrictiveness of the armor you are wearing, and the fact that one must account for the weight of the weapon you plan on swinging, making sure that in your movement, your 5 pound battle axe, which now conveys about 60 more pounds of forward momentum or inertia, doesn’t throw you off balance or worse, 7 TMR seems a bit absurd now, to me. A missed perspective, I would say… Stay well, Th’Zu Paul Subject: RE: RE: Running (again) Posted by: Marty Date: 09/25/2001 09:54 Th’Zu just jogged something loose. What if we are missing the point that TMR IS the running movement rate? Subject: RE: Running (again) Posted by: John M. Kahane Date: 09/25/2001 15:03 Hullo, JohnC, >My original post: "This has been a (humorus) point fo contention in my campaign for a while. The probelm is this: you can’t run on the tactical map. From a practical viewpoint, John, of course you can’t run on the tactical map. That would, in all likelihood, put you off the tactical grid very quickly. :) >The point being debated is that TMR is too low to reflect a bipeds ability to run. In 5 seconds I can run maybe 25 yards. Profesional atheletes can run 40 yards in about 4.5 seconds (in controlled conditions). But if I have a TMR of 7, I can move 35 feet, or about 12 yards. When it comes right down to it, characters don’t tend to run in combat to begin with. That is what the Tactical Movement Rate or TMR represents in the game system. My personal suggestion in this regard is that a jogging pace might be double or triple the TMR value, and the actual running or sprinting rate might be four or fives times TMR. I’ve used this kind of mechanic for it in my own game system for quite some time now. I think it’s also important to rememeber that the professional athlete isn’t wearing 30 lbs of armour, carrying 20 lbs in a backpack, and is armed with a sword that might weigh 5 lbs when he does his nice little run. Just ask an SCA member how "easy" it is to fight in armour and with weaponry and all. They’ll tell you a few tings that might open your eyes (and those of other gamers) in this regard. JohnK Subject: RE: RE: Running (again) Posted by: Tim p Date: 09/25/2001 18:25 Well, I assume the TMR for combat takes many things into consideration. That the TMR doesn’t reflect a normal walking pace, nor a full out running pace. And that the charcters movements reflect someone approaching a hostile enemy. But moving to delibratly attack an opponent is different from just running. I think a character could move more that his listed TMR, providing he is willing to pay for it. In my campaigne, a character can increas his TMR by half for one fatigue point per round. or Double for two points per round. This gives the characters the chacne to run away, as it was, or to get closer faster. Now some may think the Fatigue points are unfair. but in real life, you could only run so far before being fatigued out and have to stop. Characters that decide to run, in my game, have limited actions they can do and penalties. If they run, they can’t attack, or fire any prepared missle weapons. They also get a penalty on their defense if they are attacked. So I would say that TMR is movement that is between a walk and a run, sort of at the speed fo jogging maybe. Each DM needs to work out a system for themselves that their players like. And of course remember that if these new rules can be used by the characters, they can be used by the people or creatures they are attacking. Subject: Anyone considered alternatives? Posted by: Edi Date: 09/19/2001 07:17 Everything gone. So this begs the question, should we move someplace else? Of course, this place is the most widely known one, but the thing that has always bothered me here was that all posts were in the same display space instead of being divided into threads like they are in ezBoard or in UBB bulletin boards. I remember there being one ezBoard or a UBB one set up, and I have it bookmarked on my home machine. That’s one possibility. Another one could be that I could ask a friend who runs a discussion forum over at Heavengames.com related to the strategy game Age of Wonders that maybe if they could set up one subsection for us. Given that this place gathered less than three thousand posts all told since 1998, if my memory isn’t playing tricks on me, it would be no drain on their resources and we’d get the thread organization to boot. And if we put the Weather Report up in the Miscellaneous Downloads section there (supposing we’d get permission), we might even get new converts and enlarge the DQ community. Any thoughts on this? I have gotten used to this place as well, but it’s still a bit cumbersome, and there’s no harm in checking options now that we have to start from scratch. Edi Subject: Anyone considered alternatives? Posted by: Edi Date: 09/19/2001 07:12 Everything gone. So this begs the question, should we move someplace else? Of course, this place is the most widely known one, but the thing that has always bothered me here was that all posts were in the same display space instead of being divided into threads like they are in ezBoard or in UBB bulletin boards. I remember there being one ezBoard or a UBB one set up, and I have it bookmarked on my home machine. That’s one possibility. Another one could be that I could ask a friend who runs a discussion forum over at Heavengames.com related to the strategy game Age of Wonders that maybe if they could set up one subsection for us. Given that this place gathered less than three thousand posts all told since 1998, if my memory isn’t playing tricks on me, it would be no drain on their resources and we’d get the thread organization to boot. And if we put the Weather Report up in the Miscellaneous Downloads section there (supposing we’d get permission), we might even get new converts and enlarge the DQ community. Any thoughts on this? I have gotten used to this place as well, but it’s still a bit cumbersome, and there’s no harm in checking options now that we have to start from scratch. Edi Subject: Sorry, my bad for posting twice (nt) Posted by: Edi Date: 09/19/2001 07:19 nt Subject: RE: Anyone considered alternatives? Posted by: Juanc Date: 09/20/2001 08:37 That is a good question. Here is the thing... there are already TWO Yahoo groups, plus this space. I don’t think we need to add a new one. If we do switch (which would be fine with me) we should use something that already exists, not a new space. I was unsure if you were talking about a space that already exists, or a brand new one. Subject: RE: RE: Anyone considered alternatives? Posted by: Marty Date: 09/20/2001 16:13 There is a REALLY nice bulletin board system at talk.consimworld.com. It does not have file space, but then we could always use www.grognard.com or one of the Yahoo groups for files. Subject: RE: RE: Anyone considered alternatives? Posted by: Edi Date: 09/21/2001 02:31 Already asked from HG, so far it’s no go unless we’d pay them something on a monthly basis, because if they granted this one favor, it would open the floodgates. They didn’t reject it out of hand, though. My friend there suggested ezBoard, but Russ Tops’ board is there (I really have to post that link here!). It’s just that it costs more money to keep the (really annoying) popups away there than what HG would charge from us, and we’d get to moderate that ourselves to boot. It was just an idea I followed on, since we lost everything here. The main problem with alternatives (like the one Russ Tops set up) before was that all of the stuff was here and people were reluctant to move for that reason. ComsimWorld could be a possibility. I also have another idea that would have to do with HG, but I’ll have to ask them. That would probably involve creating a general RPG board with subsections for individual games, and given the number of people on the HG forums, it might even take off. Then we could have our own subsection, but it sounds and feels like a lot of extra work... The good thing about it would be that we would have file space at HG, only a single (or two at most) popup ad that appears once and then goes away, and the bulletin boards there are nice. Edi Subject: RE: RE: Anyone considered alternatives? Posted by: John M. Kahane Date: 09/21/2001 08:48 Hullo, JohnC, >That is a good question. Here is the thing... there are already TWO Yahoo groups, plus this space. I don’t think we need to add a new one. If we do switch (which would be fine with me) we should use something that already exists, not a new space. I was unsure if you were talking about a space that already exists, or a brand new one. If you remember, JohnC, this was one of the reasons I set up the DQ-RPG forum over on Yahoo way back when - I wanted to provide an alternative to this forum, which had a lot of problems and bugs to it even back then. And the advantage is that there is the archive capability that the Yahoo forums tend to have, not to mention that when one subscribes to a list one can choose to get the messages in e-mail, e-mail digest, or on-line forms. Lots of choices. :) JohnK Subject: RE: RE: RE: Anyone considered alternatives? Posted by: Juanc Date: 09/21/2001 10:48 I agree, but no one else seems interested. Is there a dislike of Yahoo groups that I am not aware of? Subject: RE: RE: RE: Anyone considered alternatives? Posted by: Tim p Date: 09/22/2001 08:02 I’ve tried to join both of those groups and no one ever got back to me about joining. I was some what upset. I supose I could keep trying. Subject: RE: RE: RE: RE: Anyone considered alternatives? Posted by: John M. Kahane Date: 09/22/2001 08:50 Hullo, JohnC, >I agree, but no one else seems interested. Is there a dislike of Yahoo groups that I am not aware of? No doubt. :) I guess if the mailing list moves off here to somewhere else, my participation there will be dependent on whether or not I can access the new site (I don’t use a lot of graphics and the like, and dislike graphic-intense sites), and whether or not it has an off-line reading capability. (That is one of the Yahoo Groups advantages, to be honest, not to mention the file space and availability to create a database there.) JohnK Subject: RE: RE: RE: RE: Anyone considered alternatives? Posted by: John M. Kahane Date: 09/22/2001 08:53 Hullo, TimP, >I’ve tried to join both of those groups and no one ever got back to me about joining. I was some what upset. I supose I could keep trying. If you’re referring to the groups over on Yahoo, all you need to do is sign up there, find the various mailing lists that you want to join, and sign up. Nothing could be simpler. Or do you mean you need the names of the groups that you want to join? JohnK Subject: RE: RE: RE: RE: RE: Anyone considered alternatives? Posted by: Tim p Date: 09/22/2001 23:50 There are a couple DQ groups on Yahoo. I went, clicked on Join this group and got the message that my request needed to be reviewed and I never heard back. Subject: RE: RE: RE: RE: RE: RE: Anyone considered alternatives? Posted by: John M. Kahane Date: 09/25/2001 14:56 Hullo, Tim, >There are a couple DQ groups on Yahoo. I went, clicked on Join this group and got the message that my request needed to be reviewed and I never heard back. There are actually quite a few DQ message groups on Yahoo, but the only one I can talk about for sure is the one I set up. DragonQuest-RPG certainly doesn’t have the behaviour associated with it that you mention above, since anyone who wishes to sign up for it can do so, although I can exercise "parental control" if I need to do so. Or else is this a function of how Yahoo Groups might have changed? Anyway, do try to sign up for the list again... JohnK Subject: RE: RE: RE: RE: RE: RE: RE: Anyone considered alternatives? Posted by: heneryville Date: 10/04/2001 23:21 Although the Yahoo site does have very nice archiving abilities, I really hate the format. It is way to difficult to understand who is talking about what were. I get dizzy every time I read a post from those groups. I recomend something more like a bulletin board. Something that moves the topics most recently posted on to the top. Subject: So is there another board? Posted by: Juanc Date: 10/06/2001 12:53 Has anyone started another board I should be going to? My 2 cents: Let’s stay here. So we lost some messages, no biggie. Subject: Since we’re starting over... :) Posted by: Stormraven Date: 09/18/2001 22:57 Something I never really understood in Character Creation - a couple, actually, but this is the primary one - is how to figure out stats for a Shapeshifter. The explanation is tough to suss out, and I’ve never seen it explained. Subject: RE: Since we’re starting over... :) Posted by: Marty Date: 09/20/2001 16:24 What I have always done is just create the Human part, then apply the stats to the animal part based on the averages based on: [ (human value - human min)/(Human range)*(animal range)] + animal min. (rounded off) For example, Humans have a range of 5 to 25 for their stats. If the Shapeshifter has a value of 12, and the animal has a range of, say, 8-16 for that stat, the animal stat is [(12-5)/(25-5)*(16-8)]+8 = 11. Subject: DQ monster MS Access database Posted by: King Rat Date: 09/18/2001 12:53 I remember there being an MS Access database of the DQ monsters... Does anyone still have a copy lying around? Subject: RE: DQ monster MS Access database Posted by: Marty Date: 09/18/2001 22:34 As a matter of fact, I know that at one time there was one. I know this because I did the data entry for it! Unfortunately, I changed jobs and apparently managed to lose my copy of it. I asked about it on this board and on Yahoo, but nobody responded. I have another version of it as a text document, but cannot (have not really taken the time to) verify its accuracy. If you (or anybody else) wants it, let me know. My next project is all the spells in a database. I will not be using MSAccess as I no longer have a PC with MSOffice. Subject: RE: RE: DQ monster MS Access database Posted by: Omegaz Date: 09/18/2001 22:48 I think I have a copy of your access file. I can’t open it either since I don’t have Access installed any longer. The files called Creatures.mdb which I believe in Access format. Post your email and I’ll send you a copy. Subject: RE: RE: DQ monster MS Access database Posted by: Tim p Date: 09/19/2001 08:03 I already ahve a text version of all the spells in alphabetical order. I’m still catching the typos (I did a text scan rather than type it all in by hand). Subject: RE: RE: RE: DQ monster MS Access database Posted by: Marty Date: 09/20/2001 16:11 martimer@mindspring.com Thanks! Subject: RE: RE: RE: DQ monster MS Access database Posted by: Hans Käll Date: 10/19/2001 15:48 That creatures data base, would you mind mailing it to me as well? I’d be really grateful. Hans Subject: RE: RE: RE: RE: DQ monster MS Access database Posted by: Seb Date: 12/17/2001 03:50 I would like a copy as well, please. seb@iosphere.net thanks Seb Subject: So does anyone have a weather report.? Posted by: ThePaperWieght Date: 09/17/2001 13:32 So does anyone have a weather report.? Subject: Did I just backfire and go blind or is everyone invisible? Posted by: Thrain Date: 09/12/2001 21:09 What happend to the web site? Was info stored on computers in the WTC? Subject: wefwg Posted by: Juanc Date: 09/12/2001 15:24 testing Subject: RE: wefwg Posted by: Mort DeMuerte Date: 09/12/2001 15:38 Uh, I see your message. What on earth happened to the board? And how’s everyone holding up? Subject: RE: wefwg Posted by: Errol Date: 09/12/2001 20:02 What happened there was a lot of gold here I didn’t have saved? A daily reader Errol Subject: CONTACT THE MAGISTRATES Posted by: Juanc Date: 09/13/2001 11:40 I sent an email to the magistrates, and have not heard a response. That is understandable, but we should let them know (as a group), that we would really like to see this stuff back up. If someone gets a response, post it here. Subject: RE: CONTACT THE MAGISTRATES Posted by: Tim P Date: 09/13/2001 22:59 Are other boards down like this? Subject: RE: RE: CONTACT THE MAGISTRATES Posted by: Mort DeMuerte Date: 09/14/2001 01:02 Well, a cursory check of a couple of the other boards seems to indicate that yes, they are all empty of old post. And checking the Site News, I found the following message... *** FORUMS FIXED *** I managed to fix the forums, but I had to drop most of the messages. Sorry about that, but now most of the messages that were "missing" should appear again. Some might be duplicated a bunch as people thought the messages were not being saved. I don’t know if that means our old posts are going to be reset. Subject: And the Magistrates shall answer... Posted by: Magistrate Michael Date: 09/15/2001 14:53 At least as soon as I get the official word form James. Okay, sorry guys, but the official line is that the old posts are gone for good. The messgaes in the database became corrupted due to a bug in the program that was also causing the new posts to appear at the bottom of forums. But, look on the bright side, you get to start all over again. Wish I could be more help. Let me know, through e-mail, if you need anything else. Magistrate Michael Subject: Thanks for filling us in! Posted by: Juanc Date: 09/20/2001 08:34 bunner that the messages could not be recovered, but what are you going to do? Subject: RE: RE: RE: RE: The Beauty of spell research Posted by: Rodger Thorm Date: 08/02/2000 17:51 I wouldn’t want to spoil a good brie with munchkins. They tend to leave a bad taste in my mouth.