From owner-dq@dq.sf.org.nz Sun Oct 4 19:00:16 1998 Received: (from bin@localhost) by mail.sf.org.nz (8.8.6/NZSFI-19980830) id TAA10749; Sun, 4 Oct 1998 19:00:16 +1300 Received: from smtp2.ihug.co.nz (root@tk2.ihug.co.nz [203.29.160.14]) by mail.sf.org.nz (8.8.6/NZSFI-19980830) with ESMTP id TAA10738 ; Sun, 4 Oct 1998 19:00:10 +1300 Received: from phaeton.ihug.co.nz (p50-max40.akl.ihug.co.nz [209.79.137.242]) by smtp2.ihug.co.nz (8.8.8/8.8.8) with SMTP id SAA27907 ; Sun, 4 Oct 1998 18:55:54 +1300 Message-Id: <3.0.5.32.19981004185235.007b8ad0@pop.ihug.co.nz> X-Sender: phaeton@pop.ihug.co.nz X-Mailer: QUALCOMM Windows Eudora Light Version 3.0.5 (32) Date: Sun, 04 Oct 1998 18:52:35 +1300 Subject: Minutes from the October Gods Meeting Mime-Version: 1.0 Content-Type: text/plain; charset="us-ascii" From: Keith Smith To: dq-announce@dq.sf.org.nz Sender: owner-dq@dq.sf.org.nz Errors-To: owner-dq@dq.sf.org.nz Reply-To: dq@dq.sf.org.nz X-Loop: dq-announce@dq.sf.org.nz X-Requests: To unsubscribe from this list, or change your subscription address, send a message to dq-request@dq.sf.org.nz. NOTE **** These minutes contain notes on the possible outcome of the current Guild crisis. If you don't wish to know then please close this document. * * * S P O I L E R S P A C E * * * Minutes from the DQ Gods Meeting 4th October 1998 Present: William, Andrew, Keith, Martin, Stephen, Rosemary, Jacqui, Mike Parkinson, Martin The Direction of the Guild It was generally agreed that a mechanism was required to allow training to occur 'off-line' for Gms to approve and such a mechanism needs to be simple as well as keeping a Guild flavour and structure. Presumably there are other Guilds in Seagate, such as the Alchemists Guild, various Artisan Guilds etc. The suggestion was made that the Adventurer's Guild would pay cash to the other Guilds to do the necessary training. It was also mentioned that PCs should not make more money out of skills than they would out of adventuring. One way to cope with this could be a tax payable to the other Guild. The Adventurer's Guild would only hold the monopolies on weapons, armour, magic, and healing. [Secretarial Note: I assume that the Warrior Skill and Weapons training would also stay at the Guild. Would the current mechanism for weapons training still apply?] The Player's Guild would need to be maintained, just like the Rulebook, and be released, either as an addition to the rules or as a separate document. Both options are possible. Another issue raised was that we needed to have consistency in the home world (Alusia). We needed resources that all GMs could share i.e. maps, a gazetteer, notes on technology levels, social and economic structures etc. It was generally agreed that the era was roughly around the 1500's. Michael agreed to handle the Gazetteer, Rosemary was happy to look after the Player's Guide while Andrew was to edit the current Beastery. Rosemary is to write up the changes in the training structure for the revised Player's Guide. In the Guild itself, there is the Master Armourer, the Master Healer, the Master Weaponsmith, and all the Masters of each of the Magical Colleges. The Guild Council is elected from those people. Currently an adventure is either planned, or in progress, in order to find the missing Council Members. The resolution from this adventure will need to be disseminated. As far as the lack of Healing is concerned, it is still too early to tell what the consequences are as it is still early in the current session, and several characters still have Healing stockpiles. This issue is tabled until the next meeting. The Council has considered the possibility of moving but have decided to stay put. The Guild is well established in an area that many players have a knowledge base of which is currently expanding. Also many PCs have put down roots in the area and have ties. Rule clarifications and discussions 1) Rituals A quick straw poll was taken and it was agreed that having rituals backfire was preferable. Doubling/tripling could also be okay. The following proposal was made 'That rituals work the same way as spells unless stated otherwise'. 2) Natural Armour According to the combat rules, natural armour works the same way as normal armour i.e it doesn't stop endurance blows. Also amour can only be added to natural armours that is the equivalent of soft leather or worse. 3) Alchemist potion creation An Alchemist can only make 1 potion per 2 days. If two potions are required in two days, then a second Alchemist is required. 4) Mechanician Traps The production of magical traps should be related to Investment and be a "poor man's" alternative to it. It was stated that the clarifications are good but it was felt that the numbers should be left alone. 5) Spies and Disguise Should a Disguise sub-skill be in Spy? Maybe spies should get some sort of bonus? It was felt that a combination of various other skills would be necessary to make a non-magical disguise more effective. GMs were to be reminded of this. 6) Molecular Rearrangement Since the spell has so high an EM, people felt it should still be possible to turn people into statues etc. Hence the spell would be renamed 'Molecular Transmogrification'. 7) Y2K GMs are required to do Y2K events. Martin is co-ordinating. Meeting Closed. -- See message headers to unsubscribe from --