From owner-dq@dq.sf.org.nz Fri Nov 20 04:56:49 1998 Received: (from bin@localhost) by mail.sf.org.nz (8.8.6/NZSFI-19980830) id EAA24002; Fri, 20 Nov 1998 04:56:49 +1300 Received: from kcbbs.gen.nz (kcbbs.gen.nz [202.14.102.1]) by mail.sf.org.nz (8.8.6/NZSFI-19980830) with ESMTP id EAA23992 ; Fri, 20 Nov 1998 04:56:48 +1300 Received: (from uucp@localhost) by kcbbs.gen.nz (8.8.8/8.8.8) id EAA27491 ; Fri, 20 Nov 1998 04:41:52 +1300 (NZDT) Message-ID: <365439F4.F68DF22@games.co.nz> Date: Fri, 20 Nov 1998 04:32:05 +1300 X-Mailer: Mozilla 4.05 [en] (Win95; I) MIME-Version: 1.0 Subject: Re: Logic and consistancy in DQ (And other matters) Content-Type: multipart/alternative; boundary="------------CCBC16A3B95EFDC82D69956D" From: Mike Young To: dq@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@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. --------------CCBC16A3B95EFDC82D69956D Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Martin Dickson wrote: > Mike Young wrote: > > Far too much attention is paid to consistancy with spells effects. > People seem to be under the >impression that you can write spell > descriptions that will tell everyone how this spell will work >in all > circumstances and under whatever conditions. > > I think that I used to believe this -- but the years (and looking back at > some of the abominable write-ups that have resulted) have changed my > opinion. > > Different GM interpretations based on different circumstances and > conditions are one thing -- different interpretations due to poor writing > and ambiguity are another. I know your not suggesting that anyone sets out to write/rewrite a spell in a poor and ambiguous fashion, because I don't believe that they do. My point is that no matter how clearly you attempt to decribe a spell effect, the very nature of the game that we play will create several if not many possible variations and interpretations completly outside the expectations, intentions and mindset of the authors. Admitedly the most recently revised spells tend to be better written than in the past, which is great. My point is (I think) that you cannot write rules for creativity, which is hopefully what DQ is all about. If it's not then what the hell are we doing?!?!? Apart from hopefully having fun? > I think that the best we can achieve is that the write up is as > unambiguous as possible and attempts to define the intent of the spell. > Attempts to pin every last possibility down result in long, wordy, dull, > legalese. I agree Martin, but then you are the one responsible for writing spells such as Spell of Darkness which defies my understanding. And I know I am not alone here in my ignorance. And I believe it is one of my catch phrases "To hell with what it says, what is it that we want?" or something along those lines. In other words "What is our intention here?" If we do our best to be unambiguous and briefly define the intent then the rest is in the lap of the gods. My intent here is not to point the finger at you (even though I have) but to provide an explaination that will alter the mindset of those who cry out for consistancy and adherance to the rules. These are nice, even useful but in a multi-GM fantasy world/game they are not that important. I have been GMing and PLAYING DQ longer then just about anybody on the planet so I think I can safely say that consistancy and adherance to the rules is overrated. Most of the gripes about consistancy and adherance to the rules comes from players because they think that it gives them some power or control over the game and therefore makes it a safer place. It doesn't of course, if the GM decides your dead and its time to roll up a new character then all the rules and consistancy in the world ain't going to help you. Any more than if you were minding your own business in the real world and somebody kills you. You may have hopes for justice on your behalf, but you can't control it. Your dead. As long as the GM is being fair then it must be unlikely for the Greviance Tribunal to overturn the GM's ruling. And if they did who would let the character play in their game? I certainly wouldn't unless I was absolutely convinced the GM was acting unfairly and I'm much more likely to believe the GM than the player. I'll agree that consistancy and adherance to the rules contribute towards fairness but its just as easy to kill someone with the rules as outside them. And I'll agree that consistancy and adherance to the rules contribute to the players belief in the fantasy world around them but the GM's skill in describing the world and deciding if a rules is valid or not bears much greater weight. Besides players FORGET they are playing in a fantasy world to ESCAPE from the boredom, safety and rules of the real world. There are any number of current GM's in DQ who games are burdened under the weight of consistancy and adherance to the rules, who are too afraid to take the plunge and follow their heart, their instincts because they might make a mistake and break the rules or do something that is inconsistant with something that has happened in the past or goodness forbid upset a player. And do you know what? Their games tend to be slow because they constantly refer to the rules breaking the flow of the game, shattering the suspension of disbelieve; predictable because they are bound by the rules and afraid to step outside them; not to mention boring because you know no matter what you do the GM will ensure that at the end of 13 sessions your character will be safely tucked in their bed back at the Guild. Of course it may be that they are just dull and boring and it wouldn't matter what rules they used because they have little or no imagination. And I am sure there are one or two GM's in that category. But as for the rest of you don't worry if you make a mistake, break the rules, change a precident, whatever. Its far more important that you make a descision even if it's the wrong one and get on with the game. And you will cock it up, but you know what? Its only fantasy and in fantasy heros cock it up, make miraclous escapes, come back from the dead, all manners of weird stuff happens. If a character gets killed because you made a mistake, hey guess what? You can fix that and they may even thank you for it. Anything that you do can be undone. Sometimes you just admit you where wrong and fix the mistake. Other times you have to engage the grey cells and come up with a miracle that doesn't break the suspension of disbelieve. Thats why you get paid the big bucks. I once wiped out an entire party in DQ simply because I had a shitty day at work, no dinner and was in a real bad mood. And I don't mean just captured, I mean splattered all over the countryside. By the following session I had calmed down, realized what I done and come up with a plan to fix something that was clearly unfair and to this day I don't think any of the players realized what happened. They just thought it was part of the adventure. > > If you look at Magic as being this weird, sometimes chaotic stuff that > often allows you to achieve many and sometimes wonderous things, but works > differently > from place to place then you approach close to how I > believe Magic should work in DQ. > > Yes, though I think this has to be within some reasonable limits -- if > magic is too chaotic then it is not possible to use it intelligently, or > to decide what your character would do. Yes, but you cannot legislate what is reasonable, because what is reasonable for one person may be competely unreasonable for another. Nor am I suggesting that magic be MADE chaotic. What I am saying is that if you view magic AS somewhat chaotic then many of the problems with consistancy go away. For example if some brightspark is crossing a desert and decides to go invisible so that they don't get sunburnt you have to decide if this would work or not. It's not covered by the rules. It's clearly not the intention of the Invisibility Spell and if you allow them to escape being sunburnt then what if they get hit with a Solar Flare or Flash of Light? If I was in a very generous mood then I might rule that it worked for that particular character on this occasion because it was a clever/creative idea and harmless at the time. But would I allow it to work that way in general? Certainly not, but being generous in this case is fraught with danger, because the players will now expect this to work again the next time someone else tries it and it probably won't, confusing the hell out of them. What's more is that based on this one frivolous example where a spell worked in a particular way a player in my game might go off and GM his own game using my one ruling and before I know it Invisiblity has been rewritten to make you immune to sunburn. So the smart thing to do is rule that Invisibility does not stop you getting sunburnt and avoid the traps. But who's to say that we GM's are all smart all of the time? Another GM might decide that is perfectly reasonable for Invisibility to prevent sunburn. And if it never arises again then who cares which way it gets ruled? It really only requires an official ruling if at some stage it becomes a problem. Of course you could use my example as exactly why we must be consistant. But you would be missing my point. > > The very idea that magic should behave like an scientific experiment is > flawed and has no place in the DQ universe. > > But yes, magic is not science and casting the same spell at different > times and places may have subtle to not-so-subtle differences. Wasn't that what I just said? Let's have a poll. Hands up those who think so? > > I use a modified Initiative system that melds Decide Initiative, > Backstab, Engaged figures, Unengaged figures and Mages Casting into > > two so that you end up with Time Out, Decide Initiative, Action.....It > works better for me and the players soon get the hang of it. But no > > doubt the Rules Police will hate it. Does this mean I'm not playing DQ? > > Well... from a purely technical point of view, yes -- you aren't playing > the standard ruleset. However, if the system that you use is superior > (which is very, very, possible) then why cannot we get it into general > play so that everyone can benefit from it? In the meanwhile however -- > and this is definitely a change of heart for me -- I say use what works, > provided that players are informed of variant rules before hand -- and > hang the Rules Police. That's all very well but the Initiative System that Jim and I use is work in progress. Besides I've seen our ideas rebuffed, broken, messed with and generally turned dull, grey and boring so many times that who can be bothered to do the work required to get it approved? If players who GM see it and it suits them then they will use it and one day it may eventually become the rules. As for rule variants, hell even I couldn't tell you what rule variants I play. One mans variant is another mans rules so to speak. Most of them are just subtle changes to spell interpretations that suit the flavour of my game. I could no more inform you as to what they were then recite the rules word for word from memory. As for the Rules Police, I've got the rope!! Let me at them........ > > As far as consistancy goes within the campaign world. Sure it would be > nice if the GM's wrote up their material so that the next GM that came > through the same > place could perhaps incorporate it. BUT DO YOU REALLY > THINK THIS IS GOING TO HAPPEN? > > Well, no. But it doesn't hurt to try. If we get nothing we are really no > worse off, and if we get some good, reusable resource material then we go > some small way towards a better multi-GM enviroment. Sure but all I am saying is that unless you are prepared to actually do the work then don't moan to me about Campaign consistancy. Not that I am suggesting that you are the one who's moaning, but there are an awful lot of them out there. I wouldn't mind being handed a sourcebook of material to use, but am I going to write it? No bloody way..... > > For goodness sakes we can't even get maps consistant, how do you expect > the rest of it to be? > > I'm hopelessly optomistic? :) At least your hopeless at something! If my critics where to be believed, I'm just hopeless! > > Anyway, enough rambling for now. I hope some or all of you find > something useful in this. > > Yes. Thank you. > > Kind Regards, > Martin Why thank you Martin. There's hope for you yet. ;<) Kindest Regards, Michael --------------CCBC16A3B95EFDC82D69956D Content-Type: text/html; charset=us-ascii Content-Transfer-Encoding: 7bit Martin Dickson wrote:
Mike Young wrote:
>  Far too much attention is paid to consistancy with spells effects. People seem to be under the >impression that you can write spell descriptions that will tell everyone how this spell will work >in all circumstances and under whatever conditions.

I think that I used to believe this -- but the years (and looking back at some of the abominable write-ups that have resulted) have changed my opinion.

Different GM interpretations based on different circumstances and conditions are one thing -- different interpretations due to poor writing and ambiguity are another.

I know your not suggesting that anyone sets out to write/rewrite a spell in a poor and ambiguous fashion, because I don't believe that they do. My point is that no matter how clearly you attempt to decribe a spell effect, the very nature of the game that we play will create several if not many possible variations and interpretations completly outside the expectations, intentions and mindset of the authors. Admitedly the most recently revised spells tend to be better written than in the past, which is great. My point is (I think) that you cannot write rules for creativity, which is hopefully what DQ is all about. If it's not then what the hell are we doing?!?!? Apart from hopefully having fun?
 
 
I think that the best we can achieve is that the write up is as unambiguous as possible and attempts to define the intent of the spell. Attempts to pin every last possibility down result in long, wordy, dull, legalese.
I agree Martin, but then you are the one responsible for writing spells such as Spell of Darkness which defies my understanding. And I know I am not alone here in my ignorance. And I believe it is one of my catch phrases "To hell with what it says, what is it that we want?" or something along those lines. In other words "What is our intention here?" If we do our best to be unambiguous and briefly define the intent then the rest is in the lap of the gods. My intent here is not to point the finger at you (even though I have) but to provide an explaination that will alter the mindset of those who cry out for consistancy and adherance to the rules. These are nice, even useful but in a multi-GM fantasy world/game they are not that important. I have been GMing and PLAYING DQ longer then just about anybody on the planet so I think I can safely say that consistancy and adherance to the rules is overrated.

Most of the gripes about consistancy and adherance to the rules comes from players because they think that it gives them some power or control over the game and therefore makes it a safer place. It doesn't of course, if the GM decides your dead and its time to roll up a new character then all the rules and consistancy in the world ain't going to help you. Any more than if you were minding your own business in the real world and somebody kills you. You may have hopes for justice on your behalf, but you can't control it. Your dead. As long as the GM is being fair then it must be unlikely for the Greviance Tribunal to overturn the GM's ruling. And if they did who would let the character play in their game? I certainly wouldn't unless I was absolutely convinced the GM was acting unfairly and I'm much more likely to believe the GM than the player. I'll agree that consistancy and adherance to the rules contribute towards fairness but its just as easy to kill someone with the rules as outside them. And I'll agree that consistancy and adherance to the rules contribute to the players belief in the fantasy world around them but the GM's skill in describing the world and deciding if a rules is valid or not bears much greater weight. Besides players FORGET they are playing in a fantasy world to ESCAPE from the boredom, safety and rules of the real world.

There are any number of current GM's in DQ who games are burdened under the weight of consistancy and adherance to the rules, who are too afraid to take the plunge and follow their heart, their instincts because they might make a mistake and break the rules or do something that is inconsistant with something that has happened in the past or goodness forbid upset a player. And do you know what? Their games tend to be slow because they constantly refer to the rules breaking the flow of the game, shattering the suspension of disbelieve; predictable because they are bound by the rules and afraid to step outside them; not to mention boring because you know no matter what you do the GM will ensure that at the end of 13 sessions your character will be safely tucked in their bed back at the Guild. Of course it may be that they are just dull and boring and it wouldn't matter what rules they used because they have little or no imagination. And I am sure there are one or two GM's  in that category. But as for the rest of you don't worry if you make a mistake, break the rules, change a precident, whatever. Its far more important that you make a descision even if it's the wrong one and get on with the game.

And you will cock it up, but you know what? Its only fantasy and in fantasy heros cock it up, make miraclous escapes, come back from the dead, all manners of weird stuff happens. If a character gets killed because you made a mistake, hey guess what? You can fix that and they may even thank you for it. Anything that you do can be undone. Sometimes you just admit you where wrong and fix the mistake. Other times you have to engage the grey cells and come up with a miracle that doesn't break the suspension of disbelieve. Thats why you get paid the big bucks. I once wiped out an entire party in DQ simply because I had a shitty day at work, no dinner and was in a real bad mood. And I don't mean just captured, I mean splattered all over the countryside. By the following session I had calmed down, realized what I done and come up with a plan to fix something that was clearly unfair and to this day I don't think any of the players realized what happened. They just thought it was part of the adventure.
 
 

> If you look at Magic as being this weird, sometimes chaotic stuff that often allows you to achieve many and sometimes wonderous things, but works differently  > from place to place then you approach close to how I believe Magic should work in DQ.

Yes, though I think this has to be within some reasonable limits -- if magic is too chaotic then it is not possible to use it intelligently, or to decide what your character would do.

Yes, but you cannot legislate what is reasonable, because what is reasonable for one person may be competely unreasonable for another. Nor am I suggesting that magic be MADE chaotic. What I am saying is that if you view magic AS somewhat chaotic then many of the problems with consistancy go away. For example if some brightspark is crossing a desert and decides to go invisible so that they don't get sunburnt you have to decide if this would work or not. It's not covered by the rules. It's clearly not the intention of the Invisibility Spell and if you allow them to escape being sunburnt then what if they get hit with a Solar Flare or Flash of Light? If I was in a very generous mood then I might rule that it worked for that particular character on this occasion because it was a clever/creative idea and harmless at the time. But would I allow it to work that way in general? Certainly not, but being generous in this case is fraught with danger, because the players will now expect this to work again the next time someone else tries it and it probably won't, confusing the hell out of them. What's more is that based on this one frivolous example where a spell worked in a particular way a player in my game might go off and GM his own game using my one ruling and before I know it Invisiblity has been rewritten to make you immune to sunburn. So the smart thing to do is rule that Invisibility does not stop you getting sunburnt and avoid the traps. But who's to say that we GM's are all smart all of the time? Another GM might decide that is perfectly reasonable for Invisibility to prevent sunburn. And if it never arises again then who cares which way it gets ruled? It really only requires an official ruling if at some stage it becomes a problem. Of course you could use my example as exactly why we must be consistant. But you would be missing my point.
 
 
> The very idea that magic should behave like an scientific experiment  is flawed and has no place in the DQ universe.

But yes, magic is not science and casting the same spell at different times and places may have subtle to not-so-subtle differences.

Wasn't that what I just said? Let's have a poll. Hands up those who think so?
 
> I use a modified Initiative system that melds Decide Initiative, Backstab, Engaged figures, Unengaged figures and Mages Casting into
> two so that you end up with Time Out, Decide Initiative, Action.....It works better for me and the players soon get the hang of it. But no
> doubt the Rules Police will hate it. Does this mean I'm not playing DQ?

Well... from a purely technical point of view, yes -- you aren't playing the standard ruleset.  However, if the system that you use is superior
(which is very, very, possible) then why cannot we get it into general play so that everyone can benefit from it?   In the meanwhile however --
and this is definitely a change of heart for me -- I say use what works, provided that players are informed of variant rules before hand -- and
hang the Rules Police.

That's all very well but the Initiative System that Jim and I use is work in progress. Besides I've seen our ideas rebuffed, broken, messed with and generally turned dull, grey and boring so many times that who can be bothered to do the work required to get it approved? If players who GM see it and it suits them then they will use it and one day it may eventually become the rules. As for rule variants, hell even I couldn't tell you what rule variants I play. One mans variant is another mans rules so to speak. Most of them are just subtle changes to spell interpretations that suit the flavour of my game. I could no more inform you as to what they were then recite the rules word for word from memory.

As for the Rules Police, I've got the rope!! Let me at them........
 
 

> As far as consistancy goes within the campaign world. Sure it would be nice if the GM's wrote up their material so that the next GM that came through the same > place could perhaps incorporate it. BUT DO YOU REALLY THINK THIS IS GOING TO HAPPEN?

Well, no.  But it doesn't hurt to try.  If we get nothing we are really no worse off, and if we get some good, reusable resource material then we go some small way towards a better multi-GM enviroment.

Sure but all I am saying is that unless you are prepared to actually do the work then don't moan to me about Campaign consistancy. Not that I am suggesting that you are the one who's moaning, but there are an awful lot of them out there. I wouldn't mind being handed a sourcebook of material to use, but am I going to write it? No bloody way.....
 
 
> For goodness sakes we can't even get maps consistant, how do you expect the rest of it to be?

I'm hopelessly optomistic?  :)

At least your hopeless at something! If my critics where to be believed, I'm just hopeless!

 

> Anyway, enough rambling for now. I hope some or all of you find something useful in this.

Yes.  Thank you.

Kind Regards,
Martin

 Why thank you Martin. There's hope for you yet.   ;<)

Kindest Regards,
Michael --------------CCBC16A3B95EFDC82D69956D-- -- See message headers to unsubscribe from -- From owner-dq@dq.sf.org.nz Fri Nov 20 09:37:15 1998 Received: (from bin@localhost) by mail.sf.org.nz (8.8.6/NZSFI-19980830) id JAA24155; Fri, 20 Nov 1998 09:37:15 +1300 Received: from aj.co.nz (ns.aj.co.nz [202.27.194.165]) by mail.sf.org.nz (8.8.6/NZSFI-19980830) with SMTP id JAA24146 ; Fri, 20 Nov 1998 09:37:05 +1300 Received: by aj.co.nz(Lotus SMTP MTA SMTP v4.6 (462.2 9-3-1997)) id CC2566C1.0075CB15 ; Fri, 20 Nov 1998 09:26:37 +1200 X-Lotus-FromDomain: ARMSTRONG JONES Message-ID: Date: Fri, 20 Nov 1998 09:26:31 +1200 Subject: RE Namer Revision Mime-Version: 1.0 Content-type: multipart/alternative; Boundary="0__=8rIyYdNQPZ9wgJgZkCgJUrab89SWf9b0esCXp45fqDxvY57XcBh1MIGF"; X-Lotus-Encap=encap3 From: rmansfield@aj.co.nz To: dq@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@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. --0__=8rIyYdNQPZ9wgJgZkCgJUrab89SWf9b0esCXp45fqDxvY57XcBh1MIGF Content-type: text/plain Martin wrote All magic is deception. No matter the magical rationale i.e.. _how_ it works, the effect is the same. Magic uses power to shape the world to the caster's will. In DQ that power is "mana" and the personal energy of the caster to handle and control that power. .... This suggests the following directions for Namer: Truth finding/revealing/telling abilities; magic removal abilities; forcing things to assume their true form; abilities that prevent magical coercion/control/deception. *** This is the by far the best idea I've heard in relation to Namer. It gives a good (solid, unified, umm ... ?) framework to build the college on. I REALLY like the idea that Namers don't have attack spells, or even ways of effecting reality, merely was of effecting magic. (although this has inbuilt limitations that maybe too severe). Are you intending to increase the MA requirement for Namers? The current requirement is a hindrance to adding general knowledge spells to the college. - One idea is to keep the GK as lots of 'free' counterspells and not much else; but have lots of cheap (in both ep & money) special knowledge. - Or just up the MA requirement. - Or give Namers an exemption to the MA requirement (I'm not too keen on this). Re CURSE REMOVAL The concept of curse removal (any kind of curse) fits firmly within the proposed framework. Of the various ideas floated 1. I don't like giving them 'huge' bonuses to CR 2. I don't mind CR being part of the College so they get normal college bonuses 3. I like the idea of leaving CR outside the college but giving Namers another ability to ameliorate/manipulate curses; perhaps being able to suppress their effects in a similar manner to the suppress Ward ability. Re GTN/ITN I feel that the whole area of Names needs help. Currently they seem to be used: a) to identify or confirm identification of someone/thing (ie. GTNs via DA) b) in relation to demons ( ... why was I tempted to give demons a capital "D" : ) c) to give Namers bonuses a) is the only use I've seen commonly in game, though I assume Namers rank names. If we keep the same uses (more or less) - I like the idea of Names being limited to Rank 20 - I don't mind reducing the number of GTN's but if Namers are getting 'big' bonuses from them then there still needs to be a range, eg. 'Deciduous Tree', 'Evergreen Tree', 'Shrub' rather than 'Tree'; each sentient race rather than 'fairy folk', 'earth dwellers'. 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qqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqq qqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqq qqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqq qqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqq qqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqq qqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqq qqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqq qqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqq qqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqq qqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqq qqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqq qqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqq qqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqq qqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqq qqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqq qqqqqqqqqqqqqqqqqqqqqqqqqqo= --0__=8rIyYdNQPZ9wgJgZkCgJUrab89SWf9b0esCXp45fqDxvY57XcBh1MIGF-- -- See message headers to unsubscribe from -- From owner-dq@dq.sf.org.nz Fri Nov 20 12:10:12 1998 Received: (from bin@localhost) by mail.sf.org.nz (8.8.6/NZSFI-19980830) id MAA24428; Fri, 20 Nov 1998 12:10:12 +1300 Received: from mail.iconz.co.nz (mail.iconz.co.nz [202.14.100.36]) by mail.sf.org.nz (8.8.6/NZSFI-19980830) with ESMTP id MAA24417 ; Fri, 20 Nov 1998 12:10:11 +1300 Received: from mandos (e0.firewall.ak.iconz.net.nz [202.14.100.208]) by mail.iconz.co.nz (8.8.7/8.8.7) with SMTP id LAA212440911516282 ; Fri, 20 Nov 1998 11:58:02 +1300 (NZDT) Message-ID: <005201be140f$dd837f00$1564a8c0@mandos.ICONZ> Subject: Re: Logic and consistancy in DQ (And other matters) Date: Fri, 20 Nov 1998 11:56:37 +1300 MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 From: "Mandos Mitchinson" To: dq@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@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. >> I use a modified Initiative system that melds Decide Initiative, >> Backstab, Engaged figures, Unengaged figures and Mages Casting into >> two so that you end up with Time Out, Decide Initiative, Action.....It >> works better for me and the players soon get the hang of it. But no >> doubt the Rules Police will hate it. Does this mean I'm not playing >> DQ? > >Well... from a purely technical point of view, yes -- you aren't playing >the standard ruleset. However, if the system that you use is superior >(which is very, very, possible) then why cannot we get it into general >play so that everyone can benefit from it? In the meanwhile however -- >and this is definitely a change of heart for me -- I say use what works, >provided that players are informed of variant rules before hand -- and >hang the Rules Police. The main reason is that those who are playing the strange rules seem to be the same people either disolusioned or unable to attend the meetings that are the only current process by which change is actually possible. . On this particular topic could anyone email me with a way that I can get my proposals proposed without me attending a Gods meeting? Anyone wish to champion a cause? Mandos /s -- See message headers to unsubscribe from -- From owner-dq@dq.sf.org.nz Fri Nov 20 12:26:31 1998 Received: (from bin@localhost) by mail.sf.org.nz (8.8.6/NZSFI-19980830) id MAA24475; Fri, 20 Nov 1998 12:26:31 +1300 Received: from peace.com (defacto.peace.co.nz [202.14.141.225]) by mail.sf.org.nz (8.8.6/NZSFI-19980830) with SMTP id MAA24466 ; Fri, 20 Nov 1998 12:26:28 +1300 Received: via ESMTP (940816.SGI.8.6.9/pcnz2.7) id MAA27790; Fri, 20 Nov 1998 12:14:31 +1300 Message-ID: <3654A7F1.5F767E80@peace.com> Date: Fri, 20 Nov 1998 12:21:21 +1300 X-Mailer: Mozilla 4.5b2 [en] (WinNT; I) X-Accept-Language: en MIME-Version: 1.0 Subject: Re: Logic and consistancy in DQ (And other matters) Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit From: Martin Dickson To: dq@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@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. Mike Young wrote: > I think that the best we can achieve is that the write up is as > unambiguous as possible and attempts to define the intent of the > spell. Attempts to pin every last possibility down result in long, > wordy, dull, legalese. > I agree Martin, but then you are the one responsible for writing > spells such as Spell of Darkness which defies my understanding. Errr... two points here... 1) I'd rather hope that one can improve at these things and not be forever dogged by their failures. 2) I have no recollection of writing the current "Darkness" monstrousity -- and indeed after coming back to play DQ after a bit of break, I was utterly suprised when Mortimer went to use his Rk 16 Darkness on my first new adventure and I discovered that it was completely different, and that no-one could understand it. So... whilst I am prepared to plead guilty to my fair share of abominations, in the case of Darkness I have to say "it weren't me guv". :) By the way, following discussion with Kelsie I have an idea how Darkness can be described far more intuitively. Kelsie pointed out that whilst in our "scientific" world dark is simply the absence of light, in the magical DQ world darkness is "stuff", like fog. If you start to think of darkness in that manner, as more like fog or vapour then a spell that creates an area of darkness becomes much easier to understand. > The very idea that magic should behave like an scientific experiment is flawed and has no place in the DQ universe. >> But yes, magic is not science and casting the same spell at >> different times and places may have subtle to not-so-subtle >> differences. > > Wasn't that what I just said? Let's have a poll. Hands up those who > think so? It was what you just said. I was agreeing with you. Sorry of the confusion. :) Actually -- as an aside, and it makes no relevant difference here -- I rather like the idea that magic is entirely "scientific" within the "science" of the fantasy enviroment. What this means is that magic appears chaotic but is obeying its own internal rules that philosophers will argue over forever. It is also possible for a mage to perform it badly -- like cocking up a science experiment... but most of the variation occurs, as you said, because of variations in time and place, but also phase of moon, season, astrological forces, etc, etc. Makes no effective difference -- just adds flavour... and goes some way to providing an in-character explanation of a) why magical effects cannot be completely predicted but b) why sages can study it, c) why in odd areas/times/places magic is weird-er. > As for rule variants, hell even I couldn't tell you what rule variants > I play. One mans variant is another mans rules so to speak. Most of > them are just subtle changes to spell interpretations that suit the > flavour of my game. I could no more inform you as to what they were > then recite the rules word for word from memory. Sure... and nor was I suggesting that. But a variant Init system is just that, a variant, and I believe should be announced as such. Placing aside all arguments as to whether or not variants _should_ be played -- there was general agreement (majority rather than concensus) amongst the GMs that the rulebook as published is "canon" for the DQ group. If any GM plays rules/systems/sub-systems outside or in opposition to this then I beleive that it is their responsibility to inform the players. I'm not referring to our (poosibly) different interpretations of exactly how "Tunneling" works... but if the rules say "this is how you calculate BC with weapons" and I want to do something different, that to me is a variant and should be announced. > ...all I am saying is that unless you are prepared to actually do the > work then don't moan to me about Campaign consistancy. Not that I am > suggesting that you are the one who's moaning, but there are an awful > lot of them out there. I wouldn't mind being handed a sourcebook of > material to use, but am I going to write it? No bloody way..... Oh, I agree... and I too think that the chances of getting a sourcebook are low... but over time I have been coming to agree with the idea that we should stop trying to inscribe every last rule in stone and that our energies would be better served in the area of maps, languages, background, history and source material in general. These give a more unified flavour to the game than an endless argument over "Tunnelling". In addition they help flesh out PC backgrounds, and give GMs plot hooks. Kind Regards, Martin -- See message headers to unsubscribe from -- From owner-dq@dq.sf.org.nz Fri Nov 20 12:47:53 1998 Received: (from bin@localhost) by mail.sf.org.nz (8.8.6/NZSFI-19980830) id MAA24519; Fri, 20 Nov 1998 12:47:53 +1300 Received: from fclaklmr01.fcl.co.nz ([203.98.14.148] (may be forged)) by mail.sf.org.nz (8.8.6/NZSFI-19980830) with ESMTP id MAA24508 ; Fri, 20 Nov 1998 12:47:48 +1300 Received: from falaklnt000.falum.co.nz ([10.8.1.20]) by fclaklmr01.fcl.co.nz (Post.Office MTA v3.5.1 release 219 ID# 0-0U10L2S100) with SMTP id nz ; Fri, 20 Nov 1998 12:35:19 +1300 Received: by falaklnt000.falum.co.nz with SMTP (Microsoft Exchange Server Internet Mail Connector Version 4.0.993.5) id <01BE1482.B3AA50A0@falaklnt000.falum.co.nz>; Fri, 20 Nov 1998 12:38:40 +1300 Message-ID: Subject: How to propose stuff if you can't attend Gods Meetings Date: Fri, 20 Nov 1998 12:38:38 +1300 X-Mailer: Microsoft Exchange Server Internet Mail Connector Version 4.0.993.5 MIME-Version: 1.0 Content-Type: text/plain; charset="us-ascii" Content-Transfer-Encoding: 7bit From: "Andrew Withy (FAL AKL)" To: dq@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@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. Any one who wishes to propose something should e-mail dq@dq.sf.org.nz If it isn't shouted down in a day or two, e-mail Stephen Martin, who puts it on the next agenda. If you can't make it to the Gods Meeting, grab someone who is going and convince them to speak to your idea at the meeting. It helps if they agree with it, but this is not neccessary. We proceed from there - often a straw-poll on direction comes from the meeting back to the designer. Occasionally we say that we don't perceive the problem. You then work on describing the problem more, before presenting the solution again. And so on... Andrew >---------- >From: Mandos Mitchinson[SMTP:mandos@iconz.co.nz] >On this particular topic could anyone email me with a way that I can get my >proposals proposed without me attending a Gods meeting? Anyone wish to >champion a cause? > -- See message headers to unsubscribe from -- From owner-dq@dq.sf.org.nz Fri Nov 20 12:53:09 1998 Received: (from bin@localhost) by mail.sf.org.nz (8.8.6/NZSFI-19980830) id MAA24549; Fri, 20 Nov 1998 12:53:09 +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 MAA24538 ; Fri, 20 Nov 1998 12:53:07 +1300 Received: from phaeton.ihug.co.nz (p59-max26.akl.ihug.co.nz [206.18.103.123]) by smtp2.ihug.co.nz (8.8.8/8.8.8) with SMTP id MAA29545 ; Fri, 20 Nov 1998 12:41:06 +1300 Message-Id: <3.0.5.32.19981120123706.007d0660@pop.ihug.co.nz> X-Sender: phaeton@pop.ihug.co.nz X-Mailer: QUALCOMM Windows Eudora Light Version 3.0.5 (32) Date: Fri, 20 Nov 1998 12:37:06 +1300 Subject: Re: How to propose stuff if you can't attend Gods Meetings Mime-Version: 1.0 Content-Type: text/plain; charset="us-ascii" From: Keith Smith To: dq@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@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. >If you can't make it to the Gods Meeting, grab someone who is going and >convince them to speak to your idea at the meeting. It helps if they >agree with it, but this is not neccessary. Speaking of which, it looks I'm double-booked on the day of the next Gods meeting. Could someone take the minutes for me? Keith (phaeton@ihug.co.nz) -- See message headers to unsubscribe from -- From owner-dq@dq.sf.org.nz Fri Nov 20 13:09:03 1998 Received: (from bin@localhost) by mail.sf.org.nz (8.8.6/NZSFI-19980830) id NAA24586; Fri, 20 Nov 1998 13:09:03 +1300 Received: from fclaklmr01.fcl.co.nz ([203.98.14.148] (may be forged)) by mail.sf.org.nz (8.8.6/NZSFI-19980830) with ESMTP id NAA24576 ; Fri, 20 Nov 1998 13:09:00 +1300 Received: from falaklnt000.falum.co.nz ([10.8.1.20]) by fclaklmr01.fcl.co.nz (Post.Office MTA v3.5.1 release 219 ID# 0-0U10L2S100) with SMTP id nz ; Fri, 20 Nov 1998 12:56:37 +1300 Received: by falaklnt000.falum.co.nz with SMTP (Microsoft Exchange Server Internet Mail Connector Version 4.0.993.5) id <01BE1485.ACFFBE40@falaklnt000.falum.co.nz>; Fri, 20 Nov 1998 12:59:57 +1300 Message-ID: Subject: Darkness Date: Fri, 20 Nov 1998 12:59:55 +1300 X-Mailer: Microsoft Exchange Server Internet Mail Connector Version 4.0.993.5 MIME-Version: 1.0 Content-Type: text/plain; charset="us-ascii" Content-Transfer-Encoding: 7bit From: "Andrew Withy (FAL AKL)" To: dq@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@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. Martin wrote: >I have no recollection of writing the current "Darkness" monstrousity and >indeed ... I discovered that it was completely different, and that no-one >could understand it. > >Kelsie pointed out that whilst in our "scientific" world dark is simply the >absence of light, in the magical DQ world darkness is "stuff", like fog. If >you start to think of darkness in that manner, as more like fog or vapour >then a spell that creates an area of darkness becomes much easier to >understand. Darkness as "Fog-like" stuff is good, because you get this malignant floating cube of black rather than an invisible area where things are harder to see and have less colour. However, Air, Celestial, Illusion, Necro, Rune, Water, Witchcraft all have mist or darkness. It is all the same size (1000+500/Rk), similar range/duration. BC 20-60, EM 75-125. If they all have a similar effect as well, it becomes more boring. Who needs mist if you have darkness (or vice versa)? [Rank 20 mist = Rank 20 darkness = no vision, except Water] Please don't make Darkness like a black fog, to mist's grey & light's white. Andrew (Speaking as an experienced mist/smoke/fog & Darkness user; and as the person responsible for the nearly totally accurate/scientific, completely unplayable abomination known as Darkness.) -- See message headers to unsubscribe from -- From owner-dq@dq.sf.org.nz Fri Nov 20 13:30:15 1998 Received: (from bin@localhost) by mail.sf.org.nz (8.8.6/NZSFI-19980830) id NAA24631; Fri, 20 Nov 1998 13:30:15 +1300 Received: from peace.com (defacto.peace.co.nz [202.14.141.225]) by mail.sf.org.nz (8.8.6/NZSFI-19980830) with SMTP id NAA24621 ; Fri, 20 Nov 1998 13:30:14 +1300 Received: via ESMTP (940816.SGI.8.6.9/pcnz2.7) id NAA02779; Fri, 20 Nov 1998 13:18:18 +1300 Orig-Sender: Michael.Woodhams@peace.com Message-ID: <3654B549.5F2FB849@peace.co.nz> Date: Fri, 20 Nov 1998 13:18:18 +1300 X-Mailer: Mozilla 4.05C-SGI [en] (X11; I; IRIX 6.5 IP32) MIME-Version: 1.0 Subject: Re: Darkness Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit From: Michael Woodhams To: dq@dq.sf.org.nz Sender: owner-dq@dq.sf.org.nz Errors-To: owner-dq@dq.sf.org.nz Reply-To: Michael.Woodhams@peace.com X-Loop: dq@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. Andrew Withy (FAL AKL) wrote: > Martin wrote: > >I have no recollection of writing the current "Darkness" monstrousity and > >indeed ... I discovered that it was completely different, and that no-one > >could understand it. I can understand it - it decreases the albedo of everything in the volume of effect by some factor. It probably also decreases the brightness of any light sources in the area by the same factor, but from memory this is not explicit in the description. At rank 16+, all objects in the volume become perfectly black. However, I certainly agree it is a monstrousity. I haven't met much use of Darkness in the game, but the description is so silly that I doubt people play it like this. > Please don't make Darkness like a black fog, to mist's grey & light's > white. > I agree that this is undesirable, however it is still much more desirable than the current abortion. If you can come up with a better solution than the black fog, I would be happy to hear it. Until then, I support the black fog solution. The only other solution that comes to mind is the black curtain - light is diminished only as it enters or leaves the area. This means that the inside of the 'darkness' can be well lit if there is a light source inside it. At high ranks it would be a fairly good way of hiding camp sites (so long as they are somewhere that a black hemisphere would not be conspicuous.) (There is a difference between white and black fog in that it takes different sorts of enhanced vision to see through them, and they have different effects on Celestial base chances. These are not very *interesting* differences, however.) Michael W -- See message headers to unsubscribe from -- From owner-dq@dq.sf.org.nz Fri Nov 20 13:51:37 1998 Received: (from bin@localhost) by mail.sf.org.nz (8.8.6/NZSFI-19980830) id NAA24690; Fri, 20 Nov 1998 13:51:37 +1300 Received: from bo.nznet.gen.nz (nznet.gen.nz [203.98.34.1]) by mail.sf.org.nz (8.8.6/NZSFI-19980830) with ESMTP id NAA24679 ; Fri, 20 Nov 1998 13:51:36 +1300 Received: from takitimu.co.nz (max2-ak00.nznet.gen.nz [203.98.35.65]) by bo.nznet.gen.nz (8.8.7/8.8.8) with ESMTP id NAA15296 ; Fri, 20 Nov 1998 13:53:14 +1300 Received: from takitimu.co.nz by takitimu.co.nz; Fri, 20 Nov 98 13:37:36 +1300 Message-ID: <3654BA52.228D23EC@takitimu.co.nz> Date: Fri, 20 Nov 1998 13:42:54 +1300 X-Mailer: Mozilla 4.04 (Macintosh; I; PPC) MIME-Version: 1.0 Subject: Re: Darkness Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit From: Kelsie To: dq@dq.sf.org.nz Sender: owner-dq@dq.sf.org.nz Errors-To: owner-dq@dq.sf.org.nz Reply-To: kelsie@takitimu.co.nz X-Loop: dq@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. > >Kelsie pointed out that whilst in our "scientific" world dark is simply the > >absence of light, in the magical DQ world darkness is "stuff", like fog. If > >you start to think of darkness in that manner, as more like fog or vapour > >then a spell that creates an area of darkness becomes much easier to > >understand. > > Darkness as "Fog-like" stuff is good, because you get this malignant > floating cube of black rather than an invisible area where things are > harder to see and have less colour. > However, Air, Celestial, Illusion, Necro, Rune, Water, Witchcraft all > have mist or darkness. It is all the same size (1000+500/Rk), similar > range/duration. BC 20-60, EM 75-125. If they all have a similar effect > as well, it becomes more boring. Who needs mist if you have darkness (or > vice versa)? [Rank 20 mist = Rank 20 darkness = no vision, except Water] > > Please don't make Darkness like a black fog, to mist's grey & light's > white. Light's isn't white, it's invisible! It's not about making anything anything. I suppose it's in the realm of philosophy, certainly not rules, explaining why things may work the way they do. My theory arose from the discussion on invisibiltiy. It seems transparent :-) to me that... Part A Seeing has nothing to do with light. As Borko the mad pointed out, it's to do with eyes (or equivalent/magic cf undead/blind seers). Darkness is stuff that gets in the way. Light is stuff that pushes away darkness but its invisible (not magically?) cf air/water. Part B "Unseen" means not seen "Invisible" means unseeable. Really. It's magic. It implies nothing about anything else, nothing about light, mind, or environment. K -- See message headers to unsubscribe from -- From owner-dq@dq.sf.org.nz Fri Nov 20 13:54:28 1998 Received: (from bin@localhost) by mail.sf.org.nz (8.8.6/NZSFI-19980830) id NAA24720; Fri, 20 Nov 1998 13:54:28 +1300 Received: from bo.nznet.gen.nz (nznet.gen.nz [203.98.34.1]) by mail.sf.org.nz (8.8.6/NZSFI-19980830) with ESMTP id NAA24709 ; Fri, 20 Nov 1998 13:54:27 +1300 Received: from takitimu.co.nz (max2-ak05.nznet.gen.nz [203.98.35.70]) by bo.nznet.gen.nz (8.8.7/8.8.8) with ESMTP id NAA15417 ; Fri, 20 Nov 1998 13:56:03 +1300 Received: from takitimu.co.nz by takitimu.co.nz; Fri, 20 Nov 98 13:40:24 +1300 Message-ID: <3654BAFB.8D58F9EE@takitimu.co.nz> Date: Fri, 20 Nov 1998 13:45:43 +1300 X-Mailer: Mozilla 4.04 (Macintosh; I; PPC) MIME-Version: 1.0 Subject: Re: Darkness Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit From: Kelsie To: dq@dq.sf.org.nz Sender: owner-dq@dq.sf.org.nz Errors-To: owner-dq@dq.sf.org.nz Reply-To: kelsie@takitimu.co.nz X-Loop: dq@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. > However, Air, Celestial, Illusion, Necro, Rune, Water, Witchcraft all > have mist or darkness. It is all the same size (1000+500/Rk), similar > range/duration. BC 20-60, EM 75-125. If they all have a similar effect > as well, it becomes more boring. Who needs mist if you have darkness (or > vice versa)? [Rank 20 mist = Rank 20 darkness = no vision, except Water] Different abilities/talents are needed to see through them. > > Please don't make Darkness like a black fog, to mist's grey & light's > white. > Not talking about changes, just a different way of describing the same thing. K -- See message headers to unsubscribe from -- From owner-dq@dq.sf.org.nz Fri Nov 20 15:47:41 1998 Received: (from bin@localhost) by mail.sf.org.nz (8.8.6/NZSFI-19980830) id PAA24834; Fri, 20 Nov 1998 15:47:41 +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 PAA24823 ; Fri, 20 Nov 1998 15:47:40 +1300 Received: from jimarona.ihug.co.nz (p31-max41.akl.ihug.co.nz [209.79.137.159]) by smtp2.ihug.co.nz (8.8.8/8.8.8) with ESMTP id PAA16590 ; Fri, 20 Nov 1998 15:35:38 +1300 Message-Id: <199811200235.PAA16590@smtp2.ihug.co.nz> Subject: Re: Darkness Date: Fri, 20 Nov 1998 15:33:36 +1300 X-MSMail-Priority: Normal X-Priority: 3 X-Mailer: Microsoft Internet Mail 4.70.1155 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: 7bit From: "Jim Arona" To: dq@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@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. ---------- > From: Andrew Withy (FAL AKL) > However, Air, Celestial, Illusion, Necro, Rune, Water, Witchcraft all > have mist or darkness. It is all the same size (1000+500/Rk), similar > range/duration. BC 20-60, EM 75-125. If they all have a similar effect > as well, it becomes more boring. Who needs mist if you have darkness (or > vice versa)? [Rank 20 mist = Rank 20 darkness = no vision, except Water] > > Please don't make Darkness like a black fog, to mist's grey & light's > white. Darkness is a very common magical effect in almost every game. In DQ, it exists in each Celestial college, and all of the Entity colleges except Greater Summoning. A spell description needs to be understandable at a quick glance, and it also needs to represent the idea that we would expect from it. For whatever reason, we expect Darkness to create an area of obscurement, which you may describe as a piece of black fog, if you want. If you want the Darkness to have a sense of difference to other kinds of obscurement, then at least one method of attacking it would be to think of ways each of the various colleges might cause darkness type effects. Necromancers, presumably, would generate darkness that emanated a pall from beyond the grave, Dark mages one where a person might be more subject to fear and trepidation, Star mages a darkness as pitiless and cold as the night, etc, etc, etc. It's hard to understand why Rune mages can cast darkness...I'm reaching here, but perhaps an expression of ignorance or illiteracy. Wiccan's another difficult one, possibly natural darkness...I don't really know. What I am suggesting here is that in a case where difference is at odds with simplicity and expectability, then difference gets to win. If you want the spells to seem different, then give them different, minor abilities. Jim. -- See message headers to unsubscribe from -- From owner-dq@dq.sf.org.nz Fri Nov 20 16:25:44 1998 Received: (from bin@localhost) by mail.sf.org.nz (8.8.6/NZSFI-19980830) id QAA24889; Fri, 20 Nov 1998 16:25:44 +1300 Received: from smtp1.ihug.co.nz (root@tk1.ihug.co.nz [203.29.160.13]) by mail.sf.org.nz (8.8.6/NZSFI-19980830) with ESMTP id QAA24879 ; Fri, 20 Nov 1998 16:25:43 +1300 Received: from jimarona.ihug.co.nz (p31-max41.akl.ihug.co.nz [209.79.137.159]) by smtp1.ihug.co.nz (8.8.8/8.8.8) with ESMTP id QAA30289 ; Fri, 20 Nov 1998 16:13:45 +1300 Message-Id: <199811200313.QAA30289@smtp1.ihug.co.nz> Subject: Re: Logic and consistancy in DQ (And other matters) Date: Fri, 20 Nov 1998 16:11:33 +1300 X-MSMail-Priority: Normal X-Priority: 3 X-Mailer: Microsoft Internet Mail 4.70.1155 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: 7bit From: "Jim Arona" To: dq@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@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. ---------- > From: Mike Young I agree with everything Mike wrote about this. Jim. -- See message headers to unsubscribe from -- From owner-dq@dq.sf.org.nz Fri Nov 20 16:56:27 1998 Received: (from bin@localhost) by mail.sf.org.nz (8.8.6/NZSFI-19980830) id QAA24954; Fri, 20 Nov 1998 16:56:27 +1300 Received: from mail.iconz.co.nz (mail.iconz.co.nz [202.14.100.36]) by mail.sf.org.nz (8.8.6/NZSFI-19980830) with ESMTP id QAA24943 ; Fri, 20 Nov 1998 16:56:27 +1300 Received: from mandos (e0.firewall.ak.iconz.net.nz [202.14.100.208]) by mail.iconz.co.nz (8.8.7/8.8.7) with SMTP id QAA051670911533469 ; Fri, 20 Nov 1998 16:44:29 +1300 (NZDT) Message-ID: <009b01be1437$e3566780$1564a8c0@mandos.ICONZ> Subject: Re: Logic and consistancy in DQ (And other matters) Date: Fri, 20 Nov 1998 16:43:07 +1300 MIME-Version: 1.0 Content-Type: multipart/alternative; boundary="----=_NextPart_000_0098_01BE14A4.D9BA2640" X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 From: "Mandos Mitchinson" To: dq@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@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. This is a multi-part message in MIME format. ------=_NextPart_000_0098_01BE14A4.D9BA2640 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable There are any number of current GM's in DQ who games are burdened = under the weight of consistancy and adherance to the rules, who are too = afraid to take the plunge and follow their heart, their instincts = because they might make a mistake and break the rules or do something = that is inconsistant with something that has happened in the past or = goodness forbid upset a player. And do you know what? Their games tend = to be slow because they constantly refer to the rules breaking the flow = of the game, shattering the suspension of disbelieve; predictable = because they are bound by the rules and afraid to step outside them; not = to mention boring because you know no matter what you do the GM will = ensure that at the end of 13 sessions your character will be safely = tucked in their bed back at the Guild. Of course it may be that they are = just dull and boring and it wouldn't matter what rules they used because = they have little or no imagination. And I am sure there are one or two = GM's in that category. But as for the rest of you don't worry if you = make a mistake, break the rules, change a precident, whatever. Its far = more important that you make a descision even if it's the wrong one and = get on with the game.=20 That's all very well but the Initiative System that Jim and I use is = work in progress. Besides I've seen our ideas rebuffed, broken, messed = with and generally turned dull, grey and boring so many times that who = can be bothered to do the work required to get it approved? If players = who GM see it and it suits them then they will use it and one day it may = eventually become the rules. As for rule variants, hell even I couldn't = tell you what rule variants I play. One mans variant is another mans = rules so to speak. Most of them are just subtle changes to spell = interpretations that suit the flavour of my game. I could no more inform = you as to what they were then recite the rules word for word from = memory.=20 Much applause from the gallery. I wholeheartedly agree. Mandos /s ------=_NextPart_000_0098_01BE14A4.D9BA2640 Content-Type: text/html; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable

 

<Snip>

There are any number of current GM's in DQ who games are = burdened=20 under the weight of consistancy and adherance to the rules, who are = too=20 afraid to take the plunge and follow their heart, their instincts = because=20 they might make a mistake and break the rules or do something that = is=20 inconsistant with something that has happened in the past or = goodness forbid=20 upset a player. And do you know what? Their games tend to be slow = because=20 they constantly refer to the rules breaking the flow of the game, = shattering=20 the suspension of disbelieve; predictable because they are bound by = the=20 rules and afraid to step outside them; not to mention boring because = you=20 know no matter what you do the GM will ensure that at the end of 13 = sessions=20 your character will be safely tucked in their bed back at the Guild. = Of=20 course it may be that they are just dull and boring and it wouldn't = matter=20 what rules they used because they have little or no imagination. And = I am=20 sure there are one or two GM's  in that category. But as for = the rest=20 of you don't worry if you make a mistake, break the rules, change a=20 precident, whatever. Its far more important that you make a = descision even=20 if it's the wrong one and get on with the game.

<Snip>

That's all very = well but the=20 Initiative System that Jim and I use is work in progress. Besides = I've seen=20 our ideas rebuffed, broken, messed with and generally turned dull, = grey and=20 boring so many times that who can be bothered to do the work = required to get=20 it approved? If players who GM see it and it suits them then they = will use=20 it and one day it may eventually become the rules. As for rule = variants,=20 hell even I couldn't tell you what rule variants I play. One mans = variant is=20 another mans rules so to speak. Most of them are just subtle changes = to=20 spell interpretations that suit the flavour of my game. I could no = more=20 inform you as to what they were then recite the rules word for word = from=20 memory.

Much applause = from the=20 gallery. I wholeheartedly agree.

Mandos

/s

 

------=_NextPart_000_0098_01BE14A4.D9BA2640-- -- See message headers to unsubscribe from -- From owner-dq@dq.sf.org.nz Fri Nov 20 18:20:23 1998 Received: (from bin@localhost) by mail.sf.org.nz (8.8.6/NZSFI-19980830) id SAA25022; Fri, 20 Nov 1998 18:20:23 +1300 Received: from mail.iconz.co.nz (mail.iconz.co.nz [202.14.100.36]) by mail.sf.org.nz (8.8.6/NZSFI-19980830) with ESMTP id SAA25011 ; Fri, 20 Nov 1998 18:20:20 +1300 Received: from mandos (e0.firewall.ak.iconz.net.nz [202.14.100.208]) by mail.iconz.co.nz (8.8.7/8.8.7) with SMTP id SAA220330911538502 ; Fri, 20 Nov 1998 18:08:22 +1300 (NZDT) Message-ID: <00bf01be1443$9b5d4d20$1564a8c0@mandos.ICONZ> Subject: Language Date: Fri, 20 Nov 1998 18:06:59 +1300 MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 From: "Mandos Mitchinson" To: dq@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@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. >You Jim are the most revolting piece of trash I've ever had the misfortune >to interact with. I presume you are the product of child abuse and this >persona you manefest is the best your counselors could achieve. It is >sad and pathetic that you can find no other way to interact with >humanity than abuse and conflict. I guess pity is the only reasonable >response, but I never claimed to be reasonable. Not wishing to much to dredge up the past, I would just like to know what can be done about this kind of personal attack on this mailing list? I have checked back along the thread of the conversation and there was nothing to warrent this kind of foul mouthed blatent abuse of another user? Do we have to start moderating this group in order to keep this disgusting language out of what is supposed to be a discussion group between intellegent adults? What has this game become that the discussion of the rules can generate into such an abusive tirade? I would call for the instigator of this post to publicly apologise for his behaviour and hope that he can in future moderate his posts accordingly. Mandos /s -- See message headers to unsubscribe from -- From owner-dq@dq.sf.org.nz Fri Nov 20 18:29:11 1998 Received: (from bin@localhost) by mail.sf.org.nz (8.8.6/NZSFI-19980830) id SAA25072; Fri, 20 Nov 1998 18:29:11 +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 SAA25063 ; Fri, 20 Nov 1998 18:29:10 +1300 Received: from phaeton.ihug.co.nz (p107-tnt-ak-1.akl.ihug.co.nz [206.18.111.107]) by smtp2.ihug.co.nz (8.8.8/8.8.8) with SMTP id SAA04410 ; Fri, 20 Nov 1998 18:17:12 +1300 Message-Id: <3.0.5.32.19981120175603.007c78d0@pop.ihug.co.nz> X-Sender: phaeton@pop.ihug.co.nz X-Mailer: QUALCOMM Windows Eudora Light Version 3.0.5 (32) Date: Fri, 20 Nov 1998 17:56:03 +1300 Subject: Re: Darkness Mime-Version: 1.0 Content-Type: text/plain; charset="us-ascii" From: Keith Smith To: dq@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@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. >It's hard to understand why Rune mages can cast darkness...I'm reaching >here, but perhaps an expression of ignorance or illiteracy. Wiccan's >another difficult one, possibly natural darkness...I don't really know. Not necessarily. The way I see it, both Wicca and Rune are two of the 'older' Colleges. Back then, symbols were used as an aid in spellcasting and the methodology wasn't as well understood. As the other Colleges evolved they developed better ways of achieving similar effects. Keith (phaeton@ihug.co.nz) -- See message headers to unsubscribe from -- From owner-dq@dq.sf.org.nz Fri Nov 20 18:29:09 1998 Received: (from bin@localhost) by mail.sf.org.nz (8.8.6/NZSFI-19980830) id SAA25052; Fri, 20 Nov 1998 18:29:09 +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 SAA25043 ; Fri, 20 Nov 1998 18:29:08 +1300 Received: from phaeton.ihug.co.nz (p107-tnt-ak-1.akl.ihug.co.nz [206.18.111.107]) by smtp2.ihug.co.nz (8.8.8/8.8.8) with SMTP id SAA04397 ; Fri, 20 Nov 1998 18:17:09 +1300 Message-Id: <3.0.5.32.19981120174604.007c6be0@pop.ihug.co.nz> X-Sender: phaeton@pop.ihug.co.nz X-Mailer: QUALCOMM Windows Eudora Light Version 3.0.5 (32) Date: Fri, 20 Nov 1998 17:46:04 +1300 Subject: Re: Darkness Mime-Version: 1.0 Content-Type: text/plain; charset="us-ascii" From: Keith Smith To: dq@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@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. >I can understand it - it decreases the albedo of everything in the volume of >effect by some factor. It probably also decreases the brightness of any light >sources in the area by the same factor, but from memory this is not explicit in >the description. At rank 16+, all objects in the volume become perfectly black. Your description above is probably the closest to what I believe actually happens. I go for the theory that the volume is infused with darkness that is conjured in from the Elemental Plane of Dark that makes things look dimmer. Similarly with the Light spell. Walls are more 'solid' versions of the same thing. By this logic, all that many of the Elemental spells do is evoke elemental 'stuff' from the approprate Elemental Plane. Most of it only hangs around temporarily before returning at the end of the duration. Keith (phaeton@ihug.co.nz) -- See message headers to unsubscribe from -- From owner-dq@dq.sf.org.nz Fri Nov 20 21:12:11 1998 Received: (from bin@localhost) by mail.sf.org.nz (8.8.6/NZSFI-19980830) id VAA25208; Fri, 20 Nov 1998 21:12:11 +1300 Received: from smtp1.ihug.co.nz (root@tk1.ihug.co.nz [203.29.160.13]) by mail.sf.org.nz (8.8.6/NZSFI-19980830) with ESMTP id VAA25197 ; Fri, 20 Nov 1998 21:12:09 +1300 Received: from jimarona.ihug.co.nz (p37-max10.akl.ihug.co.nz [209.78.49.101] (may be forged)) by smtp1.ihug.co.nz (8.8.8/8.8.8) with ESMTP id VAA21757 ; Fri, 20 Nov 1998 21:00:09 +1300 Message-Id: <199811200800.VAA21757@smtp1.ihug.co.nz> Subject: Re: Darkness Date: Fri, 20 Nov 1998 20:58:04 +1300 X-MSMail-Priority: Normal X-Priority: 3 X-Mailer: Microsoft Internet Mail 4.70.1155 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: 7bit From: "Jim Arona" To: dq@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@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. ---------- > From: Keith Smith > To: dq@dq.sf.org.nz > Subject: Re: Darkness > Date: Friday, November 20, 1998 5:56 PM > > > >It's hard to understand why Rune mages can cast darkness...I'm reaching > >here, but perhaps an expression of ignorance or illiteracy. Wiccan's > >another difficult one, possibly natural darkness...I don't really know. > > Not necessarily. The way I see it, both Wicca and Rune are two of the > 'older' Colleges. Back then, symbols were used as an aid in spellcasting > and the methodology wasn't as well understood. > > As the other Colleges evolved they developed better ways of achieving > similar effects. What are you saying, Keith? I don't understand this, at all. Jim. -- See message headers to unsubscribe from -- From owner-dq@dq.sf.org.nz Fri Nov 20 21:20:59 1998 Received: (from bin@localhost) by mail.sf.org.nz (8.8.6/NZSFI-19980830) id VAA25240; Fri, 20 Nov 1998 21:20:59 +1300 Received: from smtp1.ihug.co.nz (root@tk1.ihug.co.nz [203.29.160.13]) by mail.sf.org.nz (8.8.6/NZSFI-19980830) with ESMTP id VAA25229 ; Fri, 20 Nov 1998 21:20:58 +1300 Received: from jimarona.ihug.co.nz (p37-max10.akl.ihug.co.nz [209.78.49.101] (may be forged)) by smtp1.ihug.co.nz (8.8.8/8.8.8) with ESMTP id VAA22490 ; Fri, 20 Nov 1998 21:08:59 +1300 Message-Id: <199811200808.VAA22490@smtp1.ihug.co.nz> Subject: Re: Darkness Date: Fri, 20 Nov 1998 21:06:56 +1300 X-MSMail-Priority: Normal X-Priority: 3 X-Mailer: Microsoft Internet Mail 4.70.1155 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: 7bit From: "Jim Arona" To: dq@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@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. > > Please don't make Darkness like a black fog, to mist's grey & light's > white. > It occurred to me just recently that another difference between darkness and mist is that it's pretty unusual to see an obscuring cloud of darkness any time you would actually be able to see one. On the other hand, mist is a pretty normal obscurement, and you're not going to immediately realise that there's something magical going on if you see some. Jim. -- See message headers to unsubscribe from --