Subject[dq] Passed over items
From"=?iso-8859-1?Q?Ian__Wood_&_Ellen__Hume=A0&_Adara_Wood?="
DateFri, 30 Mar 2001 09:28:31 +1200
hi there all,

does anyone care for this idea?

It may be that the guild can 'loan' gear out to players...(I can just hear
the debreif. Security Officer: "oh, so you lost it. Well I know what you
will be doing for teh next x weeks".)

Ian

>Has any thought ever been given to GM's providing a list of treasure items
>'passed over' by adventurers for purchase by others (at Guild valuation
plus
>5 or 10% say). I realise that it is fairly common for GMs to generate items
>with the party in mind, but even these are sometimes passed up for money or
>other reasons. This could be the 'critical mass' for a passable (if
somewhat
>thin) market in items, rather than relying on knowing the right players.
>This so easy to justify in game terms, that I'm not going to bother. I'm
>open to suggestions regarding real-life implementation.
>
>


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SubjectRe: [dq] Passed over items
FromMichael Woodhams
DateFri, 30 Mar 2001 11:18:22 +1200
Ian Wood & Ellen Hume & Adara Wood wrote:

> hi there all,
>
> does anyone care for this idea?
>
> It may be that the guild can 'loan' gear out to players...(I can just hear
> the debreif. Security Officer: "oh, so you lost it. Well I know what you
> will be doing for teh next x weeks".)
>

Makes lots of sense from an in-game point of view. It sounds hideous to
administer from a real-world point of view.

An alternative: if you wish, advertise passed over items in the Seagate Times.
You could offer to take passed over items from other GMs as well.

I don't see any problem, so long as it doesn't cause extra work for people who
don't want to buy in to the scheme and it is reasonably fair.


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SubjectRe: [dq] Passed over items
FromRMansfield@aj.co.nz
DateFri, 30 Mar 2001 11:27:14 +1200
<br><font size=2 face="sans-serif">Sometimes parties auction off gear that they think other characters might be interested in. &nbsp;The resulting price usually reflects what loose money is floating around character's pockets rather than game value (and some players are prepared to pay silly amounts of money for stuff).</font>
<br>
<br><font size=2 face="sans-serif">As I GM I dislike the idea of all extra stuff being available to other characters because:</font>
<br><font size=2 face="sans-serif">- High characters will end up with even more 'stuff' because they can afford other people's surplus &nbsp; &nbsp; &nbsp; &nbsp;</font>
<br><font size=2 face="sans-serif">- Character's magic items are normally reflect the level of previous adventures. &nbsp;Selling off stuff randomly will result in items inappropriate to the adventure level being more likely.</font>
<br>
<br><font size=2 face="sans-serif">Rosemary</font>
<br>
<br>
<br>
<br><font size=2 face="Courier New">hi there all,<br>
<br>
does anyone care for this idea?<br>
<br>
It may be that the guild can 'loan' gear out to players...(I can just hear<br>
the debreif. Security Officer: &quot;oh, so you lost it. Well I know what you<br>
will be doing for teh next x weeks&quot;.)<br>
<br>
Ian<br>
<br>
&gt;Has any thought ever been given to GM's providing a list of treasure items<br>
&gt;'passed over' by adventurers for purchase by others (at Guild valuation<br>
plus<br>
&gt;5 or 10% say). I realise that it is fairly common for GMs to generate items<br>
&gt;with the party in mind, but even these are sometimes passed up for money or<br>
&gt;other reasons. This could be the 'critical mass' for a passable (if<br>
somewhat<br>
&gt;thin) market in items, rather than relying on knowing the right players.<br>
&gt;This so easy to justify in game terms, that I'm not going to bother. I'm<br>
&gt;open to suggestions regarding real-life implementation.<br>
&gt;<br>
&gt;<br>
<br>
<br>
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</font>
<br>
<br>

SubjectRe: [dq] April Fools Day
From"Michael Parkinson"
DateFri, 30 Mar 2001 16:07:44 +1200
What ominously profound ratios

>All skills and magic are aligned to one of the primary stats with possible
>secondary alignments to other stats.  For example: Philosophy of Tropical
>Gardening is purely Social.  Whereas the Induce Spasm Spell is primarily
>social but also has an alignment to controlled violence.
>Spending XP to improve skills or magics in your primary area is at a 1:1
>ratio, in your secondary area it is 13:9 and in your tertiary area it is
>23:8.
i.e.,
Genesis 23:8
And he spoke with them, saying, "If it is your wish that I bury my dead out
of my sight, hear me,

Rev 13:9
If any man have an ear, let him hear.


Michael Parkinson
Mathematics & Statistics Subject Librarian
===============================
"You can make a good living from soothsaying but not from truthsaying."
Lichtenberg (1742-1799), tr. R. J. Hollingdale


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