Subject | [dq] Passed over items |
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From | "=?iso-8859-1?Q?Ian__Wood_&_Ellen__Hume=A0&_Adara_Wood?=" |
Date | Fri, 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. > > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Passed over items |
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From | Michael Woodhams |
Date | Fri, 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. -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Passed over items |
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From | RMansfield@aj.co.nz |
Date | Fri, 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. 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 </font> <br><font size=2 face="sans-serif">- Character's magic items are normally reflect the level of previous adventures. 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: "oh, so you lost it. Well I know what you<br> will be doing for teh next x weeks".)<br> <br> Ian<br> <br> >Has any thought ever been given to GM's providing a list of treasure items<br> >'passed over' by adventurers for purchase by others (at Guild valuation<br> plus<br> >5 or 10% say). I realise that it is fairly common for GMs to generate items<br> >with the party in mind, but even these are sometimes passed up for money or<br> >other reasons. This could be the 'critical mass' for a passable (if<br> somewhat<br> >thin) market in items, rather than relying on knowing the right players.<br> >This so easy to justify in game terms, that I'm not going to bother. I'm<br> >open to suggestions regarding real-life implementation.<br> ><br> ><br> <br> <br> -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz --<br> </font> <br> <br> |
Subject | Re: [dq] April Fools Day |
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From | "Michael Parkinson" |
Date | Fri, 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 -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |