Subject | Re: [dq] Phantasm & re-align other colleges to Mind |
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From | Martin Dickson |
Date | Mon, 18 Jun 2001 09:35:58 +1200 |
Jim Arona wrote: > Ian wrote: > > > Mind Cloak is also in Wiccan, which now differs from Mind college. > > > > Apparently our rule conventions require spells of the same name to operate > > in the same manner (have the same effects) - so we should either: > > 1 change the name of these spells... > > 2 rejig the ...Wiccan Mind Cloak... > If you want to change the name of the Mind College Mind Cloak spell, I > suggest Dream Shield. I like Jim's "Dream" idea but it goes better (IMHO) with Witch rather than Mind College -- which I see as harder edged. The Mind version of the spell gives an additional resistance vs. Mental Attack and is also the "harder" (like armour) version of the spell. Mind intro: "The College of Sorceries of the Mind deals primarily with controlling or influencing the minds of others..." Witchcraft intro: "The College of Witchcraft is concerned with natural magics, the rhythms of the world..." So... Shields being harder than cloaks, and Minds being focus of the Mind College: Mind Shield -- Mind Mages (also nominally consistent with S2. Force Shield) Dream Cloak -- Witches Cheers, Martin -- _/_/ Peace Software New Zealand Ltd Email: Martin.Dickson@peace.com _/ Martin Dickson Fax : +64-9-373-0401 Product Specialist Phone: +64-9-373-0400 -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Phantasm & re-align other colleges to Mind |
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From | "Andrew Withy (DSL AK)" |
Date | Mon, 18 Jun 2001 09:41:24 +1200 |
Just to be reactionary, isn't everyone going to still keep calling them Mind Cloaks, and isn't that going to be confusing? Why not add the mental attack resistance to witchcraft and call them both mind cloak. Reminds me of Mark Harrison still calling quickness "Speed" after ?18? years Andrew -----Original Message----- > suggest Dream Shield. Mind Shield -- Mind Mages (also nominally consistent with S2. Force Shield) Dream Cloak -- Witches -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | [dq] Evil eye |
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From | "Andrew Withy (DSL AK)" |
Date | Mon, 18 Jun 2001 09:43:19 +1200 |
If you are looking at changing the wording of E&E and Witchcraft spells to align them with (or differentiate them from) Mind, can you make their Evil Eye spells the same or called different names? I'd prefer for them to be the same - and probably the witch version, as it doesn't do much for a EM300 spell. Andrew -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] ITN's and True speak etc |
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From | Martin Dickson |
Date | Mon, 18 Jun 2001 09:48:55 +1200 |
Noel Livingston wrote: > I suggest a straight +10% bounus if the ITN is known... Not to dissuade you from making suggestions; just an historical note. Names were retained in the revised Namer in more or less their present form in response to strong feeling from the polled Namers and GMs that they remain so. > True speak > Please make this non-actively resistable... Errr... you mean "Passively" resistable? It is. Or do you mean remove the "Active" resistance? > True form > Does this fix up shapechangers who have been out in the dark to long ? I believe it would. Whilst the animal form of PC type Shapechangers is certainly "true" for them, they are primarily humanoid, and being stuck in animal form is not "true". The ritual wouldn't logically force them back into human form if they were voluntarily in animal form, but it should force them back into their "true" mutable form from a single stuck form. (Clear as mud?) -- _/_/ Peace Software New Zealand Ltd Email: Martin.Dickson@peace.com _/ Martin Dickson Fax : +64-9-373-0401 Product Specialist Phone: +64-9-373-0400 -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Greater Enchantment |
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From | Jacqui Smith |
Date | Mon, 18 Jun 2001 09:50:13 +1200 |
At 18:40 16/06/01 -0700, you wrote: >Greater Enchantment >Duration:Till next Beltane,Lugnsad,Samhain or >Candemasa >Experience:125 >Base Chance 80 + 1 per rank >Target:Group must include caster (max 1 + 1 per rank) >Cast Time:1 hour >Materials: 1 ounce of black myrrh(+1 per rank) >Effects: The targets of this ritual must form a circle >and smoke the black myrrh, they all gain +1, +1 per >rank to all base chances,strike checks etc. The >effects will only affect the group when together and >will temporarily dissipate if they separate. At rank20 >the E&E may separate from the group without the >effects dissipating. > >OK Why >------ >1) Low level games, ive been on several with people >with greaters recently (one had a R20) this is >generally the richest / toughest member and they then >get to dominate the group as they are the best at >everything, great fun for one player, boring for all >the others. >2) E&E's rarely need to rank this ritual apart from >giving cheapies to the players in return for the money >for a R11 one from the guild, this would make it very >worthwile ranking >3) R20 still gives a good bonus and allows money >grabbing to occur, it also allows the gm to power up a >party using the friendly wizard thingie. >4) The level of the greater will generally match the >level of the party, unless a very high level E&E goes >slumming >5) The gm has control over the greaters in the group >and can power up the party using a friendly R20 or an >NPC E&E of lower rank can join the party, no flow on >from previous adventures as ends when powers of light >holiday occur. >6) Holds party together, if one person goes off on his >own little private mission, fine but they loose the >greater bonus, good to do things as a team > >Comments / Flames / Abuse >GM's ? >E&E's ? >Low / Mid / High players ? This change makes having an E&E even more essential to party survival, something I find annoying as it is. I suggest that the problem is not ordinary greaters - the cost on those is so prohibitive that only wealthy medium and medium-high characters can afford them. It's the permanent Rank 20 greaters that are the problem - since they can be given out as reward to relatively low level adventurers, and stick around to annoy GM after GM. So, I have a suggestion. To make the ritual permanent, an E&E must expand one permanent point of MA - which can be bought back in the normal way, but would make most mages think very carefully before contemplating performing permanent greaters. I'd also suggest that if this change be made, all existing greaters run out suddenly - at perhaps some major celestial event, occuring no more that a year after the change is made in the rules. Jacqui -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Phantasm & re-align other colleges to Mind |
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From | Martin Dickson |
Date | Mon, 18 Jun 2001 09:56:10 +1200 |
"Andrew Withy (DSL AK)" wrote: > Just to be reactionary, isn't everyone going to still keep calling them Mind > Cloaks, and isn't that going to be confusing? Why not add the mental attack > resistance to witchcraft and call them both mind cloak. Practical -- humbug. :) OK... simplest name change; Mind college version to "Mind Shield". > Reminds me of Mark Harrison still calling quickness "Speed" after ?18? years Yes, and even stranger... Quickness has never been called Speed in any version of the rules. :) -- _/_/ Peace Software New Zealand Ltd Email: Martin.Dickson@peace.com _/ Martin Dickson Fax : +64-9-373-0401 Product Specialist Phone: +64-9-373-0400 -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Greater Enchantment |
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From | Michael Woodhams |
Date | Mon, 18 Jun 2001 10:01:32 +1200 |
Jacqui Smith wrote: > So, I have a suggestion. To make the ritual permanent, an E&E must expand > one permanent point of MA - which can be bought back in the normal way, but > would make most mages think very carefully before contemplating performing > permanent greaters. This wouldn't prevent GMs giving them out, as their NPCs have as much MA as they (the GM) wish (although it does make a permanent greater a 'bigger deal', and so might reduce the number.) Perhaps make it cost a point of MA from the recipient? But then GMs can just give the greater and an extra 5000 EP if they wish. Also, it now effectively would cost 7500 EP (plus racial penalties) to die and be resurrected if you had a permanent greater - encouraging more PC cowardice. -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Greater Enchantment |
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From | Stephen Martin |
Date | Mon, 18 Jun 2001 10:14:26 +1200 |
Just re-read my email and thought I should clarify it a bit... I like the idea, but there are a few details that need to be worked out... 1) Andrews (and Scotts) issue with the E&E needing to be there. I think that there should be a bonus for E&E's being part of the group but it should not be a requirement. a - My idea of halving the materials costs if the E&E is part of the group is obviously the best solution for this :} b - Increased effect if E&E is in group. c - Increased area. d - The ability to change the size/composition of the group. 2) How close together does the group have to be to gain the benefits? a - Touching? - ICK! Parties wandering around holding hands, I think NOT! b - 10's of feet accross area (e.g. 10' +5/r) - too small, would require too much time working out whether everyone is in range, optimising movement on the tactical grid to keep everyone within range. Too much hassle. c - A couple of hundred foot area (e.g. 50' +50/r) - covers most situations during an adventure. d - A couple of miles - means you would have to actively go out of your way to leave the area. 3) How many people need to be in the group? And how many can be in the group? If there is no upper cap then you could enchant entire armies. a - How about 10 +/- 1 per 2 ranks. At low levels you have to include your horses and pets and then keep them with you the entire adventure. At Rank 10 you can do normal size parties with or without their mounts. And at Rank 18 your could do one person or a small unit in an army. b - Or 10 and 1%, and then for each rank in the ritual you can increase or decrease the size of the group by 1 or add 1% to the effect. e.g. Rank 11 on a group of 6 will give them all +8%, or if they want +12% then they have to include mounts/pets. And a Rank 20 ritual could give +12% to one person. And the only way to get +21% is to get a Rk 20 ritual on a group of 10. 4) What happens if one of the group dies? a - Ritual ceases. - Simple. b - Size of group required decreases. c - Size of group required decreases and benefit decreases. d - Effect is in hiatus until the dead member is resurrected and rejoins the group. - This implies an effect beyond death which I don't like. My preference: 1a and/or d, 2c, 3b, 4a. Cheers, Stephen. > -----Original Message----- > From: Stephen Martin [SMTP:stephenm@qed.co.nz] > Sent: Sunday, 17 June 2001 15:41 > To: dq@dq.sf.org.nz > Subject: Re: [dq] Greater Enchantment > > How about halving the monetary cost of the ritual if the E&E is part of > the > group affected. > How close together do they have to be to get the bonus? All within a 50 > foot diameter (+50 per rank) or none of them get the bonus? > > Cheers, Stephen. > > > -----Original Message----- > > From: Andrew Withy (DSL AK) [SMTP:AndrewW@datacom.co.nz] > > Sent: Sunday, 17 June 2001 15:33 > > To: dq@dq.sf.org.nz > > Subject: Re: [dq] Greater Enchantment > > > > Neding to have an E&E with you becomes even more essential with this > > ritual > > change - as if quickness, sleep, locate and the rest of the utility > spells > > weren't enough. Otherwise, I liek this depowerment. > > > > -----Original Message----- > > From: Noel Livingston [mailto:arnauddemontfort@yahoo.com] > > Sent: Sunday, 17 June 2001 1:41 p.m. > > To: dq@dq.sf.org.nz > > Subject: [dq] Greater Enchantment > > > > > > Greater Enchantment > > Duration:Till next Beltane,Lugnsad,Samhain or > > Candemasa > > Experience:125 > > Base Chance 80 + 1 per rank > > Target:Group must include caster (max 1 + 1 per rank) > > Cast Time:1 hour > > Materials: 1 ounce of black myrrh(+1 per rank) > > Effects: The targets of this ritual must form a circle > > and smoke the black myrrh, they all gain +1, +1 per > > rank to all base chances,strike checks etc. The > > effects will only affect the group when together and > > will temporarily dissipate if they separate. At rank20 > > the E&E may separate from the group without the > > effects dissipating. > > > > OK Why > > ------ > > 1) Low level games, ive been on several with people > > with greaters recently (one had a R20) this is > > generally the richest / toughest member and they then > > get to dominate the group as they are the best at > > everything, great fun for one player, boring for all > > the others. > > 2) E&E's rarely need to rank this ritual apart from > > giving cheapies to the players in return for the money > > for a R11 one from the guild, this would make it very > > worthwile ranking > > 3) R20 still gives a good bonus and allows money > > grabbing to occur, it also allows the gm to power up a > > party using the friendly wizard thingie. > > 4) The level of the greater will generally match the > > level of the party, unless a very high level E&E goes > > slumming > > 5) The gm has control over the greaters in the group > > and can power up the party using a friendly R20 or an > > NPC E&E of lower rank can join the party, no flow on > > from previous adventures as ends when powers of light > > holiday occur. > > 6) Holds party together, if one person goes off on his > > own little private mission, fine but they loose the > > greater bonus, good to do things as a team > > > > Comments / Flames / Abuse > > GM's ? > > E&E's ? > > Low / Mid / High players ? > > > > This ritual is my pet hate. > > > > ===== > > cheers noel > > > > __________________________________________________ > > Do You Yahoo!? > > Spot the hottest trends in music, movies, and more. > > http://buzz.yahoo.com/ > > > > > > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- > > > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | [dq] Greater Enchantment |
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From | RMansfield@aj.co.nz |
Date | Mon, 18 Jun 2001 10:12:50 +1200 |
<br><font size=2 face="sans-serif">I hear most bitching on GE from GM's on characters with permanent rank 20, esp. low to low-med characters.</font> <br> <br><font size=2 face="sans-serif">Some thoughts occurred to me</font> <br><font size=2 face="sans-serif">- how many GM's giving them out remember to tax the character/s for the 21000 sp of treasure they just gave out </font> <br> <br><font size=2 face="sans-serif">- I don't have time right now to work the numbers but is there any way we could do a rank vs time matrix? EG </font> <br><font size=2 face="sans-serif">at rank 6 the adept could make +1 permanent, </font> <br><font size=2 face="sans-serif">at rank 10 +3 permanent, </font> <br><font size=2 face="sans-serif">at rank 16 +5 permanent and </font> <br><font size=2 face="sans-serif">at rank 20 +10 permanent. </font> <br><font size=2 face="sans-serif">This permanent bonus could then stack with other normal duration limited GE's but up to a maximum on +21.</font> <br> <br><font size=2 face="sans-serif">It cuts down in the 'easy' +21 permanent bonus but still gives E&E's reason to rank the ritual.</font> <br> <br><font size=2 face="sans-serif">??? </font> <br> <br> <br><font size=2 face="sans-serif"><aside> I still have 41 emails from out last discussion on GE - and that never came close to a consensus of a sensible way forward.</font> <br> <br><font size=2 face="sans-serif">Rosemary</font> |
Subject | [dq] True Speak(reply to martin) |
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From | Noel Livingston |
Date | Sun, 17 Jun 2001 15:29:23 -0700 (PDT) |
--- Martin Dickson <martin.dickson@peace.com> wrote: > Noel Livingston wrote: > > True speak > > Please make this non-actively resistable... > > Errr... you mean "Passively" resistable? It is. Or > do you mean remove > the "Active" resistance? I mean remove active resistance, as consious sacrificial victims are more fun. ===== cheers noel __________________________________________________ Do You Yahoo!? Spot the hottest trends in music, movies, and more. http://buzz.yahoo.com/ -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Greater Enchantment |
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From | "Andrew Withy (DSL AK)" |
Date | Mon, 18 Jun 2001 10:33:49 +1200 |
Stephen's idea is too complex - I think. Maybe I just didn't understand it. Obviously its a concentration ritual - the E&E's player needs to keep track of it full time, adjusting the bonuses up and down as people return from the shops. Then, if they start doing other things (e.g. quickness) and lose track of the bonus, no one gets any bonus until the E&E resumes concentration. Andrew -----Original Message----- From: Stephen Martin [mailto:stephenm@qed.co.nz] Sent: Monday, 18 June 2001 10:14 a.m. To: dq@dq.sf.org.nz Subject: Re: [dq] Greater Enchantment Just re-read my email and thought I should clarify it a bit... 1)d - The ability to change the size/composition of the group. 2) How close together does the group have to be to gain the benefits? c - A couple of hundred foot area (e.g. 50' +50/r) - covers most situations during an adventure. 3) How many people need to be in the group? And how many can be in the group? If there is no upper cap then you could enchant entire armies. b - Or 10 and 1%, and then for each rank in the ritual you can increase or decrease the size of the group by 1 or add 1% to the effect. e.g. Rank 11 on a group of 6 will give them all +8%, or if they want +12% then they have to include mounts/pets. And a Rank 20 ritual could give +12% to one person. And the only way to get +21% is to get a Rk 20 ritual on a group of 10. 4) What happens if one of the group dies? a - Ritual ceases. - Simple. b - Size of group required decreases. c - Size of group required decreases and benefit decreases. d - Effect is in hiatus until the dead member is resurrected and rejoins the group. - This implies an effect beyond death which I don't like. My preference: 1a and/or d, 2c, 3b, 4a. Cheers, Stephen. -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] True Speak(reply to martin) |
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From | Martin Dickson |
Date | Mon, 18 Jun 2001 10:49:43 +1200 |
Noel Livingston wrote: > I mean remove active resistance, as consious sacrificial victims are > more fun. Absolutely. From 7.8 Active Resistance: "Anything that can disrupt Spell preparation can also disrupt Active Resistance". Just get Igor your faithful servant to keep poking them with a stick. This tip brought to you by the NWO: "Namers for World Oppression". -- _/_/ Peace Software New Zealand Ltd Email: Martin.Dickson@peace.com _/ Martin Dickson Fax : +64-9-373-0401 Product Specialist Phone: +64-9-373-0400 -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] True Speak(reply to martin) |
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From | "Andrew Withy (DSL AK)" |
Date | Mon, 18 Jun 2001 10:49:18 +1200 |
So why make it actively resistable - active resistance for a ritual seems pointless - unless its a union ploy by the Igors. Andrew -----Original Message----- From: Martin Dickson [mailto:martin.dickson@peace.com] Sent: Monday, 18 June 2001 10:50 a.m. To: dq@dq.sf.org.nz Subject: Re: [dq] True Speak(reply to martin) Noel Livingston wrote: > I mean remove active resistance, as consious sacrificial victims are > more fun. Absolutely. From 7.8 Active Resistance: "Anything that can disrupt Spell preparation can also disrupt Active Resistance". Just get Igor your faithful servant to keep poking them with a stick. This tip brought to you by the NWO: "Namers for World Oppression". -- -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Greater Enchantment |
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From | Michael Woodhams |
Date | Mon, 18 Jun 2001 10:53:59 +1200 |
<!doctype html public "-//w3c//dtd html 4.0 transitional//en"> <html> RMansfield@aj.co.nz wrote: <blockquote TYPE=CITE><font face="sans-serif"><font size=-1>- I don't have time right now to work the numbers but is there any way we could do a rank vs time matrix? EG</font></font> <br><font face="sans-serif"><font size=-1>at rank 6 the adept could make +1 permanent,</font></font> <br><font face="sans-serif"><font size=-1>at rank 10 +3 permanent,</font></font> <br><font face="sans-serif"><font size=-1>at rank 16 +5 permanent and</font></font> <br><font face="sans-serif"><font size=-1>at rank 20 +10 permanent.</font></font> <br><font face="sans-serif"><font size=-1>This permanent bonus could then stack with other normal duration limited GE's but up to a maximum on +21.</font></font> <p><font face="sans-serif"><font size=-1>It cuts down in the 'easy' +21 permanent bonus but still gives E&E's reason to rank the ritual.</font></font></blockquote> I like this idea - permanent greaters are less effective, and GMs have the option of giving them at various levels, instead of +21 only. <p>Standard rules would say that if you have a permanent, then any temporary greater cast has no effect until the permanent goes away somehow. I'd like to see this apply if a change like this came in - then the permanents are a medium level thing, as high level characters can afford to pay for a better temporary greater each adventure, and don't want a permanent 'getting in the way'. Another method would be to have just the 'greater greater' take effect. Adding both effects seems too tough and contrary to how other magics work. <p>Michael.</html> -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] True Speak(reply to martin) |
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From | Martin Dickson |
Date | Mon, 18 Jun 2001 11:01:38 +1200 |
Oh alright, The somewhat more sensible reply that I sent off-list to Noel: Many GMs (and players) are opposed to truth telling abilities and several down-sides were introduced with this one to cause screaming and whining to abate. There are ways around it if the Namer is nasty... conversely, for highly ethical Namers (and there are a few of those), pressuring a captive should create a nice moral dilemma. From a PC point of view it gives slightly more interactive opportunity, in that they can choose to spend their time in active defiance -- and attempt to make WP saves against Igor's stick. Although Active Resistance is not explicit on the subject I have usually seen it played (and have always GMed it myself) that you have to be able to "target" the Mage in order to Actively Resist them. So rather than knocking captives out, another option is tie them up facing the wrong way, or blindfold them. "So, you expect me to talk?" "No Mr. Bond, I expect you to.... err... talk. Damn! Igor! Poke him with a stick!" --- "Andrew Withy (DSL AK)" wrote: > So why make it actively resistable - active resistance for a ritual seems > pointless - unless its a union ploy by the Igors. > > Andrew > > -----Original Message----- > From: Martin Dickson [mailto:martin.dickson@peace.com] > Sent: Monday, 18 June 2001 10:50 a.m. > To: dq@dq.sf.org.nz > Subject: Re: [dq] True Speak(reply to martin) > > Noel Livingston wrote: > > > I mean remove active resistance, as consious sacrificial victims are > > more fun. > > Absolutely. From 7.8 Active Resistance: "Anything that can disrupt > Spell preparation can also disrupt Active Resistance". Just get Igor > your faithful servant to keep poking them with a stick. > > This tip brought to you by the NWO: "Namers for World Oppression". > > -- > > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- -- _/_/ Peace Software New Zealand Ltd Email: Martin.Dickson@peace.com _/ Martin Dickson Fax : +64-9-373-0401 Product Specialist Phone: +64-9-373-0400 -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Greater Enchantment |
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From | Stephen Martin |
Date | Mon, 18 Jun 2001 11:14:08 +1200 |
Ok, taking out the options I don't like and removing the need to determine the square root of indefinite numbers, here is the write-up... Greater Enchantment Duration: Current Season, Rank 20 = 1 Year. Experience: 125 Base Chance: 80 + 1 per rank Target: Entity Cast Time: 1 hour Materials: 1 ounce of black myrrh (+1 per rank) Effects: The adept may enchant 10 entities to have +1% on all BC%, SC%, MR, etc (as now). When performing the ritual, the adept may increase or decrease the number of targets by 1 OR increase the benefit by 1% per rank in the ritual. To receive the benefit the targets must be within 50 feet (+50 per rank) of each other. If any of the targets move further away then none of the targets get the benefit. If the effect of the ritual is removed from one of the targets (e.g. by death) then the ritual effect ceases for all targets. If the adept includes themselves as part of the group then the material requirement is halved. Also the adept may add and remove members of the group by performing the ritual again (without requiring materials) provided that the group size remains the same. btw Credit for the idea lies with Noel, I'm just fleshing out the details... Cheers, Stephen. > -----Original Message----- > From: Andrew Withy (DSL AK) [SMTP:AndrewW@datacom.co.nz] > Sent: Monday, 18 June 2001 10:34 > To: dq@dq.sf.org.nz > Subject: Re: [dq] Greater Enchantment > > Stephen's idea is too complex - I think. Maybe I just didn't understand > it. > Obviously its a concentration ritual - the E&E's player needs to keep > track > of it full time, adjusting the bonuses up and down as people return from > the > shops. Then, if they start doing other things (e.g. quickness) and lose > track of the bonus, no one gets any bonus until the E&E resumes > concentration. > > Andrew > -----Original Message----- > From: Stephen Martin [mailto:stephenm@qed.co.nz] > Sent: Monday, 18 June 2001 10:14 a.m. > To: dq@dq.sf.org.nz > Subject: Re: [dq] Greater Enchantment > > > Just re-read my email and thought I should clarify it a bit... > > 1)d - The ability to change the size/composition of the group. > > 2) How close together does the group have to be to gain the benefits? > c - A couple of hundred foot area (e.g. 50' +50/r) - covers most > situations > during an adventure. > > 3) How many people need to be in the group? And how many can be in the > group? If there is no upper cap then you could enchant entire armies. > b - Or 10 and 1%, and then for each rank in the ritual you can increase or > decrease the size of the group by 1 or add 1% to the effect. e.g. Rank 11 > on a group of 6 will give them all +8%, or if they want +12% then they > have > to include mounts/pets. And a Rank 20 ritual could give +12% to one > person. > And the only way to get +21% is to get a Rk 20 ritual on a group of 10. > > 4) What happens if one of the group dies? > a - Ritual ceases. - Simple. > b - Size of group required decreases. > c - Size of group required decreases and benefit decreases. > d - Effect is in hiatus until the dead member is resurrected and rejoins > the > group. - This implies an effect beyond death which I don't like. > > My preference: > 1a and/or d, 2c, 3b, 4a. > > Cheers, Stephen. > > > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Greater Enchantment |
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From | Clare West |
Date | Mon, 18 Jun 2001 11:20:41 +1200 |
On Monday, June 18, 2001, at 11:14 AM, Stephen Martin wrote: > Greater Enchantment > Duration: Current Season, Rank 20 = 1 Year. > Experience: 125 > Base Chance: 80 + 1 per rank > Target: Entity > Cast Time: 1 hour > Materials: 1 ounce of black myrrh (+1 per rank) > Effects: The adept may enchant 10 entities to have +1% on all BC%, SC%, > MR, > etc (as now). > When performing the ritual, the adept may increase or decrease the > number of > targets by 1 OR increase the benefit by 1% per rank in the ritual. > To receive the benefit the targets must be within 50 feet (+50 per > rank) of > each other. If any of the targets move further away then none of the > targets get the benefit. > If the effect of the ritual is removed from one of the targets (e.g. by > death) then the ritual effect ceases for all targets. > If the adept includes themselves as part of the group then the material > requirement is halved. Also the adept may add and remove members of the > group by performing the ritual again (without requiring materials) > provided > that the group size remains the same. Am I right in understanding that enchanting *less* than 10 targets requires reducing the bonus? So at rank 10: enchant 10 entities with +11% enchant 1 entity with +2% enchant 19 entities with +2% clare -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Greater Enchantment |
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From | Stephen Martin |
Date | Mon, 18 Jun 2001 11:24:41 +1200 |
Yes. > -----Original Message----- > From: Clare West [SMTP:clare@cs.auckland.ac.nz] > Sent: Monday, 18 June 2001 11:21 > To: dq@dq.sf.org.nz > Subject: Re: [dq] Greater Enchantment > > Am I right in understanding that enchanting *less* than 10 targets > requires reducing the bonus? So at rank 10: > > enchant 10 entities with +11% > enchant 1 entity with +2% > enchant 19 entities with +2% > > clare > > > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Greater Enchantment |
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From | "Mark Simpson" |
Date | Mon, 18 Jun 2001 11:02:06 +1200 |
Whilst I think there are some good ideas in the suggestion, ultimately making the E&E have to be part of the group makes E&E's vital in every medium to high party. Surely we don't want to make one class so desirable at the expense of the others? Furthermore, do gm's (and players for that matter) really want to try to work out exactly how far apart the players are in a melee situation in order to work out if the qualify for the bonus? Basically I dont like the new suggested ritual. I think its time to look at the problem differently. We could keep tinkering with the ritual, but the basic probelms remain (and we seem to want to add new ones). We could keep making Greaters more and more expensive, but I have never liked the idea of trying to ration game resources by $$. Do we want to encourage guild members to pursue financial gain to an even greater extent than some already do? Why should only rich characters (and there are some out there who have accumulated vast piles) be able to gain the benefit of greaters? (especially as different gm's have very different ideas on appropriate $$$ rewards ...). As I see it there it coms down to only one basic choice - you either have greaters or you don't. While they add considerably to base chances, do they actaully add anything to the game? Why not just take them out completely? Basically when you get to medium to high level parties eveyone has them anyway, inculding the NPC's, so they all cancel each other out (and are a real pain in those in between adventures when some characters do and some dont). Also the "until death" duration just encourages overly cautious play which cannot be a good thing. So why have them at all??? What im suggesting here is a big change but perhaps one worth considering (along with changing death aspect - which is another huge advantage which you don't even need to pay for but can just roll for ...). Anyway I digress. To do so I would suggest a graduated take out - rank 20's to expire in one year from date of annoucement, less than rank 20 to cease to be available from the session the ranks 20's run out. E&E's to get full ep refund. We should proably alos consider adding 10% to the base chance of all spell and rituals, or make ranks worth 4% each, as it seems a lot of the high EM special spells and rituals have been designed with low base chances, factoring in Greaters. Without Greater a such a spell with say a 1% base chance, will have a 61% base chance if ranked to twenty. That still gives an approx 10% chance of backfiring when pulse cast , and thats at rank twenty. Same spell could be ranked to 16 with a greater to give a 49% base plus 21 for Greater = 70% base chance = only 1% backfire. By adopting the 4% per rank for base chance determination (say), the higher level characters get a semi-substitute for thier lost greaters as they are the ones how should have the high ranked spells. Persoanlly I'd leave strike chances and combat stuff alone (i've always found the claims of "i have 160% chance to hit" hard to take from a suspension of disbelief standpoint - but thats another issue). Ok I have thrown the grenade out there - who wants to dive on it? (ducking for cover with hands over ears) /\/\ --------------------------------------------------------------------- The contents of this e-mail are confidential. If you have received this communication by mistake, please advise the sender immediately and delete the message and any attachments. The views expressed in this e-mail are not necessarily the views of Westpac Banking Corporation. Westpac Banking Corporation is incorporated in New South Wales, Australia. --------------------------------------------------------------------- -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Greater Enchantment |
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From | "Andrew Withy (DSL AK)" |
Date | Mon, 18 Jun 2001 12:03:34 +1200 |
Greaters were essential on those god-bothering adventures that were as common as muck until recently. Now we struggle to fill the Medium-Highs. Maybe we've lost the chunk of adventurers who needed superheroic numbers to survive. I'd be keen on (a) removing permanent greaters, or (b) having them affect one area only (spells/weapons/MR/skills/stats). Destroying them altogether would be fine too. I agree they add nothing to flavour except bigger numbers, and DQ is a system based on being able to fail. It also separates the fighter/mages from the specialist mages or fighters further too, as a 10% difference in BC matters more when you can fail/BF your spells. Andrew -----Original Message----- From: Mark Simpson [mailto:Mark_Simpson@westpactrust.co.nz] As I see it there it comes down to only one basic choice - you either have greaters or you don't. So why have them at all??? -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Greater Enchantment |
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From | "Dworkin" |
Date | Sun, 17 Jun 2001 23:09:55 +1200 |
As an option, why not make life rougher for characters with permanent greaters if they're not preventing apocalypses, sealing rifts, hunting squids, resurrecting gods or giving the folk in Masada a hard time. Actually you could make it harder for them as well but they won't notice. While characters are only slightly easier to kill than a MkV Ogre it can still be done. If a character isn't acting heroically with such a bonus consider the 'Fatal Beating' as a remedy. Alternativly dock some ep because they are not contributing as much as they could be. IMEO William "Your boy would of been a lot different if he had a few fatal beatings early on in life" - R. Atkinson (paraphrased) "Kill them, kill them all." - J.Hook -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Greater Enchantment |
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From | Clare West |
Date | Mon, 18 Jun 2001 12:16:48 +1200 |
On Monday, June 18, 2001, at 12:03 PM, Andrew Withy (DSL AK) wrote: > Greaters were essential on those god-bothering adventures that were as > common as muck until recently. Now we struggle to fill the Medium-Highs. > Maybe we've lost the chunk of adventurers who needed superheroic > numbers to > survive. Well maybe they are a struggle to fill, but the medium adventure Ithilmor is on is full of high characters looking for a high adventure and only finding medium ones to go on. There is only one character that the GM (Jon) classifies as medium among us. But some of those characters would I am sure reduce back down to medium if their greaters we removed (Ithilmor would I think). But we have also lost a chunk of high level adventurers (several of the Engalgoons for example). clare PS I hate the proposed Greater Enchantment Ritual - maybe I'll come up with some good justifications^H^H^H^H^H^H^H^H^H^H^H^H^reasons for that later. clare -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Greater Enchantment |
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From | Michael Woodhams |
Date | Mon, 18 Jun 2001 12:19:16 +1200 |
Don't completely remove greater enchantment - just change a few details of how it is cast, and move it to the Greater Summoning college. :-) (Personally, I'm fine with greaters being removed. Remember to refund training time as well, as this is more significant than the EP.) -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Greater Enchantment |
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From | "Mark Simpson" |
Date | Mon, 18 Jun 2001 11:27:32 +1200 |
If greaters were scraped then Gm's running God bothering adventures could always make appropriate adjustments to those games as required to allow for their removal. In any event the greaters were only essential cos everbody else (pc and npc alike) had to be expected to have one. "Andrew Withy (DSL AK)" <AndrewW@datacom.co.nz> on 18/06/2001 12:03:34 Please respond to dq@dq.sf.org.nz To: dq@dq.sf.org.nz cc: (bcc: Mark Simpson/WestpacTrust/NZ) Subject: Re: [dq] Greater Enchantment Greaters were essential on those god-bothering adventures that were as common as muck until recently. Now we struggle to fill the Medium-Highs. Maybe we've lost the chunk of adventurers who needed superheroic numbers to survive. I'd be keen on (a) removing permanent greaters, or (b) having them affect one area only (spells/weapons/MR/skills/stats). Destroying them altogether would be fine too. I agree they add nothing to flavour except bigger numbers, and DQ is a system based on being able to fail. It also separates the fighter/mages from the specialist mages or fighters further too, as a 10% difference in BC matters more when you can fail/BF your spells. Andrew -----Original Message----- From: Mark Simpson [mailto:Mark_Simpson@westpactrust.co.nz] As I see it there it comes down to only one basic choice - you either have greaters or you don't. So why have them at all??? -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- The contents of this e-mail are confidential. If you have received this communication by mistake, please advise the sender immediately and delete the message and any attachments. Westpac Banking Corporation is incorporated in New South Wales, Australia --------------------------------------------------------------------- The contents of this e-mail are confidential. If you have received this communication by mistake, please advise the sender immediately and delete the message and any attachments. The views expressed in this e-mail are not necessarily the views of Westpac Banking Corporation. Westpac Banking Corporation is incorporated in New South Wales, Australia. --------------------------------------------------------------------- -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Greater Enchantment |
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From | Clare West |
Date | Mon, 18 Jun 2001 12:22:25 +1200 |
On Monday, June 18, 2001, at 12:03 PM, Andrew Withy (DSL AK) wrote: > I'd be keen on (a) removing permanent greaters, or (b) having them > affect > one area only (spells/weapons/MR/skills/stats). Destroying them > altogether > would be fine too. I agree they add nothing to flavour except bigger > numbers, and DQ is a system based on being able to fail. I would support either a simple "having them affect one area only (spells/weapons/MR/skills/stats)" or a more complex version thereof "you have 1%+1%/rank bonus - spread among these areas (spells/weapons/MR/skills/stats) as you wish". clare -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Greater Enchantment |
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From | "Mark Simpson" |
Date | Mon, 18 Jun 2001 11:46:27 +1200 |
Several people have indicated a desire to have Greaters only affect one area ie spells/weapons/MR/skills etc. This does weaken them but IMHO not in an equitable manner. If we just look at spells and combat skills, the pure mages will take spells and will be in much the same position they were before, the straight fighters (some who have colleges) will take weapons and will be in a similar position also. The true fighter/mages will have to choose one or the other and therefore suffer much more for their lack of a single specialisation (more than they already have in terms of spliting their ep/ranking time between the two disciplines). Just something else to consider. --------------------------------------------------------------------- The contents of this e-mail are confidential. If you have received this communication by mistake, please advise the sender immediately and delete the message and any attachments. The views expressed in this e-mail are not necessarily the views of Westpac Banking Corporation. Westpac Banking Corporation is incorporated in New South Wales, Australia. --------------------------------------------------------------------- -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Greater Enchantment |
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From | "Andrew Withy (DSL AK)" |
Date | Mon, 18 Jun 2001 12:45:55 +1200 |
I agree with Mark's point below totally - this is one of the strengths of the "Greater on a single area" proposal, IMO. Fighter/mages are the do-everything character "class", and do not promote group cohesion, dependancy or teamwork. Having others better than them at stuff will help this. Andrew -----Original Message----- From: Mark Simpson [mailto:Mark_Simpson@westpactrust.co.nz] Several people have indicated a desire to have Greaters only affect one area ie spells/weapons/MR/skills etc. This does weaken them but IMHO not in an equitable manner. If we just look at spells and combat skills, the pure mages will take spells and will be in much the same position they were before, the straight fighters (some who have colleges) will take weapons and will be in a similar position also. The true fighter/mages will have to choose one or the other and therefore suffer much more for their lack of a single specialisation (more than they already have in terms of spliting their ep/ranking time between the two disciplines). Just something else to consider. -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Greater Enchantment |
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From | "Mandos Mitchinson" |
Date | Mon, 18 Jun 2001 13:17:22 +1200 |
> While characters are only slightly easier to kill than a MkV Ogre it can > still be done. If a character isn't acting heroically with such a bonus > consider the 'Fatal Beating' as a remedy. Alternativly dock some > ep because > they are not contributing as much as they could be. This is something of note. If the player is on an adventure that due to their Greater they are too tough for they should be getting the EP reward for the level of the adventure as it relates the them. And if you have players who through cowardice are not interacting with the adventure you dock the contribution. I don't believe Greaters are that much of a pain within the game and have also found with most players having a greater tends to make them keener and more involved in the game. My personal preference is to remove the ritual from the game as I like to see faliure and backfire a part of the game and greaters tend to push most things into the minute chance of screwing up catagory. Mandos (Of note I have one character with a Rk 20 and one character who never bothers with them at all. This should clarify any personal bias I may have) -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Greater Enchantment |
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From | "=?iso-8859-1?Q?Ian__Wood_&_Ellen__Hume=A0&_Adara_Wood?=" |
Date | Mon, 18 Jun 2001 09:34:48 +1200 |
Surely this is a matter of characters being unbalanced for an adventure, and something for the GM to prevent (for the reasons given)? Cheers Errol -----Original Message----- From: Noel Livingston <arnauddemontfort@yahoo.com> To: dq@dq.sf.org.nz <dq@dq.sf.org.nz> Date: Sunday, 17 June 2001 13:41 Subject: [dq] Greater Enchantment > >OK Why >------ >1) Low level games, ive been on several with people >with greaters recently (one had a R20) this is >generally the richest / toughest member and they then >get to dominate the group as they are the best at >everything, great fun for one player, boring for all >the others. -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Greater Enchantment |
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From | "=?iso-8859-1?Q?Ian__Wood_&_Ellen__Hume=A0&_Adara_Wood?=" |
Date | Mon, 18 Jun 2001 10:28:41 +1200 |
hi there all, sorry for the essay... A few suggestions, although I am yet to conclude that this is the best option for change...It has been looked at several times and I am unsure that this is the major cause for unballanced parties going out and don't fully understanding how this will resolve the prevalent problems. Poor roleplaying would account for much of the 'lack of enjoyment' initially noted. I have found that a quiet comment from senior players or the GM can usually 'norm' the playing. There is, IMHO, more to roleplaying than characterisation, there is 'group enjoyment' as well. Also, I have had a lot of fun being the '12th man' being able to call out 'good shot' or 'oh well done' whilst heating some water for a spot of post-combat tea (but that was a specific character). It can be a total piss off to find that your PC cannot contribute as effectively as another (when you expect it to) and that is something an experienced GM may have to actively resolve in the first session. After all, we are all here for the fun (you can sequentially capitalise various words) and some change in roleplaying is required if characterisation (etc) gets in the way of others' enjoyment. WE are all here for the fun We ARE all here for the fun We are ALL here for the fun We are all HERE for the fun We are all here FOR the fun We are all here for THE fun We are all here for the FUN and that includes the GM. Noel - if your enjoyment is being reduced through domineering roleplaying, then I feel you need to look at how to address that in game, rather than through out-of-game mechanics. I would guess that most dominants would move on to other (pre)occupations, once they have 'done' dq, so direct challenges probably wouldn't work. Empowered and enlightened GMs tend to know how to modify the environment, and how to get players to work together (I have experienced it a few times...Paul, MTB etc). I think this approach gives more scope for improvement. specific comments below -----Original Message----- From: scott whitaker <kharsis@ihug.co.nz> To: dq@dq.sf.org.nz <dq@dq.sf.org.nz> Date: Sunday, 17 June 2001 18:42 Subject: Re: [dq] Greater Enchantment >This change will make it impossible to get guild rank11 >greaters as the caster maust stay with the group. remove need for caster to be part of group > >Leave the ritual as it is. It has been butchered around >several times. The urrent effects are a known quantity. Make this proposal a non-college ritual Make the material cost either trivial (EG 100 sp, two drops of rat blood) or personal (EG major magical item, point of endurance) > >If a change has to be made (which I don't agree with) then >have it only affect strike chance or cast chanece ie 1 thing. >This will depower it quite nicely yeah - this is nice. combined with the above, it would complement E&E Greater but not stack with it. I've left the rest in for reference but: 1) The guild is not set up to effectively allocate PCs to games based on merit. We do not live in East Germany. Market forces, blind luck and personal contacts (a mix of western and eastern cultures?) apply. GMs can always award less EP to high level PCs who go on low level games (because they are on a cake walk) unless the PC is along to 'chaperone/mentor' in which case they should be covertly obvious <g> rather than domineering. 2) the gods agreed that the main idea is for PCs to earn moneys on adventure, and therefore sub-guild cartels or rackets should be stomped on. It is up to GMs, with help from players. 3) think up another variant - at Rank 11+, can spread over 2 die rolls (eg +8 on Strike Change and +3 on Cast Chance), at Rank 16+ can...at Rank 20 can ... 4), 5) and 6) - I agree that Noel's proposal would provide these benefits. Other problems will then manifest - does someone have the next fix in preparation? I am still wondering if we want a mechanical solution to what I perceive to be a people issue. Ian > >Scott Whitaker > >> Noel Livingston > >> Greater Enchantment >> Duration:Till next Beltane,Lugnsad,Samhain or >> Candemasa >> Experience:125 >> Base Chance 80 + 1 per rank >> Target:Group must include caster (max 1 + 1 per rank) >> Cast Time:1 hour >> Materials: 1 ounce of black myrrh(+1 per rank) >> Effects: The targets of this ritual must form a circle >> and smoke the black myrrh, they all gain +1, +1 per >> rank to all base chances,strike checks etc. The >> effects will only affect the group when together and >> will temporarily dissipate if they separate. At rank20 >> the E&E may separate from the group without the >> effects dissipating. >> >> OK Why >> ------ >> 1) Low level games, ive been on several with people >> with greaters recently (one had a R20) this is >> generally the richest / toughest member and they then >> get to dominate the group as they are the best at >> everything, great fun for one player, boring for all >> the others. >> 2) E&E's rarely need to rank this ritual apart from >> giving cheapies to the players in return for the money >> for a R11 one from the guild, this would make it very >> worthwile ranking >> 3) R20 still gives a good bonus and allows money >> grabbing to occur, it also allows the gm to power up a >> party using the friendly wizard thingie. >> 4) The level of the greater will generally match the >> level of the party, unless a very high level E&E goes >> slumming >> 5) The gm has control over the greaters in the group >> and can power up the party using a friendly R20 or an >> NPC E&E of lower rank can join the party, no flow on >> from previous adventures as ends when powers of light >> holiday occur. >> 6) Holds party together, if one person goes off on his >> own little private mission, fine but they loose the >> greater bonus, good to do things as a team >> >> Comments / Flames / Abuse >> GM's ? >> E&E's ? >> Low / Mid / High players ? >> >> This ritual is my pet hate. >> >> ===== >> cheers noel >> -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Unbalanced Parties (Greater Enchantment) |
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From | Stephen Martin |
Date | Mon, 18 Jun 2001 14:13:23 +1200 |
I agree, a GE effectivly makes you a higher level character than you were and this should be taken into account when considering the level of party members. It can sometimes be useful to balance up a party a bit. Take the GE off the top level members and give one to the lower levels and the relative levels are evened out. Sure in preference everyone in the party is the appropriate level for the adventure. In practice there are always one or two who are too high or too low but can't play on any other night or some similar reason. Bugger the in-game rationalisation, just tell those with Greaters that don't need them for the adventure that their GE is on holiday and will return in 3 months. > -----Original Message----- > From: Ian Wood & Ellen Hume & Adara Wood [SMTP:adara@ihug.co.nz] > Sent: Monday, 18 June 2001 09:35 > To: dq@dq.sf.org.nz > Subject: Re: [dq] Greater Enchantment > > Surely this is a matter of characters being unbalanced for an adventure, > and > something for the GM to prevent (for the reasons given)? > > Cheers > Errol > -----Original Message----- > From: Noel Livingston <arnauddemontfort@yahoo.com> > To: dq@dq.sf.org.nz <dq@dq.sf.org.nz> > Date: Sunday, 17 June 2001 13:41 > Subject: [dq] Greater Enchantment > > > > >OK Why > >------ > >1) Low level games, ive been on several with people > >with greaters recently (one had a R20) this is > >generally the richest / toughest member and they then > >get to dominate the group as they are the best at > >everything, great fun for one player, boring for all > >the others. > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Mis-matched levels and XP penalties (Greater Enchantment ) |
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From | Stephen Martin |
Date | Mon, 18 Jun 2001 14:40:42 +1200 |
Someone else mentioned xp penalties for characters playing below their level, and it's an awful idea. If a higher level comes on the adventure and spoils other players fun then penalise their contribution to party fun. Conversly, If the higher level comes along and makes the adventure more fun for the others then increase their contribution award. And the same for any level, it is probably more common for someone lower level than the party to spoil the fun of others by whining and complaining that they can't do anything. Again on the other side of that I have seen some players with characters who are lower than the party throw themselves into everything (failing frequently) but have a good/entertaining time doing it. This is nothing to do with level of the character it is to do with good/fun role-playing. All that said, it requires less work on the players and GMs part to make the adventure fun if everyone is of similar level and can contribute equally. There is also a level of adventure component to the experience award for a reason. It's because at higher levels it requires a lot more xp to advance a little bit. If a medium level character goes on a low level adventure then they will get less xp than if they went on an appropriate level adventure because of the level of adventure award. The problem comes about when the low level character goes on the medium level adventure, gets coddled by the GM and other players because they are lower and then gets a medium level xp award. When what should happen is that the low level gets the crap kicked out of them in most combats and the higher xp award is balanced by EN loss. Cheers, Stephen. > -----Original Message----- > From: Ian Wood & Ellen Hume & Adara Wood [SMTP:adara@ihug.co.nz] > Sent: Monday, 18 June 2001 10:29 > > > 1) The guild is not set up to effectively allocate PCs to games based on > merit. We do not live in East Germany. Market forces, blind luck and > personal contacts (a mix of western and eastern cultures?) apply. GMs can > always award less EP to high level PCs who go on low level games (because > they are on a cake walk) unless the PC is along to 'chaperone/mentor' in > which case they should be covertly obvious <g> rather than domineering. > > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Phantasm & re-align other colleges to Mind |
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From | jimarona@ihug.co.nz |
Date | Mon, 18 Jun 2001 02:59:13 GMT |
> I like Jim's "Dream" idea but it goes better (IMHO) with Witch rather than Mind > College -- which I see as harder edged. The Mind version of the spell gives an > additional resistance vs. Mental Attack and is also the "harder" (like armour) > version of the spell. > > Mind intro: "The College of Sorceries of the Mind deals primarily with controlling > or influencing the minds of others..." > Witchcraft intro: "The College of Witchcraft is concerned with natural magics, the > rhythms of the world..." > > So... Shields being harder than cloaks, and Minds being focus of the Mind College: > > Mind Shield -- Mind Mages (also nominally consistent with S2. Force Shield) > Dream Cloak -- Witches Look, I don't disagree with this. But, don't you think this is kind of trivial? I mean, I think I'd rather have a Dream Cloak than a Mind Shield any day of the week, 'cause it sounds cooler, for all that it's not as good...But,this is attending to minutiae.... Not that it's a big problem, but I've seen discussion recently on a couple of things recently about stuff that almost doesn't even bear mentioning. Just wondering if it's a sign of things to come, I suppose. -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | [dq] Players advice from GM's |
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From | Noel Livingston |
Date | Sun, 17 Jun 2001 20:01:46 -0700 (PDT) |
What advice would gms give players to make the game more enjoyable, Is there somethings which mess up the game enjoyment for others, things which make it really hard on the gm which should be avoided, etc. Also: I would rather be asked nicely not to do something like "hey that sword of +10 goblin slayer is a bit over the top, ditch it for this adventure" or "your greater no longer works" rather than get killed. ===== cheers noel __________________________________________________ Do You Yahoo!? Spot the hottest trends in music, movies, and more. http://buzz.yahoo.com/ -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] ITN's and True speak etc |
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From | jimarona@ihug.co.nz |
Date | Mon, 18 Jun 2001 03:10:55 GMT |
Martin Dickson wrote: > > Not to dissuade you from making suggestions; just an historical note. > Names were retained in the revised Namer in more or less their present > form in response to strong feeling from the polled Namers and GMs that > they remain so. Yes. One hears this from time to time. There's never been any real test, though. It's all just anecdotal. I'm not saying that it's not true. I'm saying that it's untested. We don't know what the playership or what the DMs really want, because, for a start, we have never really taken the time to ask them in any kind of formalised way. Mostly, what happens is a few people with loud voices get together and swear and declare that a particular situation needs to be attended to because it's what players and DMs want. Sometimes, they may even be right. However, for the purposes of discussing what is and what isn't in the forefront of the minds of players and DMs, I suggest that we not bother with this particular line of argument. It's empty and sterile. > > > True speak > > Please make this non-actively resistable... > > Errr... you mean "Passively" resistable? It is. Or do you mean remove > the "Active" resistance? > > > True form > > Does this fix up shapechangers who have been out in the dark to long ? > > I believe it would. Whilst the animal form of PC type Shapechangers is > certainly "true" for them, they are primarily humanoid, and being stuck > in animal form is not "true". The ritual wouldn't logically force them > back into human form if they were voluntarily in animal form, but it > should force them back into their "true" mutable form from a single > stuck form. (Clear as mud?) Actually, I disagree. The animal form of a shapechanger is a legitamate secondary form. It is not a false, or assumed form. It is just as true, for all that it is less present than their humanoid form. On the other hand, maybe it would be a good thing to have such an effect inside the game. I don't know. But, it's totally bootless to argue from the basis of a suggested spell that it MIGHT have a game effect that wasn't part of the provision of developing the College. If you want there to be an explicit 'in game' method for removing the penalties for shapechangers,then do that, and rationalise back from that. Don't create a spell, and then rationalise forward to the point where it can create another effect inside the game. That's just a waste of time. -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Phantasm & re-align other colleges to Mind |
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From | Clare West |
Date | Mon, 18 Jun 2001 15:32:30 +1200 |
On Monday, June 18, 2001, at 02:59 PM, jimarona@ihug.co.nz wrote: > Not that it's a big problem, but I've seen discussion recently on a > couple of > things recently about stuff that almost doesn't even bear mentioning. > Just > wondering if it's a sign of things to come, I > suppose. In some ways I think it is a sign that people have either given up changing things worth mentioning, or that there aren't many things worth mentioning that are worth changing any more. clare -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Greater Enchantment |
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From | jimarona@ihug.co.nz |
Date | Mon, 18 Jun 2001 03:42:10 GMT |
William Dymock wrote: > > While characters are only slightly easier to kill than a MkV Ogre it can > > still be done. If a character isn't acting heroically with such a bonus > > consider the 'Fatal Beating' as a remedy. Alternativly dock some > > ep because > > they are not contributing as much as they could be. George Mitchinson wrote: > This is something of note. > > If the player is on an adventure that due to their Greater they are too > tough for they should be getting the EP reward for the level of the > adventure as it relates the them. And if you have players who through > cowardice are not interacting with the adventure you dock the contribution. Etc. Both George and William have offered a useful point. But, it is a point on it's own. Reducing xp because a player isn't contributing doesn't do anything, unless the player knows that they have had the xp reduced,and why it was reduced. Therefore, you have to show the players what they have all earnt, and each player needs to know why they earnt as much or as little as they did. Without explaining your awards, you have not shown a player that he needs to do something. And, DMs just don't do it. I've never had an award from any DM in the Guild that offered anything more than a one sentence comment on how I played, and a number that wasn't compared to any other player. What's the Goddamned use of that for improving your play? It's all very well to say 'Reduce xp for players that don't xxxxx', whatever xxxx is that they should be doing...but, if you're not going to tell the poor blighters what it is that they're doing wrong,then where do you get off advising people to reduce xp? I'm aware that you get flak from players over what they perceive as unfair criticism. If you don't like it,then don't reduce xp. Or, better yet, don't DM. -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Players advice from GM's |
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From | "Mandos Mitchinson" |
Date | Mon, 18 Jun 2001 15:52:51 +1200 |
> What advice would gms give players to make the game > more enjoyable, Is there somethings which mess up the > game enjoyment for others, things which make it really > hard on the gm which should be avoided, etc. The main thing I find is a pain in the preverbial, is when players avoid the adventure. A player who is playing a character who is a coward is a pain in the arse when taken to extremes. Most people get in there and trust the GM as far as the difficulty of an adventure goes, the GM has probably balanced things reasonably and in most cases has an adventure planned that is going to be succeedable by a party of the requested level. Thus when a character avoids all of that it wastes the GM's time and pisses off the other players. A comment I heard quite a lot after an adventure a while ago (not GM'ed by myself) was "I really enjoyed the game but it would have been nice to be able to poke the world a bit and not avoid all the interesting stuff". The reason for these comments was directly attributable to a player who had a cowardly character and thus avoided the climactic end fight and some of the other area's of perceived danger. When all is said and done they are numbers on a piece of paper and irresurectable death dosn't happen very often. Mandos /s -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Players advice from GM's |
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From | "Andrew Withy (DSL AK)" |
Date | Mon, 18 Jun 2001 15:56:55 +1200 |
Mandos' comments are true and a truly cowardly character/player can be a real pain and slow down the game even if the plan goes ahead. However sometimes its difficult to know when the GM is giving you rope to hang yourself, when they are offering alternative approaches, and when they really want you to do this apparently suicidal thing because its likely to succeed for reasons they know about. Make sure you flag this to your characters where possible - they will often do apparently stupid things in the belief that this is want the GM wants them to do, so GMs have to be fair to them and signal in advance if required. Or at least don't beg them to do something then kill them because it was stupid. Andrew -----Original Message----- The main thing I find is a pain in the preverbial, is when players avoid the adventure. A player who is playing a character who is a coward is a pain in the arse when taken to extremes. Mandos -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Players advice from GM's |
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From | "Andrew Withy (DSL AK)" |
Date | Mon, 18 Jun 2001 16:01:45 +1200 |
As a GM, I like players who give others room to act and encourage the quieter roleplayers - doesn't happen enough, but makes for a richer game. This applies both to character interaction and use of abilities. Also group management skills (subtlely done), which end or prevent interminable arguments on plans or hypotheticals. Another thing that I appreciate is when a player modifies their character enough to fit in with a group or character they would otherwise be hostile to. It can be fun to hate other PCs, but it can be simply destructive to the group dynamic. Andrew (And I know I'm not good at the above as a player) -----Original Message----- From: Noel Livingston [mailto:arnauddemontfort@yahoo.com] Subject: [dq] Players advice from GM's What advice would gms give players to make the game more enjoyable, Is there somethings which mess up the game enjoyment for others, things which make it really hard on the gm which should be avoided, etc. Also: I would rather be asked nicely not to do something like "hey that sword of +10 goblin slayer is a bit over the top, ditch it for this adventure" or "your greater no longer works" rather than get killed. ===== cheers noel -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] ITN's and True speak etc |
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From | Martin Dickson |
Date | Mon, 18 Jun 2001 16:07:43 +1200 |
jimarona@ihug.co.nz wrote: > True form > Noel asked: Does this fix up shapechangers who have been out in the dark to long > ? > > Martin replied: I believe it would. ... The ritual wouldn't logically force them > back into human form if they were voluntarily in animal form, but it should force > them back into their "true" mutable form from a single stuck form. > > Jim added: Actually, I disagree. The animal form of a shapechanger is a > legitamate secondary form. It is not a false, or assumed form. It is just as > true, for all that it is less present than their humanoid form. Agreed, it is an entirely true alternate form... and I thought that's what I said. Perhaps I was being obscure. What I meant was that IMO True Form would be able to change a ShapeChanger from being _stuck_ in animal form, back to being unstuck and able to change forms -- because their true nature is bi-morphic, not one form or the other. By the same token, if they somehow became stuck in human form it could also unstick them back to dual form. It could not force them from one of their true forms into the other -- both are natural to them. > On the other hand, maybe it would be a good thing to have such an effect inside > the game. I don't know. I tend to believe so. There are in game ways of removing or dealing with most everything -- including characters being dead for the most part -- and being stuck in animal form (and probably unplayable because of it) would seem a desirable thing to have removable without resorting to Deus Ex. True Form way not be the desirable solution of course. > But, it's totally bootless to argue from the basis of a suggested spell that it > MIGHT have a game effect that wasn't part of the provision of developing the > College.. Are you suggesting that True Form shouldn't be able to achieve this effect because it is in some way outside of the Namer's arena? Or something else? (Sorry, I just didn't follow that sentence). > If you want there to be an explicit 'in game' method for removing the penalties > for shapechangers,then do that, and rationalise back from that. > > Don't create a spell, and then rationalise forward to the point where it can > create another effect inside the game. That's just a waste of time. I didn't write True Form with ShapeChangers in mind -- and truth be told I had forgotten all about their little problem until Noel asked the question. However, the intent was that it be able to force things back into their proper shape, for example toad-ed princes, or stoned heroes. The questions are: 1) is fixing a stuck ShapeChanger desirable in the game, and 2) is it within the intent of the demesne of the magic. If the answer to both is yes then it is not rationalising, it's just making a standard GM call on whether an ability can have a specific effect. Regards, Martin -- _/_/ Peace Software New Zealand Ltd Email: Martin.Dickson@peace.com _/ Martin Dickson Fax : +64-9-373-0401 Product Specialist Phone: +64-9-373-0400 -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Players advice from GM's |
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From | Stephen Martin |
Date | Mon, 18 Jun 2001 16:11:09 +1200 |
Having the party actively avoid the core adventure is annoying. It makes all your preparation irrelevant and tests your ability to improvise on the fly as they take off on a tangent. Or worse, some GMs hit the players with large and blatant hammers until they get back on track which tends to destroy the believability of a situation. The opposite extreme is equally annoying: characters that go charging straight down the throat of the adventure and expect the GM to let them beat the bad guys and survive. What is the point in putting subtle clues and plot lines in when the party just charges in and kills anyone who stands in their way, and then if you appropriately butcher them they get upset at never having a chance. There are characters and players that belong to both extremes and they are both equally annoying. The best adventures involve a mix of both, you sneak around and avoid the fights you can't win or shouldn't fight and then you charge in with all mages blazing when you need to. It is fine to have a character that is an extreme coward or extremely over-confident, as long as you as a player keep in mind that your character should not always get their way. There are times when you should stumble into the enemy camp so that the fighters get a chance to strut their stuff. There are also times when your gung-ho never-say-die fighter should get talked out of charging in. IMO the best players are those who play their character in such a way as to increase the involvement of the rest of the party, and to entertain. Cheers, Stephen. > -----Original Message----- > From: Mandos Mitchinson [SMTP:mandos@nz.asiaonline.net] > Sent: Monday, 18 June 2001 15:53 > To: dq@dq.sf.org.nz > Subject: Re: [dq] Players advice from GM's > > > What advice would gms give players to make the game > > more enjoyable, Is there somethings which mess up the > > game enjoyment for others, things which make it really > > hard on the gm which should be avoided, etc. > > The main thing I find is a pain in the preverbial, is when players avoid > the > adventure. > > A player who is playing a character who is a coward is a pain in the arse > when taken to extremes. Most people get in there and trust the GM as far > as > the difficulty of an adventure goes, the GM has probably balanced things > reasonably and in most cases has an adventure planned that is going to be > succeedable by a party of the requested level. Thus when a character > avoids > all of that it wastes the GM's time and pisses off the other players. > > A comment I heard quite a lot after an adventure a while ago (not GM'ed by > myself) was "I really enjoyed the game but it would have been nice to be > able to poke the world a bit and not avoid all the interesting stuff". The > reason for these comments was directly attributable to a player who had a > cowardly character and thus avoided the climactic end fight and some of > the > other area's of perceived danger. > > When all is said and done they are numbers on a piece of paper and > irresurectable death dosn't happen very often. > > Mandos > /s > > > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] True Speak(reply to martin) |
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From | Jacqui Smith |
Date | Mon, 18 Jun 2001 16:24:14 +1200 |
At 11:01 18/06/01 +1200, you wrote: >Many GMs (and players) are opposed to truth telling abilities and several >down-sides were introduced with this one to cause screaming and whining to >abate. There are ways around it if the Namer is nasty... conversely, for >highly ethical Namers (and there are a few of those), pressuring a captive >should create a nice moral dilemma. I'll just point out, for the record, then when I proposed a truth-telling ability for Bards it was thrown out, so I don't really fancy your chances getting one in for Namers, however many downsides it has. Jacqui -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] ITN's and True speak etc |
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From | "Andrew Withy (DSL AK)" |
Date | Mon, 18 Jun 2001 16:44:21 +1200 |
I remember a phrase (possibly now removed) about shapechangers getting stuck - "roll up a new character or know a very powerful wizard" Now, whether remove curse or true form make one a "very powerful wizard", or whether this is a quest event, is another issue, but the original designer of shapechanger deliberately left an explicit out for GMs to transform stuck shapechangers. I've let the guild use a Namer ritual that did exactly what True Form does (before True Form was proposed), based primarily on their GTN, because I couldn't find a standard fix to being turned into flying mana squirrels. This was fine as an occasional problem, but do we want it as common as muck^H^H^H^H Namers? If anyone should have this, should it be Namers? I think so, but ... Andrew -----Original Message----- > If you want there to be an explicit 'in game' method for removing the penalties > for shapechangers,then do that, and rationalise back from that. The questions are: 1) is fixing a stuck ShapeChanger desirable in the game, and 2) is it within the intent of the demesne of the magic. If the answer to both is yes then it is not rationalising, it's just making a standard GM call on whether an ability can have a specific effect. Martin -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] ITN's and True speak etc |
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From | jimarona@ihug.co.nz |
Date | Mon, 18 Jun 2001 04:46:16 GMT |
> > Jim added: Actually, I disagree. The animal form of a shapechanger is a > > legitamate secondary form. It is not a false, or assumed form. It is just as > > true, for all that it is less present than their humanoid form. > > Agreed, it is an entirely true alternate form... and I thought that's what I said. > Perhaps I was being obscure. What I meant was that IMO True Form would be able to > change a ShapeChanger from being _stuck_ in animal form, back to being unstuck and > able to change forms -- because their true nature is bi-morphic, not one form or > the other. By the same token, if they somehow became stuck in human form it could > also unstick them back to dual form. It could not force them from one of their > true forms into the other -- both are natural to them. However you argue this point, it's actually irrelevant. > > > On the other hand, maybe it would be a good thing to have such an effect inside > > the game. I don't know. > > I tend to believe so. There are in game ways of removing or dealing with most > everything -- including characters being dead for the most part -- and being stuck > in animal form (and probably unplayable because of it) would seem a desirable thing > to have removable without resorting to Deus Ex. True Form way not be the desirable > solution of course. If it IS desirable, then raise the rules change AS a rules change, not a spell that Namers get in the new rewrite. > > > But, it's totally bootless to argue from the basis of a suggested spell that it > > MIGHT have a game effect that wasn't part of the provision of developing the > > College.. > > Are you suggesting that True Form shouldn't be able to achieve this effect because > it is in some way outside of the Namer's arena? Or something else? (Sorry, I just > didn't follow that sentence). It's REALLY simple, Martin. If you revise a college,then it seems to me you revise the college, not a pc race. That, it would seem to me, is outside of the nature of the brief. > > > If you want there to be an explicit 'in game' method for removing the penalties > > for shapechangers,then do that, and rationalise back from that. > > > > Don't create a spell, and then rationalise forward to the point where it can > > create another effect inside the game. That's just a waste of time. > > I didn't write True Form with ShapeChangers in mind -- and truth be told I had > forgotten all about their little problem until Noel asked the question. However, > the intent was that it be able to force things back into their proper shape, for > example toad-ed princes, or stoned heroes. The questions are: 1) is fixing a stuck > ShapeChanger desirable in the game, and 2) is it within the intent of the demesne > of the magic. If the answer to both is yes then it is not rationalising, it's just > making a standard GM call on whether an ability can have a specific effect. You're not making a standard GM call, because you're not running a game. You're designing a rule. If you're designing a rule, then it seems to me that the discussion shouldn't extend into other areas. If you are simply saying that the nature of the spell means that it's a likely candidate to remove the effects of spending too much time in sunlight on shapechangers, then fine. If, on the other hand, you are saying that this particular piece of magic will get rid of that effect,then that's another discussion. > > Regards, > Martin > > -- > > _/_/ Peace Software New Zealand Ltd Email: Martin.Dickson@peace.com > _/ Martin Dickson Fax : +64-9-373-0401 > Product Specialist Phone: +64-9-373-0400 > > > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Players advice from GM's |
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From | Jacqui Smith |
Date | Mon, 18 Jun 2001 17:40:29 +1200 |
At 20:01 17/06/01 -0700, you wrote: >What advice would gms give players to make the game >more enjoyable, Is there somethings which mess up the >game enjoyment for others, things which make it really >hard on the gm which should be avoided, etc. I tend to find GMing at lower levels more enjoyable, because players seem more able to relax and entertain not just each other, but me as well. So my first word of advice is: Relax, it's not a competition, the GM is not out to kill your character. Secondly, sitting there while one person hogs the action is dead boring for the other players - so if your character wanders off by itsrelf on one of my adventures, it becomes fair game for all sorts of trouble. Thirdly, this is a cooperative exercise. If one character is antagonistic to the rest of the party, or works against the party whether through deliberate choice or plain stupidity, it spoils the fun. Fourthly, be flexible - advice to GMs and players both. >Also: I would rather be asked nicely not to do >something like "hey that sword of +10 goblin slayer is >a bit over the top, ditch it for this adventure" or >"your greater no longer works" rather than get killed. I've left behind items on the basis that my character did not wish to lose the to certain enemies - which makes a good rationale for that. Another one is that certain types of magic don't work the same way in a GM's area - flying, especially. Jacqui -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Players advice from GM's |
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From | salient@kcbbs.gen.nz |
Date | Mon, 18 Jun 2001 20:39:17 +1200 |
At 17:40 18/06/01 +1200, Jacqui wrote: >I tend to find GMing at lower levels more enjoyable, because players seem >more able to relax and entertain not just each other, but me as well. So my >first word of advice is: Relax, it's not a competition, the GM is not out >to kill your character. Aye there's the rub. At high adventures, the gm/NPC often is out to kill. >Secondly, sitting there while one person hogs the action is dead boring for >the other players - so if your character wanders off by itsrelf on one of >my adventures, it becomes fair game for all sorts of trouble. It just struck me as being relevant here, that from the parenting guide books, they say give positive feedback to good behaivour, and ignore the bad behaivour. The theory is that for the child/player, any attention is better than none. So if the character wanders off, my interpretation is that the main group gets lots of gm attention, and the individual gets "well basically, nothing really interesting happens and you get back to the rest of the group an hour later". I recall there used to be a list for good behaivour for players in the player handbook?, with things like being polite, and making an effort to turn up to every session, or calling if running late. To respect the word of the gm and bring disagreements up at the end of the session if it's not settled immediately, which was immediately followed by rules like Don't Shout. Personally, I dislike sidetracks into rules discussions during the game. The gm announces how rules are going to work at the beginning of adventure, or if the player is unsure, they ask at the start of the session how their particular spell is going to be interpreted. Regards, Sally PS :I vote for dump Greaters or change to choose one of weapon/skill/spells/MR (not stats, since they're the base for most skill roll) -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Explaining EP |
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From | adara@ihug.co.nz |
Date | Mon, 18 Jun 2001 21:43:25 +1200 |
-----Original Message----- From: jimarona@ihug.co.nz <jimarona@ihug.co.nz> <snip> > >Both George and William have offered a useful point. But, it is a point on it's >own. Reducing xp because a player isn't contributing doesn't do anything, >unless the player knows that they have had the xp reduced,and why it was >reduced. > >Therefore, you have to show the players what they have all earnt, and each >player needs to know why they earnt as much or as little as they did. Without >explaining your awards, you have not shown a player that he needs to do >something. > <snip> I agree with this totally. I have greatly appreciated those couple of GMs who have taken the time to given me constructive criticism on my roleplaying. Also, if a player is preventing the others having fun, then please don't wait until the EP award to let them know there is a problem. The sooner this is pointed out to them, the better for everyone (GM included) - prevention is better than cure. <this is NOT an oblique reference to my recent parties, who certainly have been fun. Thanks> Cheers Errol. -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Players advice from GM's |
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From | adara@ihug.co.nz |
Date | Mon, 18 Jun 2001 22:01:57 +1200 |
Interesting quandary.... >It just struck me as being relevant here, that from the parenting guide >books, they say give positive feedback to good behaivour, and ignore the >bad behaivour. The theory is that for the child/player, any attention is >better than none. So if the character wanders off, my interpretation is >that the main group gets lots of gm attention, and the individual gets >"well basically, nothing really interesting happens and you get back to the >rest of the group an hour later". > conflict resolution and group facilitation requires the moderator to instantly interupt negative behaviour and return it to the agreed culture - through a neutral challenge. The first thing is to define the culture or accepted behaviour right at the beginning - which Sally went on to list - and return people to it. so are they children or adults ? Ian -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |