SubjectRe: [dq] Adventures
Fromadara@ihug.co.nz
DateWed, 12 Sep 2001 09:05:03 +1200
I disagree with what I think Errol is writing.

I am always glad of offers to GM, and as Chair would happily trade my calm
for another adventure.

I would welcome any GM to turn up and offer an adventure, and would not ask
them to keep to a prescribed formula, where failure to do so causes the loss
of a game.

We are here to have fun, not run a business.

Well done to *all* those GMing this time, and in the past.

The only concern that may creep in for me is if GMs cannot find a good
adventure to go out on...

cheers Ian

Ps - Errol, one of the joys of facilitation is to roll with the
changes...<g>...you did well and handled the additional offers.

-----Original Message-----
From: Errol Cavit <ecavit@tranzrail.co.nz>
To: dq@dq.sf.org.nz <dq@dq.sf.org.nz>
Date: Monday, 10 September 2001 09:25
Subject: Re: [dq] Adventures


>Yeah, this really threw me as Chair.
>
>
>So, it really helps if GMs let the Chair (Struan next time) know about
>adventures:
>
>1) preferably before the gods meeting
>
>or, if not possible
>
>2) at the gods meeting
>
>or, if not possible
>
>3) just before the guild meeting, so it can go on the Chair's agenda.
>
>Cheers
>Errol
>
>
>> -----Original Message-----
>> From: Clare West [mailto:clare@cs.auckland.ac.nz]
>> Sent: Monday, 10 September 2001 08:52
>> To: dq@dq.sf.org.nz
>> Subject: Re: [dq] Adventures
>>
>>
>>
>> On Sunday, September 9, 2001, at 07:10  AM, Dworkin wrote:
>>
>> > For I am a feeble GM and was late for the god's meeting
>> (tho' I noticed
>> > that all other people who didn't have games on sunday were also
>> > announcing adventures).
>>
>> However at the Gods meeting previously the question was asked
>> of GMs if
>> they had games to go on. Events at the Guild meeting itself (extra
>> adventures arriving, not all adverntures filling up) rather conspired
>> against the pre-plans.
>>
>>
>> -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz --
>>
>
>
>-- to unsubscribe notify mailto:dq-request@dq.sf.org.nz --
>
>


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SubjectRe: [dq] Adventures
FromAndrewW@datacom.co.nz
DateWed, 12 Sep 2001 09:33:25 +1200
I disagree with what I think Ian is writing.

It is far better to inform people (at least the Chair) in advance -
adventures are scrounged up on the day, arm-twisting occurs, over-flows are
organised based on the levels of parties to be announced based on the info
the Chair has. Those who think that we are generally within one adventure of
the number required by chance are sadly mistaken. I'm not a big one for
manners, but letting the Chair know in advance is the polite and fair thing
to do. It's not the minute-to-minute facilitation of the meeting, but the
planning and preparation that is thrown out.

It is still better to offer to GM at zero notice than not at all.

Andrew

-----Original Message-----
From: Ian Wood [mailto:adara@ihug.co.nz]
Sent: Wednesday, 12 September 2001 9:05 a.m.
To: dq@dq.sf.org.nz
Subject: Re: [dq] Adventures


I disagree with what I think Errol is writing.

I am always glad of offers to GM, and as Chair would happily trade my calm
for another adventure.

I would welcome any GM to turn up and offer an adventure, and would not ask
them to keep to a prescribed formula, where failure to do so causes the loss
of a game.

We are here to have fun, not run a business.

Well done to *all* those GMing this time, and in the past.

The only concern that may creep in for me is if GMs cannot find a good
adventure to go out on...

cheers Ian

Ps - Errol, one of the joys of facilitation is to roll with the
changes...<g>...you did well and handled the additional offers.

-----Original Message-----
From: Errol Cavit <ecavit@tranzrail.co.nz>
To: dq@dq.sf.org.nz <dq@dq.sf.org.nz>
Date: Monday, 10 September 2001 09:25
Subject: Re: [dq] Adventures


>Yeah, this really threw me as Chair.
>
>
>So, it really helps if GMs let the Chair (Struan next time) know about
>adventures:
>
>1) preferably before the gods meeting
>
>or, if not possible
>
>2) at the gods meeting
>
>or, if not possible
>
>3) just before the guild meeting, so it can go on the Chair's agenda.
>
>Cheers
>Errol
>
>
>> -----Original Message-----
>> From: Clare West [mailto:clare@cs.auckland.ac.nz]
>> Sent: Monday, 10 September 2001 08:52
>> To: dq@dq.sf.org.nz
>> Subject: Re: [dq] Adventures
>>
>>
>>
>> On Sunday, September 9, 2001, at 07:10  AM, Dworkin wrote:
>>
>> > For I am a feeble GM and was late for the god's meeting
>> (tho' I noticed
>> > that all other people who didn't have games on sunday were also
>> > announcing adventures).
>>
>> However at the Gods meeting previously the question was asked
>> of GMs if
>> they had games to go on. Events at the Guild meeting itself (extra
>> adventures arriving, not all adverntures filling up) rather conspired
>> against the pre-plans.
>>
>>
>> -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz --
>>
>
>
>-- to unsubscribe notify mailto:dq-request@dq.sf.org.nz --
>
>


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SubjectRe: [dq] Adventures
Fromecavit@tranzrail.co.nz
DateWed, 12 Sep 2001 09:59:26 +1200

> -----Original Message-----
> From: Ian Wood [mailto:adara@ihug.co.nz]
> 
> 
> I disagree with what I think Errol is writing.
> 
> I am always glad of offers to GM, and as Chair would happily 
> trade my calm
> for another adventure.
> 

I apologise for not making it crystal clear that additional adventures are
always welcome. From new GMs especially.

> >So, it really helps if GMs let the Chair.....

> I would welcome any GM to turn up and offer an adventure, and 
> would not ask
> them to keep to a prescribed formula, where failure to do so 
> causes the loss
> of a game.
> 

All I was asking for was those with adventures that weren't mentioned at the
god's meeting to walk up to the head table and spend 30 seconds telling the
chair about it. I hope the idea of this doesn't intimidate any potential
GMs.

Sometimes the order in which the adventures are announced is, if not
important, part of the flavour of our self-induced fantasy.

In this particular case, we ended up with too many (Yay!) So Rosemary's
didn't go out. I'm not sure if she did a on-the-spot count and told people
to hold off, but if we'd had more info earlier things would have gone more
smoothly.

> We are here to have fun, not run a business.
> 

Yes, all of us. It occurred to me that new GMs especially may not realise
the inconvenience to others that last minute inserts can cause. So I
responded to Clare and William.

> Well done to *all* those GMing this time, and in the past.
> 
> The only concern that may creep in for me is if GMs cannot find a good
> adventure to go out on...
> 
> cheers Ian
> 

Ditto

> Ps - Errol, one of the joys of facilitation is to roll with the
> changes...<g>...you did well and handled the additional offers.
> 

Cheers
Errol




> -----Original Message-----
> From: Errol Cavit <ecavit@tranzrail.co.nz>
> To: dq@dq.sf.org.nz <dq@dq.sf.org.nz>
> Date: Monday, 10 September 2001 09:25
> Subject: Re: [dq] Adventures
> 
> 
> >Yeah, this really threw me as Chair.
> >
> >
> >So, it really helps if GMs let the Chair (Struan next time) 
> know about
> >adventures:
> >
> >1) preferably before the gods meeting
> >
> >or, if not possible
> >
> >2) at the gods meeting
> >
> >or, if not possible
> >
> >3) just before the guild meeting, so it can go on the Chair's agenda.
> >
> >Cheers
> >Errol
> >
> >
> >> -----Original Message-----
> >> From: Clare West [mailto:clare@cs.auckland.ac.nz]
> >> Sent: Monday, 10 September 2001 08:52
> >> To: dq@dq.sf.org.nz
> >> Subject: Re: [dq] Adventures
> >>
> >>
> >>
> >> On Sunday, September 9, 2001, at 07:10  AM, Dworkin wrote:
> >>
> >> > For I am a feeble GM and was late for the god's meeting
> >> (tho' I noticed
> >> > that all other people who didn't have games on sunday were also
> >> > announcing adventures).
> >>
> >> However at the Gods meeting previously the question was asked
> >> of GMs if
> >> they had games to go on. Events at the Guild meeting itself (extra
> >> adventures arriving, not all adverntures filling up) 
> rather conspired
> >> against the pre-plans.
> >>


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SubjectRe: [dq] Adventures
Fromjimarona@ihug.co.nz
DateTue, 11 Sep 2001 21:55:19 GMT
> I disagree with what I think Ian is writing.

I disagree with what I'm certain Andrew is writing.

This is about playing games. Like Ian said, it's not about running a business.

If you don't enjoy improvising, and dealing with extra games, then you're 
probably doing the wrong job. Stop doing it, and find something you like doing.

What, in God's name, do you expect to do about DMs who don't tell you they're 
going to run a game? Hang, draw and quarter them?

Jesus. Get over yourself, and run the bloody meeting and less general whining.
> 
> It is far better to inform people (at least the Chair) in advance -
> adventures are scrounged up on the day, arm-twisting occurs, over-flows are
> organised based on the levels of parties to be announced based on the info
> the Chair has. Those who think that we are generally within one adventure of
> the number required by chance are sadly mistaken. I'm not a big one for
> manners, but letting the Chair know in advance is the polite and fair thing
> to do. It's not the minute-to-minute facilitation of the meeting, but the
> planning and preparation that is thrown out.
> 
> It is still better to offer to GM at zero notice than not at all.
> 
> Andrew
> 
> -----Original Message-----
> From: Ian Wood [mailto:adara@ihug.co.nz]
> Sent: Wednesday, 12 September 2001 9:05 a.m.
> To: dq@dq.sf.org.nz
> Subject: Re: [dq] Adventures
> 
> 
> I disagree with what I think Errol is writing.
> 
> I am always glad of offers to GM, and as Chair would happily trade my calm
> for another adventure.
> 
> I would welcome any GM to turn up and offer an adventure, and would not ask
> them to keep to a prescribed formula, where failure to do so causes the loss
> of a game.
> 
> We are here to have fun, not run a business.
> 
> Well done to *all* those GMing this time, and in the past.
> 
> The only concern that may creep in for me is if GMs cannot find a good
> adventure to go out on...
> 
> cheers Ian
> 
> Ps - Errol, one of the joys of facilitation is to roll with the
> changes...<g>...you did well and handled the additional offers.
> 
> -----Original Message-----
> From: Errol Cavit <ecavit@tranzrail.co.nz>
> To: dq@dq.sf.org.nz <dq@dq.sf.org.nz>
> Date: Monday, 10 September 2001 09:25
> Subject: Re: [dq] Adventures
> 
> 
> >Yeah, this really threw me as Chair.
> >
> >
> >So, it really helps if GMs let the Chair (Struan next time) know about
> >adventures:
> >
> >1) preferably before the gods meeting
> >
> >or, if not possible
> >
> >2) at the gods meeting
> >
> >or, if not possible
> >
> >3) just before the guild meeting, so it can go on the Chair's agenda.
> >
> >Cheers
> >Errol
> >
> >
> >> -----Original Message-----
> >> From: Clare West [mailto:clare@cs.auckland.ac.nz]
> >> Sent: Monday, 10 September 2001 08:52
> >> To: dq@dq.sf.org.nz
> >> Subject: Re: [dq] Adventures
> >>
> >>
> >>
> >> On Sunday, September 9, 2001, at 07:10  AM, Dworkin wrote:
> >>
> >> > For I am a feeble GM and was late for the god's meeting
> >> (tho' I noticed
> >> > that all other people who didn't have games on sunday were also
> >> > announcing adventures).
> >>
> >> However at the Gods meeting previously the question was asked
> >> of GMs if
> >> they had games to go on. Events at the Guild meeting itself (extra
> >> adventures arriving, not all adverntures filling up) rather conspired
> >> against the pre-plans.
> >>
> >>
> >> -- 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 --
>


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SubjectRe: [dq] Adventures
Fromjimarona@ihug.co.nz
DateTue, 11 Sep 2001 22:37:25 GMT
> 
> I apologise for not making it crystal clear that additional adventures are
> always welcome. From new GMs especially.
> 
> > >So, it really helps if GMs let the Chair.....
> 
> > I would welcome any GM to turn up and offer an adventure, and 
> > would not ask
> > them to keep to a prescribed formula, where failure to do so 
> > causes the loss
> > of a game.
> > 
> 
> All I was asking for was those with adventures that weren't mentioned at the
> god's meeting to walk up to the head table and spend 30 seconds telling the
> chair about it. I hope the idea of this doesn't intimidate any potential
> GMs.
> 
> Sometimes the order in which the adventures are announced is, if not
> important, part of the flavour of our self-induced fantasy.
> 
> In this particular case, we ended up with too many (Yay!) So Rosemary's
> didn't go out. I'm not sure if she did a on-the-spot count and told people
> to hold off, but if we'd had more info earlier things would have gone more
> smoothly.

You worry too much about crap.
> 
> > We are here to have fun, not run a business.
> > 
> 
> Yes, all of us. It occurred to me that new GMs especially may not realise
> the inconvenience to others that last minute inserts can cause. So I
> responded to Clare and William.

You REALLY worry too much about crap.


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Subject[dq] Character concept and ranger
Fromphaeton@ihug.co.nz
DateWed, 12 Sep 2001 10:29:52 +1200
In everyone's opinion, what would be suitable skills for a character to 
develop if they were ex city guard and into crime investigation. I've got a 
friend who raised this as a character concept and I'm trying to figure out 
what skills and knowledge areas would be appropriate for the fantasy 
equivalent of a crime scene investigator.

In Ranger it states that the skill of concealment does not imply setting up 
ambushes. I presume a combination of Mil Sci and Ranger would do the trick?

Keith.


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SubjectRe: [dq] Character concept and ranger
Frommartin.dickson@peace.com
DateWed, 12 Sep 2001 10:57:35 +1200
Hi Keith,

I'm reading the Sherlock Holmes stories at the moment and whilst out of the DQ
time period I'd suggest that some of Holme's skills might be appropriate
(Cocaine addiction is optional):

Spy: stealth around, observe things and remember details... also picking the
occasional lock.

Troubadour & Courtier:  Disguise has been removed as a sub-skill but Holmes'
diguises were largely of the variety of knowing what clothes to wear and how to
mimic speech patterns/accents.  Also Oratory could be useful for the "You may
be wondering why I've gathered you all here today..." speech.  :)

Philosopher (in ceratin areas):  Holmes was a master of psychology and
sociology; though completely ignorant of some other subjects -- he told Watson
in a Study in Scarlet something to the effect that he didn't know if the earth
was flat, and nor did he care.

Cheers,
Martin

---

Keith Smith wrote:

> In everyone's opinion, what would be suitable skills for a character to
> develop if they were ex city guard and into crime investigation. I've got a
> friend who raised this as a character concept and I'm trying to figure out
> what skills and knowledge areas would be appropriate for the fantasy
> equivalent of a crime scene investigator.
>
> In Ranger it states that the skill of concealment does not imply setting up
> ambushes. I presume a combination of Mil Sci and Ranger would do the trick?
>
> Keith.
>
> -- 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


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SubjectRe: [dq] Character concept and ranger
Fromecavit@tranzrail.co.nz
DateWed, 12 Sep 2001 11:03:49 +1200

> -----Original Message-----
> From: Keith Smith [mailto:phaeton@ihug.co.nz]
> 
> In Ranger it states that the skill of concealment does not 
> imply setting up 
> ambushes. I presume a combination of Mil Sci and Ranger would 
> do the trick?
> 
> Keith.
> 

Works for me. Mil Sci Skirmish (normally) or whatever other specialised
field is appropriate to know _where_ to place people, Ranger to make them
less obvious (which may be as simple as 'stand behind that big rock', or as
complex as putting them in a small covered pit). The combo is generally
rather more effective, I would think.


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SubjectRe: [dq] Character concept and ranger
Fromgordon@karakakat.co.nz
DateWed, 12 Sep 2001 11:04:14 +1200
For DQ?
The best I can think of is Thief or Spy (know one to catch one).
The rest is up to player savvy :-)

Cheers G.

-----Original Message-----
From: owner-dq@dq.sf.org.nz [mailto:owner-dq@dq.sf.org.nz]On Behalf Of
Keith Smith
Sent: Wednesday, 12 September 2001 10:30 a.m.
To: dq@dq.sf.org.nz
Subject: [dq] Character concept and ranger


In everyone's opinion, what would be suitable skills for a character to
develop if they were ex city guard and into crime investigation. I've got a
friend who raised this as a character concept and I'm trying to figure out
what skills and knowledge areas would be appropriate for the fantasy
equivalent of a crime scene investigator.

In Ranger it states that the skill of concealment does not imply setting up
ambushes. I presume a combination of Mil Sci and Ranger would do the trick?

Keith.


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SubjectRe: [dq] Character concept and ranger
Fromstephenm@qed.co.nz
DateWed, 12 Sep 2001 15:25:00 +1200
Being a guard means that you had a weeks training in swinging a bit of steel
and with luck you had the stats for the weapon and were able to achieve Rank
0 with it during that week.
Being a thinking guard is unusual, most of the time if excessive thinking is
required then a noble is called in.  In most Alusian societies there
wouldn't be any "Police Detective" equivalents, that kind of work falls to
the nobles and their mages.
As others have pointed out, Spy is most appropriate for investigation type
work, Mil Sci and Ranger wouldn't come into it at all, Courtier/Troubadour
are useful support skills based on the levels of society you wish to be able
to investigate.
The fantasy equivalent of forensics is magic.  Various colleges have
investigative capabilities: Namer, Mind, E&E are probably the best for their
various abilities.
Philosophy, Astrology, Ranger, Healer & Alchemist are all skills that
provide useful information for investigations depending on the situation.

As a character background: They joined the guards thinking they would be
doing good and solving crimes.  They then learned that the guards are the
grunts and are actively discouraged from thinking too much (or at all).
Also discovered that their social class kept them from getting into the
investigations when they did come up.  Along comes discovery of the Seagate
Adventurers who seem to be able to get around social restrictions and who
get to learn magic which is very useful in investigations...

-----Original Message-----
From: Keith Smith [mailto:phaeton@ihug.co.nz]
Sent: Wednesday, 12 September 2001 10:30 a.m.
To: dq@dq.sf.org.nz
Subject: [dq] Character concept and ranger


In everyone's opinion, what would be suitable skills for a character to 
develop if they were ex city guard and into crime investigation. I've got a 
friend who raised this as a character concept and I'm trying to figure out 
what skills and knowledge areas would be appropriate for the fantasy 
equivalent of a crime scene investigator.

In Ranger it states that the skill of concealment does not imply setting up 
ambushes. I presume a combination of Mil Sci and Ranger would do the trick?

Keith.


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SubjectRe: [dq] Character concept and ranger
Frommichael.woodhams@peace.com
DateWed, 12 Sep 2001 15:47:20 +1200
Stephen Martin wrote:

> Being a thinking guard is unusual, most of the time if excessive thinking is
> required then a noble is called in.  In most Alusian societies there
> wouldn't be any "Police Detective" equivalents, that kind of work falls to
> the nobles and their mages.

Another possibility is a member of an Urielite order. As I recall, justice is
Uriel's primary sphere of interest.


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SubjectRe: [dq] Character concept and ranger
FromAndrewW@datacom.co.nz
DateWed, 12 Sep 2001 15:54:02 +1200
Or Andromalius - Earl of Justice. He's a thief-taker. Urielites have their
own training mechanisms, but demon worshipers turn to the guild...

Andrew
-----Original Message-----
From: Michael Woodhams [mailto:michael.woodhams@peace.com]
Sent: Wednesday, 12 September 2001 3:47 p.m.
To: dq@dq.sf.org.nz
Subject: Re: [dq] Character concept and ranger


Stephen Martin wrote:

> Being a thinking guard is unusual, most of the time if excessive thinking
is
> required then a noble is called in.  In most Alusian societies there
> wouldn't be any "Police Detective" equivalents, that kind of work falls to
> the nobles and their mages.

Another possibility is a member of an Urielite order. As I recall, justice
is
Uriel's primary sphere of interest.


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SubjectRe: [dq] Character concept and ranger
Fromdworkin@ihug.co.nz
DateTue, 11 Sep 2001 17:46:04 +1200
----- Original Message -----
From: Keith Smith <phaeton@ihug.co.nz>
To: <dq@dq.sf.org.nz>
Sent: Wednesday, September 12, 2001 10:29 AM
Subject: [dq] Character concept and ranger


> In everyone's opinion, what would be suitable skills for a character to
> develop if they were ex city guard and into crime investigation. I've got
a
> friend who raised this as a character concept and I'm trying to figure out
> what skills and knowledge areas would be appropriate for the fantasy
> equivalent of a crime scene investigator.
>
> In Ranger it states that the skill of concealment does not imply setting
up
> ambushes. I presume a combination of Mil Sci and Ranger would do the
trick?
>
> Keith.
>
>
> -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz --

Hawk and Fisher from Simon R Green's fantasy books spring to mind. Mindfull
brutality seemed the main requisite.

"We got one hour of Carefull Observation at the Academy every day after the
four hour's of senselees brutality."

William


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