Subject | Re: [dq] List changes. |
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From | psyclone@owbn.net.nz |
Date | Sat, 28 Sep 2002 07:59:15 +1200 |
Does appear that way to me to. Jason -----Original Message----- From: owner-dq@dq.sf.org.nz [mailto:owner-dq@dq.sf.org.nz] On Behalf Of mandos@iconz.net Sent: Friday, 27 September 2002 1:29 p.m. To: dq@dq.sf.org.nz Subject: [dq] List changes. Has there been a change to the list so that it displays Email addresses rather than the Display Name on each post or is it just me? Mandos /s -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Spy skill revision |
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From | dawnhaven@xtra.co.nz |
Date | Fri, 27 Sep 2002 22:43:22 +1200 |
One aspect touched on earlier, is the art of recognising truely important information. Any fool can overhear the Archduke. Oops, I believe that gel has recently become a nun or something like. No no, the important thing is sifting the wheat from the chaff. And knowing how to act on that information. Improper use of information may endanger the source, or may preclude learning similar information in the future (or from another source). As such, a structured approach is becoming desireable - one where at higher ranks, one learns skills appropriate to a master thief, or theif master. Perhaps the re-write of MilSci is an appropriate precedent. I believe Sally has the correct approach, and she should prototype a strong, separate skill for us. IMHO, of course. cheers, Ian ----- Original Message ----- From: <m.parkinson@auckland.ac.nz> To: <dq@dq.sf.org.nz> Sent: Friday, 27 September 2002 14:14 Subject: Re: [dq] Spy skill revision > > I'd prefer to see thief and spy amalgamated into a single "Covert > > Operations" skill - I know that term is too modern, but I've yet to come up > > with a suitable fantasy equivalent. My reasoning is that I see relatively > > few Guild members taking these skills because they see themselves as a > > "thief" or a "spy". > > I strongly disagree (Hagan is a spy, but not a criminal). Conversely what is the use of Spy > memorisation skills to a pick-pocket or "applied locksmithing" > > [...] > > I suspect a lot of players would be annoyed if spies lost the ability to > > find and remove traps. It's one of the major reasons people take this skill > > group. > > Not personally; but of course it may well be a major reason ... because there's nothing much in the > Spy skill as written! Now there may well be characters who are, or want to be spy/thieves (but > that is an other matter). > > I see a "generic" spy as someone who has good memory; observational skills; and definitely > *disguise* (!!!) -- not in the sense of fake noses, but in knowing how to look like a generic > merchant, or a labourer's apprentice, or a tricoteuse, etc. Perhaps there are lots of little > abilities or (as with troubadour or courtier): bribery; lip-reading, shorthand, whatever, ... > > However the strength of many PCs is that they are not JUST a professional ___ [fill in blank], but > that they have a synthesis of skills. I anticipate that would be spy-courtier (ranging from the > ambassador, or a diplomatic attache, down to freelance weasel); spy-troubadours who listen & look > whilst playing the music; spy-rangers or spy-ranger-milscientists ("scouts") for the outdoor > spying -- especially on military forces; ... etc. > > "Be subtle! be subtle! and use your spies for every kind of business." (Chap13, v.18) > > This is over & above the fact that successful spies may find it best to pursue a "legitimate" > profession or artisan skill. Besides, as every secret-police master knows, you can hang or > "disappear" travelling merchants, troubadours or tinkers as spies and most of the populace will > believe the verdict. > > > On the other hand, only those who really want to should have to take > > it - or any other skill in the covert skills grouping. > > Yes! this is the point. I can see some spies wanting to be able to pick pockets, or locks, etc. Or > even some thieves wanting to maximise the gain that they make from a burglary. > A good mechanism for such characters *may* be to rank both thief and the new Spy skill -- to > whatever proportion of ranks suits the character concerned. > > regards, Michael. > =============== > PS: XIII. The Use of Spies > > 6. Knowledge of the enemy's dispositions can only be obtained from other men. > 7. Hence the use of spies, of whom there are five classes: (1) Local spies; (2) inward spies; (3) > converted spies; (4) doomed spies; (5) surviving spies. > 8. When these five kinds of spy are all at work, none can discover the secret system. This is called > "divine manipulation of the threads." It is the sovereign's most precious faculty. > 9. Having local spies means employing the services of the inhabitants of a district. > 10. Having inward spies, making use of officials of the enemy. > 11. Having converted spies, getting hold of the enemy's spies and using them for our own purposes. > 12. Having doomed spies, doing certain things openly for purposes of deception, and allowing our > spies to know of them and report them to the enemy. > 13. Surviving spies, finally, are those who bring back news from the enemy's camp. > 14. Hence it is that which none in the whole army are more intimate relations to be maintained than > with spies. None should be more liberally rewarded. In no other business should greater secrecy be > preserved. > 15. Spies cannot be usefully employed without a certain intuitive sagacity. > 16. They cannot be properly managed without benevolence and straightforwardness. > 17. Without subtle ingenuity of mind, one cannot make certain of the truth of their reports. > 18. Be subtle! be subtle! and use your spies for every kind of business. > 19. If a secret piece of news is divulged by a spy before the time is ripe, he must be put to death > together with the man to whom the secret was told. > 20. Whether the object be to crush an army, to storm a city, or to assassinate an individual, it is > always necessary to begin by finding out the names of the attendants, the aides-de-camp, and > door-keepers and sentries of the general in command. Our spies must be commissioned to ascertain > these. > 21. The enemy's spies who have come to spy on us must be sought out, tempted with bribes, led away > and comfortably housed. > [...] > 27. Hence it is only the enlightened ruler and the wise general who will use the highest > intelligence of the army for purposes of spying and thereby they achieve great results. Spies are a > most important element in water, because on them depends an army's ability to move. > > > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | [dq] character based roll playing, was Spy skill revision |
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From | dawnhaven@xtra.co.nz |
Date | Sat, 28 Sep 2002 11:34:43 +1200 |
----- Original Message ----- From: <flamis@ihug.co.nz> To: <dq@dq.sf.org.nz> Sent: Saturday, 28 September 2002 02:30 Subject: Re: [dq] Spy skill revision > But, what if I don't WANT to be a thief... > Am I correct in interpreting this to say that you are advocating the ability to do thief-like things without acting, thinking or behaving like a thief? Or to do spy like things without thinking or acting like a spy? Such a desire goes against my understanding of the strengths of DQ, and I trust it is rejected as being against the good of the game. I hope that DQ characters are more than a collection of success chances and damage. Action-oriented gamers will, I guess, collect a 'swiss-army knife' set of skills, which they roll out as occasion demands. But where is the thread that holds the reasoning behind the character? Surely we are beyond mere survival, and can bring emotions and depth to the game. If you do not wish to be a thief, do not be one. But please do not complain that you cannot do thief-like things. And the same for Spy. Isil Eth has not taken spy, even though it probably would be useful, because she does not consider herself a spy and would not delve into another's secrets. On the other hand, she is less strict on the ownership of men (er, husbands). And enjoys a good gossip. yikes, this went on for a while... Ian -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] character based roll playing, was Spy skill revision |
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From | dawnhaven@xtra.co.nz |
Date | Sat, 28 Sep 2002 12:36:09 +1200 |
oops, I think I got this completely wrong - apologies to Jackie, another post to follow, Ian ----- Original Message ----- From: <dawnhaven@xtra.co.nz> To: <dq@dq.sf.org.nz> Sent: Saturday, 28 September 2002 11:34 Subject: [dq] character based roll playing, was Spy skill revision > ----- Original Message ----- > From: <flamis@ihug.co.nz> > To: <dq@dq.sf.org.nz> > Sent: Saturday, 28 September 2002 02:30 > Subject: Re: [dq] Spy skill revision > > > > But, what if I don't WANT to be a thief... > > > > Am I correct in interpreting this to say that you are advocating the ability > to do thief-like things without acting, thinking or behaving like a thief? > > Or to do spy like things without thinking or acting like a spy? > > Such a desire goes against my understanding of the strengths of DQ, and I > trust it is rejected as being against the good of the game. > > > I hope that DQ characters are more than a collection of success chances and > damage. Action-oriented gamers will, I guess, collect a 'swiss-army knife' > set of skills, which they roll out as occasion demands. But where is the > thread that holds the reasoning behind the character? Surely we are beyond > mere survival, and can bring emotions and depth to the game. > > > If you do not wish to be a thief, do not be one. But please do not complain > that you cannot do thief-like things. > > And the same for Spy. Isil Eth has not taken spy, even though it probably > would be useful, because she does not consider herself a spy and would not > delve into another's secrets. On the other hand, she is less strict on the > ownership of men (er, husbands). And enjoys a good gossip. > > > yikes, this went on for a while... > > Ian > > > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Spy skill revision |
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From | dawnhaven@xtra.co.nz |
Date | Sat, 28 Sep 2002 12:50:17 +1200 |
At first, I like the separation of skill/motivation that was mooted by someone (posts deleted). It seems sensible for: spy information based thief assets based The sticking point seems to be the ingress/egress profeiciency. In NZ, theft is taking someone else's property. Breaking and entry is burglary. Perhaps we need another skill... New Skill: Burglar. The act of getting into and out of locked rooms etc nah. I would see burglary skills being more attuned to Theif. But some have argued that it is also aligned with Spy. Seems reasonable. there are spies in fiction that would raid documents from a safe, but leave the diamonds. So I guess I am more in favour of each skill having sub skills which you choose as you advance through the ranks (like troubadour and courtier). Perhaps they would have mandatory zero level skills based on information (spy) and assets (theif). This means you can choose the skillets to fit your character. spy information and burglary based thief assets and burglary based Ian ----- Original Message ----- From: <AndrewW@datacom.co.nz> To: <dq@dq.sf.org.nz> Sent: Friday, 27 September 2002 13:27 Subject: Re: [dq] Spy skill revision > If you take Spy, its because you are a Spy. DQ is a profession-based system. > You are trained by Assassins to slit throats in alleys, or by Spies to break > in & steal stuff (poorly). > > To quote the Assassin skill, "Assassin is not a skill which should be > carelessly chosen." This is a lifestyle decision, not a collection of > nice-to-have skills. > > Breaking into people's basements (dungeons) is the same as breaking into > their bedrooms. You are still a looter by stealth, driven by avarice - a > thief by any other name. > > If you took a profession for a skill that no longer exists, you can bring > that up in conversion and maybe get the EP transferred to Thief. Its a > conversion issue, and a player issue. > > Andrew > -----Original Message----- > From: flamis@ihug.co.nz [mailto:flamis@ihug.co.nz] > > I'd prefer to see thief and spy amalgamated into a single "Covert > Operations" skill - I know that term is too modern, but I've yet to come up > with a suitable fantasy equivalent. My reasoning is that I see relatively > few Guild members taking these skills because they see themselves as a > "thief" or a "spy". They take them because they feel they need some of the > abilities included in those skills - and incidentally find other skills > thrown into the mix as being quite inappropriate. Thief/Spy are the "urban > ranger" skills that let you spot trouble in a non-wilderness environment. > > Adventurers need that kind of skill, even when they never dream of actually > stealing stuff. For example, if you see your character as a "thief-taker" > or "bounty hunter" you have to take either thief or spy to get the skills > you need. > > I suspect a lot of players would be annoyed if spies lost the ability to > find and remove traps. It's one of the major reasons people take this skill > group. On the other hand, only those who really want to should have to take > it - or any other skill in the covert skills grouping. > > Jacqui > > > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] character based roll playing, was Spy skill revision |
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From | flamis@ihug.co.nz |
Date | Sat, 28 Sep 2002 22:56:50 +1200 |
At 11:34 28/09/02 +1200, you wrote: >Am I correct in interpreting this to say that you are advocating the ability >to do thief-like things without acting, thinking or behaving like a thief? > >Or to do spy like things without thinking or acting like a spy? > >Such a desire goes against my understanding of the strengths of DQ, and I >trust it is rejected as being against the good of the game. I think you have missed my point completely. There are numerous professions which utilise the skills found in Thief and Spy, even in a medieval world. Among these I would count such professions as "Bounty Hunter", "Thief-taker", even a member of the town guard! Characters who wish to play these professions should be able to, by taking an appropriate set of covert skills. One set of covert skills would be appropriate to the professional Thief, a different, but over-lapping set to the professional Spy, and it's sensible to indicate this in the rules, while allowing sufficient flexibility to tailor individual types of Thief or Spy. A specialist pick-pocket may never learn the skills of the cat burglar - especially if she doesn't like heights! It's also appropriate to indicate which set are appropriate to the professional Adventurer who chooses to work primarily in urban environments. I suppose I am advocating a move away from the "profession" model for these skills (as Healer, Alchemist etc) to the more flexible structure of Troubadour or Courtier. I'm not sure how to implement it, but it feels like it could be a lot more fun. Jacqui Smith -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |