Subject | Re: [dq] Comment and Feedback on Recipe Magics system please |
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From | Sally Musgrave |
Date | Thu, 2 Jun 2005 09:20:35 +1200 |
Scott: Another aspect is that it will give characters that can't train for whatever reason (eg not enough XP) something they can do - I'll go find those mushrooms I need for the potion that causes me to have visions. Sally: This is one aspect that scares me about the proposal. That downtime for the character can be used to be part of powering it up. It seems to me that ranking checks are often cursory at the start of adventure - and a (friendly) GM to sign off getting an ingredient "because it sounds resonable thing for the chracter to have done" would be rather easy. Generally I think of Alusia general public as not very magic savvy (or perhaps I have been on too many little-village-magic-phobic adventures). So, like Stephen, I am wary of magical items that have been GM created, proliferating in the villages adventures pass through. I like the idea of this to formalise a method for GM's create non-standard, not gamebreaking, useful items. Since there are so many about anyway - and having a way of constructing them other than "that shadowy shaper figure from generations past". It is good for villages/NPCs to barter rather than pay in monies. This involves changing the culture/expectation of adventurers as much as anything. Getting the campaign comitte working has been a good thing - getting palyers/adventurers involved in the world as whole rather than going off plane. This proposal of Jono's could be something that is brought in gradually via the campaign. Rather than finding "the book" GM's have parties discover say one recipie a year?? Rather than being a "rule change" it is supplementary GM aid. Fence Sitter Sally ##################################################################################### Attention: The information contained in this message and or attachments is intended only for the person or entity to which it is addressed and may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of, or taking of any action in reliance upon, this information by persons or entities other than the intended recipient is prohibited. If you received this in error, please contact the sender and delete the material from any system and destroy any copies. ##################################################################################### -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Comment and Feedback on Recipe Magics system please |
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From | Martin Dickson |
Date | Thu, 02 Jun 2005 09:58:47 +1200 |
Chris Caulfield wrote: >WHAT IS BROKEN THAT THESE RECIPES NEED TO REPLACE? > > This isn't a bug report, it's a feature request. :-) -- Martin Dickson ph: +64 9 3730400 x5115 User Experience Engineer fax: +64 9 3730401 Strategy, Research & Architecture email: martin.dickson@peace.com Peace Software http://www.peace.com -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Comment and Feedback on Recipe Magics system please |
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From | Martin Dickson |
Date | Thu, 02 Jun 2005 10:04:29 +1200 |
Sally Musgrave wrote: >...having a way of constructing [shaped items] other than "that >shadowy shaper figure from generations past". > > Hi Sally, You're not the only one to mention this "long gone shaper myth" (so read nothing into me replying to your comments in particular). Shapers may not be a player college (neither are Greater Summoners), but they are not extinct. As a player I have met several Shapers and as a GM I have used them too. I'm not sure where this idea that there are now no Shapers has come from, but it does not fit observed facts (at least in my experience). >It is good for villages/NPCs to barter rather than pay in monies. This >involves changing the culture/expectation of adventurers as much as >anything. > > I agree -- I once had a village pay a party 3 round cheeses and 1/2 a cow for slaying an ogre. :-) Cheers, Martin -- Martin Dickson ph: +64 9 3730400 x5115 User Experience Engineer fax: +64 9 3730401 Strategy, Research & Architecture email: martin.dickson@peace.com Peace Software http://www.peace.com -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Comment and Feedback on Recipe Magics system please |
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From | Sally Musgrave |
Date | Thu, 2 Jun 2005 10:30:03 +1200 |
I was not trying to imply that shapers were extinct, merely that on my low adventures, meeting a shaper in person is not desirable. (I don't want the party hitting him/her up for personally shaped items.) Thus when dealing with villagers, they may have a shaped item as payment/to use - which was created by that shadowy shaper of their past ... Sally -----Original Message----- From: dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz] On Behalf Of Martin Dickson Sent: Thursday, 2 June 2005 10:04 a.m. To: dq@dq.sf.org.nz Subject: Re: [dq] Comment and Feedback on Recipe Magics system please Sally Musgrave wrote: >...having a way of constructing [shaped items] other than "that shadowy >shaper figure from generations past". > > Hi Sally, You're not the only one to mention this "long gone shaper myth" (so read nothing into me replying to your comments in particular). Shapers may not be a player college (neither are Greater Summoners), but they are not extinct. As a player I have met several Shapers and as a GM I have used them too. I'm not sure where this idea that there are now no Shapers has come from, but it does not fit observed facts (at least in my experience). >It is good for villages/NPCs to barter rather than pay in monies. This >involves changing the culture/expectation of adventurers as much as >anything. > > I agree -- I once had a village pay a party 3 round cheeses and 1/2 a cow for slaying an ogre. :-) Cheers, Martin -- Martin Dickson ph: +64 9 3730400 x5115 User Experience Engineer fax: +64 9 3730401 Strategy, Research & Architecture email: martin.dickson@peace.com Peace Software http://www.peace.com -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- ##################################################################################### Attention: The information contained in this message and or attachments is intended only for the person or entity to which it is addressed and may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of, or taking of any action in reliance upon, this information by persons or entities other than the intended recipient is prohibited. If you received this in error, please contact the sender and delete the material from any system and destroy any copies. ##################################################################################### -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Comment and Feedback on Recipe Magics system please |
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From | Martin Dickson |
Date | Thu, 02 Jun 2005 10:40:15 +1200 |
Sally Musgrave wrote: >I was not trying to imply that shapers were extinct, merely that on my >low adventures, meeting a shaper in person is not desirable. > Apologies, my misunderstanding. Yes, a Shaper in a village is not something I'd expect (unless they were in hiding). Cheers, Martin -- Martin Dickson ph: +64 9 3730400 x5115 User Experience Engineer fax: +64 9 3730401 Strategy, Research & Architecture email: martin.dickson@peace.com Peace Software http://www.peace.com -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Comment and Feedback on Recipe Magics system please |
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From | William Dymock |
Date | Thu, 2 Jun 2005 10:59:21 +1200 |
This is a multi-part message in MIME format. ------=_NextPart_000_0000_01C56762.21C6A690 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit But some Fundamental issues are: WHAT IS BROKEN THAT THESE RECIPES NEED TO REPLACE? What is being implied as being broken? Nothing. It's just a new way of looking at rewarding PCs. It's like you reading up on some basic squad level tactics for your antagonists to use and then telling other GMs how to get more bang out of the guard other than having them drip with magic. Nothing's changed, it's just your using the rules in a new way. Absoulutely PCs can do whatever they want to do, they can adventure or not, they can fight or not, they can create or not, they can discover or not, they can make rocks or not, they can have families or not. DQ doesn't limit PC actions - only players do that! Actually, DQ does limit player options. Your PC must be combat capable, must earn X amount of cash to advance, must be more useful than they are a burden. How do I know this, from observation of PCs playing in the game. Mabye there's a whole host of PCs I don't know about because they do the Allusian equivalent of watching TV instead of adventuring. Kinda doubt it though. >>>>>>>>>> PROBLEMS WITH THIS IDEA ARE <<<<<<<<<<<<< POWERING UP PC's: This is yet another way to power up characters (as if there weren't already enough) so they can play higher and higher above their 'normal' level. These power ups would not be college related so counter-spells wouldn't work and would require the GM's to equip all their NPC's with similar items so as to provide a challenge to PC's No counterspell will stop a herbalist potion, alchemical potion, greater/lesser enchantment,wiccan/water potions, amulats or golems. And these things only cost money to make. ITEMS: One of the problems with DQ is the fact that there are few restraints on what GM's give out and sometimes what they give out unbalances the game to the detriment of others who don't have items as whoopee. One GM gives out an item they want to give out and other GM's have to rewrite the item to be playable for the PC or in some rare cases state 'that item wont work in this adventure' Try no restraints. Are you asking that GM's give out looser items, more badly written up, freer to interpretation or merely components for various items? Currently all I have to do to give out a loose item is take 5 minutes to scrawl it out on a piece of paper and sign it. If I give out a loose recipie and all the components what is functionally different? Nothing, I have given out a loose item. However since the components are intended to be separate entities I don't see a problem except that some players will have to work for the looseness. People also seem to think that getting components will be easy. Look at the example for the +2 PC tea. What's that component there? 'Red cockatrice feather'. Cockatrice. A creature whose gaze turns you to stone/immolates you, has virilant poison for blood, a poison bite and turns all who touch it to stone. Is +2 PC for a night worth this? So, yes they'll be easy if you can stand the shame of playing with GMs who give you whatever you want. A GM with a semblance of competence is unlikely to do this. And how many times can you boil down your own grandmother anyways? 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Subject | Re: [dq] Comment and Feedback on Recipe Magics system please |
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From | Jonathan Bean |
Date | Thu, 2 Jun 2005 11:23:50 +1200 |
Think of it this way. Some GMs will start giving out items that are in 7 parts and this is part one of it. It is limited by time(days weeks, months, and years if we wish), write-ups from adventures, a small amount by cash, skills (Exp needed to rank them), and player desire to get something and GMs willing to hand out write-ups. It is also intended that the resulting items be semi-permanent so if they become a real problem then we can stop giving out the part of the recipe that renews the semi-permanent item. I also would like this to work within our current rules system. I see no need to change them change. I expect that it will still be easier a million times over to get a loose broken, game braking item from a GMs adventure as loot written up and complete (no work from the player needed), than it will be to make any of these items. Jonathan Bean Business Development Manager TME - Its all about time Phone 966 1656 PO Box 35902, Browns Bay Fax 448 1051 Auckalnd, New Zealand Mob 021 173 4060 www.tme.co.nz Free 0800 55 33 66 > -----Original Message----- > From: dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz] On Behalf Of > Chris Caulfield > Sent: 1 June 2005 8:31 a.m. > To: dq@dq.sf.org.nz > Subject: Re: [dq] Comment and Feedback on Recipe Magics system please > > I suppose my thoughts on this idea are (another 2cp worth): > > I like this idea as it's a way of improving the fantasy game we all love > which is DQ (even if its not perfect, has faults in several areas etc) > there are just things that need to be discussed further. > > I'm all for more for PC's to do in terms of reasons to live, interact with > the world etc > > But some Fundamental issues are: > WHAT IS BROKEN THAT THESE RECIPES NEED TO REPLACE? I am not aiming to replace things. I wish to add things. > >> Quest vs. Cash system << > Answer: See a GM, discuss what you are thinking and if possible they think > of an adventure for you to complete to achieve your aim. This is > becoming more an more prevalent with a move away from full written > scenarios to looser missions with set objectives which are usually > tailored to PC wishes or at times requirements of the DQ campaign world. Limiting player by making them dependent on GMs running games for the player for something that is minor (unlike getting to rank 8 or 9 in a skill) is placing more demands on GMs. Yes you can do this, often as you point out it is happening, but it is not the only way and I am saying that with a set if knowledge such as recipes - then this will help assist the GMs to become free of the minor stuff. > Questing is what the game is all about, GM's present a mission with > specified goals and rewards and the PC chooses to go on the mission or > not. I agree and I hope when a GM says at a guild meeting "we need help with a vampire" a number of players will think cool - I need vampire teeth for my recipe. > Payment is often cash or equivalent for the mission and > commensurate to the level of challenge involved. > > If we are players in a medieval world then we would surely be similar to > knights of the time. By this I am meaning PC's are largely independent of > authority, able to support themselves (& their family) and can buy what > they require. > > Most PC's don't go on adventure for cash but for other rewards or for the > chance to better the world. I agree I think it is more about the night of the week and real world location in Auckland that the game is being held at. Sometimes for some people it is about the GM and the GM style. > But if PC's do adventure for money this > means they can then use the money to buy furniture, anti rat rocks etc. > The cash system means that PC's are then able to learn skills and spend > vast amounts of time doing ranking etc without having to earn an a > constant income. > > > >> PC's working towards things that they cannot normally do << > Answer: Develop the appropriate skill-set to allow creation of items. > EG an item to keep rocks away from houses. Perhaps a combination of > Herbalist applying a particular salve, which the rock absorbs and then > releases over time as a gas inimical to rats in a set area. The other > part of this is a geologist, miner etc finding the appropriate rock I have not developed a skill-set as such but I have developed a use for the skills we currently have. This is to say a recipe that shows you how to use a skill you have ranked such as "herbalist". This is what I have done. > PC's should be encouraged to do these sorts of things, which enhance the > interaction with the DQ universe and provide alternative ways to earn > income, prestige, competition (with stoat breeders etc) > > > >> Players can for the most part not make anything for themselves << > Answer: learn skills rather than combat orientated abilities such as > baking (we all enjoy chocolate cakes) or learn the non combat spells such > as blessing on crops or unborn children (perfect for wandering around and > getting money from poor hard working farmers or stressed mothers). > DQ has skills so that PC's can make all sorts of things they just need to > learn appropraiet skills. > > >> Players should be able to guide their own directions. << > Absoulutely PCs can do whatever they want to do, they can adventure or > not, they can fight or not, they can create or not, they can discover or > not, they can make rocks or not, they can have families or not. > DQ doesn't limit PC actions - only players do that! My point here is that players are dependent on GMs for event minor stuff. > >> Wicca Amulets << > Answer: Propose changes for the college to be play-tested and then voted > in or out. I am not interested in changing the rules system. > > >> What power of items are we talking << > If they are combat orientated are there not already enough ways of doing > this? Such as herbalist potions, Enhancement spells etc? > If non-combat related then the items are just for around the home (perhaps > better decorations, bells and whistles?). The level or power of the item is not really the issue. > > > I SUGGEST YOU PROVIDE A SAMPLE LIST OF THE SORTS OF RECIPES YOU ARE > PROMOTING SO THAT EVERYONE CAN SEE WHAT THEY ARE INTENDED TO REPLACE AND > THEREFORE HOW WORTHWHILE THEY ARE > > > >>>>>>>>> PROBLEMS WITH THIS IDEA ARE <<<<<<<<<<<<< > > POWERING UP PC's: > This is yet another way to power up characters (as if there weren't > already enough) so they can play higher and higher above their 'normal' > level. Advancement for people within DQ is something that a lot of people seek. This isnt true for everyone but is clearly true for some. > These power ups would not be college related so counter-spells wouldn't > work and would require the GM's to equip all their NPC's with similar > items so as to provide a challenge to PC's This may or may not be true. If you make a wand that casts lightning bolts I would say that an Air mage counter spell would work. > > > ITEMS: > One of the problems with DQ is the fact that there are few restraints on > what GM's give out and sometimes what they give out unbalances the game to > the detriment of others who don't have items as whoopee. > One GM gives out an item they want to give out and other GM's have to > rewrite the item to be playable for the PC or in some rare cases state > 'that item wont work in this adventure' > > Are you asking that GM's give out looser items, more badly written up, > freer to interpretation or merely components for various items? > > Cheers > Chris > > > Chris Caulfield > > I can't see what benefit these changes can bring to DQ. > > > > The key question here is: > > > > - What is lacking in the game that these recipes are needed to address? > > > > JB: > > > > Character and player determination of quests and results across a > > multi-GM-Game, independent of a single GM. I hope it will change the > > culture from a cash system to quest system. > > > > This is an opportunity to allow characters to work towards things that > > they can not normally do - such as make a rock which keeps rats away > > from a house, Talk to the dead. Etc The use of write-ups was intended > > from the start so players can swap with other players at guild meetings. > > I hope that the requirements of places/events/skills and time and > > write-ups for ingredient - will limit if not completely stop the heavy > > involvement of wide scale NPC, but retain the system it in the hands of > > characters and players. > > > > > > > > I am an ex EQ player and I know about all these from that style of > > gaming. > > > > But EQ is about gaining better and better items either by discovery or > > > > creation and no actual Roleplaying which is what DQ is about. Online > > > > gaming cannot replicate the play of a bunch of PC's in a room together > > > > discussing actions, reactions etc. > > > > > > > > JB: > > > > Forget EQ I don't think it is relevant. > > > > > > > > We have Shapers to create items, Wicca for amulets and other colleges > > > > create various other items for use by PC's. This means that the > > colleges > > > > and the PC's choices (of colleges (or non colleges), weapons, skills > > > > etc)determine what they can and cannot do rather than their equipment. > > > > > > > > JB: > > > > Wicca amulets are broke. Players can for the most part not make anything > > for themselves, such as a rock to keep rats away. Look upon this as a > > formal system for quests. > > > > > > > > > > > > In DQ we gain items for use and a lot of times to fit with the PC's > > > > character, persona etc but the main thing is the Roleplaying of the PC > > by > > > > a player. > > > > > > > > JB: > > > > I agree - but again GMs give out items and its all about freeing the > > restraints that GMs have to do all the work. Players should be able to > > guide their own directions. > > > > > > > > Apologies Jono, these sound like I'm slating your ideas for the sake of > > it > > > > but I'm not, I just like the DQ system the way it is - with all its > > > > foibles, faults and issues. > > > > > > > > I like the idea of developing PC interactions with the world, > > environment > > > > & geography that are outside of guild missions and developing contacts, > > > > influencing events, building relationships etc, however I too retain the > > > > cynacism Andrew has expressed. > > > > > > > > Chris > > > > > > > > JB: > > > > I don't think I can not help you with you cynacism. > > > > > > > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Comment and Feedback on Recipe Magics system please |
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From | Jonathan Bean |
Date | Thu, 2 Jun 2005 11:28:52 +1200 |
> Sally: > This is one aspect that scares me about the proposal. That downtime for > the character can be used to be part of powering it up. It seems to me > that ranking checks are often cursory at the start of adventure - and a > (friendly) GM to sign off getting an ingredient "because it sounds > resonable thing for the chracter to have done" would be rather easy. Items (ingredients) from GMs should come as loot from adventure or as signing off the completion of a recipe that has been uses, which will have needed the item write-ups (from other adventures) an skills/place/event etc to make the new item. This is other than common items with are shop brought and do not need a write up for. Jonathan Bean Business Development Manager TME - Its all about time Phone 966 1656 PO Box 35902, Browns Bay Fax 448 1051 Auckalnd, New Zealand Mob 021 173 4060 www.tme.co.nz Free 0800 55 33 66 -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Comment and Feedback on Recipe Magics system please |
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From | Martin Dickson |
Date | Thu, 02 Jun 2005 11:29:47 +1200 |
William Dymock wrote: > It's like you reading up on some basic squad > level tactics for your antagonists to use and then telling other GMs how > to ... > Nothing's changed, it's just your using the rules in a new way. > Not quite -- for this system to work well requires a reasonable level of GM buy in. Jono (or any GM) could give away recipes as treasure, and make those recipes usable by anyone with the appropriate skills, components, locations, etc, but if components are only available from the same GM then a key value of the proposal will be lost. Certainly not every GM needs to be willing to start handing out unusual body parts as treasure, but the more who do the better the system would work. > No counterspell will stop a herbalist potion, alchemical potion, > greater/lesser enchantment,wiccan/water potions, amulats or golems. And > these things only cost money to make. > Counterspells generally only protect against incoming hostile magics, or prevent magics of a certain sort from being cast in a very small area. Namer dissipation or dispel magic however, both of which are CS based, can effect some of the magics noted above, but would be ineffective against items/potions crafted from recipes unless the recipe so stated. > People also seem to think that getting components will be easy. Look > at the example for the +2 PC tea. What's that component there? 'Red > cockatrice feather'. > ... Is +2 PC for a night worth this? One risk however is that things with precious little value at the moment may become quite useful in this system and we would want to ensure that GMs understand this. At the moment I could have a box full of cockatrice feathers as "window dressing" in some Alchemist's lab, but once they have value I'd want to be a lot more careful, and it is very easy to accidentally set up a situation where considerable loot is possible... or some straining of suspended disbelief occurs: "Ah yes, you search the Alchemist's lab and find absolutely nothing of interest... nope, no feathers, no eyes, no blood, mucous, or other body fluids, nothing". :-) It can be dealt with I guess, just something be aware of; PCs in the past have shown the damnedest ability to walk off with everything that isn't welded down. > And how many times can you boil down your own grandmother anyways? > Twice... in most families. > William (Grandma will be featuring in one recipie just so I can test an > axiom) > I thought the axiom was "sell" rather than "rend". :-) -- Martin Dickson ph: +64 9 3730400 x5115 User Experience Engineer fax: +64 9 3730401 Strategy, Research & Architecture email: martin.dickson@peace.com Peace Software http://www.peace.com -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Comment and Feedback on Recipe Magics system please |
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From | Andrew\ Withy\ \(DSL\ AK\) |
Date | Thu, 2 Jun 2005 11:56:39 +1200 |
I'm still mulling over the Recipe proposal. Would the following suggestions reduce people's concerns for escalation and tie recipe more to PC development and individuality? (a) making recipes explicitly learnable - e.g. it take 2 weeks and a trivial amount of ep to learn, but you need a teacher. It implies that most villagers won't have any recipes, and that a village could have some special recipes known only there. It also means that a PC can go somewhere, stay an extra two weeeks and learn something cute, that may or may not require going back to the area or taking supplies from the area to use. It also means that a PC can't just *give* the recipe to soemone else - it takes time for them to teach it as well. (b) making some recipes tied to their creator - i.e. you make it, you wear it - or requiring the target's time during the creation or tuning process. This would reduce sale of recipe items, casual looting, and "sets of"s - where people own one of each amulet because they can and its easier to say "one of everything" than choose not to have the miscarriage amulet. It would then make recipe items more individualistic. I'm not convinced by either suggestion, but feel they address some of the concerns raised without changing many of the underlying goals. Trying to be constructive. Andrew -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Comment and Feedback on Recipe Magics system please |
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From | Jonathan Bean |
Date | Thu, 2 Jun 2005 12:28:01 +1200 |
We as GMs can add controls to things like Recipes as we see fit. One control that has been used within the game is Exp. Andrew and Martin have both floated the idea of Exp being linked to the recipes. My main problem with this is: I don't want to change the rules as such. I called named the system as Recipes as I see it as a recipe to making a cake. I don't want to make a skill such as Baking. I want to give some knowledge to use the skill of Baking to make a Cake. As I don't want us all to become sick of Cakes and to be tripping over cakes in the street - I have made sure that the supply of ingredients is for cakes is limited. Jonathan Bean Business Development Manager TME - Its all about time Phone 966 1656 PO Box 35902, Browns Bay Fax 448 1051 Auckalnd, New Zealand Mob 021 173 4060 www.tme.co.nz Free 0800 55 33 66 > -----Original Message----- > From: dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz] On Behalf Of > Andrew Withy (DSL AK) > Sent: 2 June 2005 11:57 a.m. > To: dq@dq.sf.org.nz > Subject: Re: [dq] Comment and Feedback on Recipe Magics system please > > I'm still mulling over the Recipe proposal. > > Would the following suggestions reduce people's concerns for escalation > and tie recipe more to PC development and individuality? > > (a) making recipes explicitly learnable - e.g. it take 2 weeks and a > trivial amount of ep to learn, but you need a teacher. It implies that > most villagers won't have any recipes, and that a village could have > some special recipes known only there. It also means that a PC can go > somewhere, stay an extra two weeeks and learn something cute, that may > or may not require going back to the area or taking supplies from the > area to use. It also means that a PC can't just *give* the recipe to > soemone else - it takes time for them to teach it as well. > > (b) making some recipes tied to their creator - i.e. you make it, you > wear it - or requiring the target's time during the creation or tuning > process. This would reduce sale of recipe items, casual looting, and > "sets of"s - where people own one of each amulet because they can and > its easier to say "one of everything" than choose not to have the > miscarriage amulet. It would then make recipe items more > individualistic. > > I'm not convinced by either suggestion, but feel they address some of > the concerns raised without changing many of the underlying goals. > > Trying to be constructive. > > Andrew > > > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Comment and Feedback on Recipe Magics system please |
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From | Martin Dickson |
Date | Thu, 02 Jun 2005 13:12:30 +1200 |
Jonathan Bean wrote: >Andrew and Martin have both floated the idea of Exp being linked to the >recipes. > >My main problem with this is: I don't want to change the rules as such. > >I called named the system as Recipes as I see it as a recipe to making a >cake. I don't want to make a skill such as Baking. > >I want to give some knowledge to use the skill of Baking to make a Cake. > > Hi Jono, Yes, introducing your recipes and having them cost EP would be a rule change, but I see it as an harmonious extension to the current rule/concept that practical, applied knowledge has costs. The question is: has the PC already paid the cost by ranking the dependant skills(s)? For example, a Weaponsmith with the sword proficiency can make any sword -- presumably any sword with which they are familiar. If such a weaponsmith had never seen a Rapier it seems reasonable that they could not make one. However, once they have seen one then they can crank out rapiers with no additional EP cost (making Rapiers has been paid for under the sword category). To learn to make whips however would require an extra category (and the expenditure of more EP). By the same token a Baker can make cakes, and although Baker does not have categories like Weaponsmith, it seems reasonable to argue that it covers all mundane cakes, pastries, etc. Any additional, mundane, cake recipe acquired by the Baker should not require additional EP. Specifically: the Baker can already make you a cake. The question inherent in suggesting EP costs for the proposed recipes is whether the ability to take various wierd and wonderful plants and make a "Cake of Growing " (a la Alice in Wonderland) is covered by the EP cost of Baker or is an extension to that skill. I believe that considering the recipes you propose to be skill extensions, and having a small but non-trivial cost for such extensions would be changing the rules in a manner consistent with the existing rule/experience concepts, and would positively control/limit the spread and use of recipes in a fashion that I would support. (Andrew: I previously suggested to Jono a sliding scale of 200ep & 1 day up to 2000ep and 1 week based on complexity/power, EP and time to be noted on the recipe. A teacher could be an additional requirement, but I'd also be keen on the possibilty of learning recipes from books). Cheers, Martin -- Martin Dickson ph: +64 9 3730400 x5115 User Experience Engineer fax: +64 9 3730401 Strategy, Research & Architecture email: martin.dickson@peace.com Peace Software http://www.peace.com -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Comment and Feedback on Recipe Magics system please |
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From | William Dymock |
Date | Thu, 2 Jun 2005 13:25:55 +1200 |
This is a multi-part message in MIME format. ------=_NextPart_000_0000_01C56776.9B1C6B60 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit > Not quite -- for this system to work well requires a reasonable level of GM buy in. Jono (or any GM) could give away recipes as treasure, and make those recipes usable by anyone with the appropriate skills, components, locations, etc, but if components are only available from the same GM then a key value of the proposal will be lost. Certainly not every GM needs to be willing to start handing out unusual body parts as treasure, but the more who do the better the system would work. How is changing how loot is given out changing the rules? Currently we give out items, special abilities, new spells and moneys. Recipies give out item components. Where is the rule change? Counterspells generally only protect against incoming hostile magics, or prevent magics of a certain sort from being cast in a very small area. Namer dissipation or dispel magic however, both of which are CS based, can effect some of the magics noted above, but would be ineffective against items/potions crafted from recipes unless the recipe so stated. No, I imagine Disjunction would be the spell to use,.Besides what counterspells protect you from regular items? None. Notice the complete lack of rule changing. One risk however is that things with precious little value at the moment may become quite useful in this system and we would want to ensure that GMs understand this. At the moment I could have a box full of cockatrice feathers as "window dressing" in some Alchemist's lab, but once they have value I'd want to be a lot more careful, and it is very easy to accidentally set up a situation where considerable loot is possible... or some straining of suspended disbelief occurs: "Ah yes, you search the Alchemist's lab and find absolutely nothing of interest... nope, no feathers, no eyes, no blood, mucous, or other body fluids, nothing". :-) It can be dealt with I guess, just something be aware of; PCs in the past have shown the damnedest ability to walk off with everything that isn't welded down. I thought this is why we insist on GMs having functioning brains. And what's wrong with the loot out of the alchemy lab being codified rather than totally up to the wildness and looseness of the GM? Also a recipie list would act as a damn good indicator of what you could concievably find there. And alchemists don't have to be right all the time. Have a few, or a lot of things that look useful but don't do anything. > William (Grandma will be featuring in one recipie just so I can test an > axiom) > I thought the axiom was "sell" rather than "rend". :-) In order to prevent PCs reselling and rescuing granny over and over.of course. 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Subject | Re: [dq] Comment and Feedback on Recipe Magics system please |
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From | Martin Dickson |
Date | Thu, 02 Jun 2005 15:12:01 +1200 |
Hi William, William Dymock wrote: > > Not quite -- for this system to work well... > > How is changing how loot is given out changing the rules? Currently we > give > out items, special abilities, new spells and moneys. Recipies give out > item > components. Where is the rule change? > I think that you think that I am arguing with you... or worried about rule changes. Nothing could be further from the truth. For the first I agree with your general comments and support for Jono's proposal... and for the second: bring em on. :-) I was simply suggesting that this is not quite the same thing as offering some new squad tactics to the GMs insofar as it will work better if more of us support it. That is all. > No, I imagine Disjunction would be the spell to use,.Besides what > counterspells protect you from regular items? None. Notice the complete > lack of rule changing. > See as above with regards to arguing and rule changes. However, many regular items do embody college magics and CS can effect these. Jono has suggested that should a recipe create something containing a lightning bolt then Air college CS should help... all I wrote was that CS would be ineffective unless the recipe stated to the contrary... which is how I would expect the problem to be solved. > I thought this is why we insist on GMs having functioning brains. > Ignoring the fact that a functioning brain has never been a documented requirement for GMing in DQ, I was simply making the point that the introduction of recipes (and attendant value for weird things) would be something that GMs would have to allow for when working out potential treasure. Perhaps we should document the requirement for brains. Or perhaps these could be a quest item... "We're off to see the Wizard...." :-) Cheers, Martin -- Martin Dickson ph: +64 9 3730400 x5115 User Experience Engineer fax: +64 9 3730401 Strategy, Research & Architecture email: martin.dickson@peace.com Peace Software http://www.peace.com -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Comment and Feedback on Recipe Magics system please |
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From | Kharsis |
Date | Thu, 02 Jun 2005 15:20:14 +1200 |
*This is my opinion / viewpoint only. If I offend anyone reading this I apologise now as that is not my intention. *Having followed this discussion since it was proposed I am still in full favour of this is idea as it acn be used to add evn more depth to our current campaign. I can see characters hiring and leading parties for the sole purpose of getting a rare and adngerous ingredient. The negative sides main argument so far has been "It might be abused to make characters more powerful". This is a b&^*$#t reason to block something from coming into the game which will enhance. There will always be powergamers who are only interested in having the most powerful character possible. I beleive they are a minority in the guild. If an intersting idea is going to be canned beacuse a minority of powergamers *MIGHT* abuse it then we should stop playing altogether. This attitude gives total power to a minority and ignores the majority who wish to role-play not roll-play. *This is my opinion / viewpoint only. If I offend anyone reading this I apologise now as that is not my intention. Scott Whitaker * -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Comment and Feedback on Recipe Magics system please |
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From | |
Date | Thu, 2 Jun 2005 15:52:08 +1200 |
no offence taken Scott. rather than 'negative' perhaps i (and even 'we') may be considered 'cautious'. If i have reservations, then it is my responsibility to articulate them. at the moment i am uneasy about the proposal, but cannot do much more than write that. if you support something, then you have discharged any responsibility by so writing. but please, do not expect me to shut up, just because someone somewhere _had an idea_ If would be a poorer world if we cannot discuss an idea, voice concerns, raise suggestions and get *all of our needs met*. and the proposal may even be the better for it. Perhaps you are too recent, or too old, a player to remember the plethora of changes suggested to DQ. it got to the point where the first requirement of any change was to demonstrate a need for the change, and to show exactly how the change would benefit the game. Now several people have explained, as simply as possibly, the benefits they see in this proposal. That doesn't mean i agree with them. seeing something in writing does not equate to truth - an issue of note for politicians and religiuos zealots. I will attempt to get some thoughts down and posted. but please do not interpret them as gospel truth. they are only my thoughts. Ian > > The negative sides main argument so far has been "It might be abused to make characters more powerful". This is a b&^*$#t reason to block something from coming into the game which will enhance. There will always be powergamers who are only interested in having the most > powerful character possible. I beleive they are a minority in the guild. > > If an intersting idea is going to be canned beacuse a minority of > powergamers *MIGHT* abuse it then we should stop playing altogether. > This attitude gives total power to a minority and ignores the majority > who wish to role-play not roll-play. > > > *This is my opinion / viewpoint only. If I offend anyone reading this I > apologise now as that is not my intention. > > > Scott Whitaker > * > > > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | [dq] Comment and Feedback on Recipe Magics system please |
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From | |
Date | Thu, 2 Jun 2005 16:03:06 +1200 |
here are some thoughts. they vaguely match my feelings. I too am mulling this over. I am more interested in the game effects than the logic behind it. right now my intuition suggests this is a bad idea - and i am not sure why. it appears to me, that people are comparing recipes with items. i feel there are several flaws to that. items can generally only be used by one person at a time. skills or spells learnt are generally non-teachable. It appears to my reading that these recipes are highly teachable. many items can be made with one recipe (ok you need rare ingredients), and then shared amongst the party. co-ordination between GMS will police this. we then worry about loose GMs and wild items. these arguments contradict each other. ingredients, loot, coins, magic, gems. It is all taxable, tradable and hence indistinguishable. It matters not a whit to anyone if you pay by coins, gems or agreed value of an item / ingredient. so it doesn't add to the game - you just need to imagination to understand that teh village paid x sp worth of blah. sure the blah can be funny or interesting. I guess some villages can suddenly have valuable resources (rare ingredients) where before they only had sheep, goats, and a young girl frog - but those villagers will be rare, and it will be rarer still for PCs to encounter them, so the possibility will hardly ever come up. If we are to have recipes then perhaps they should be the junior of items - much weaker than shaped items. - and they do not stack, nor meld to create a new effect. - you can be under the effects of one such item at a time. - They are non-teachable from a PC. (here i disagree with Andrew) - they require a high rank of a non-adventuring, non-artisan skill (eg alchemist) AND an artisan skill (in teh same (n)PC) to learn and to make items. - they require proper facilities to make items. - items have a shelf life. I also liked Jacqui's list of points to be addressed. so why shouldn't it be learnable from a fellow PC? well what would be the point of learning something that requires 'rare' ingredients? if everyone can learn it and benefit from it, then the ingredients can't be that rare. So why not just offer them at the door as adventurers head out - like shadow wings only new and cool. It is not that i disagree with the concept, it is that i have reservations. And i would like to be able to see that they have been addressed, along with the concerns raised by others. the more deparate teh defence of a suggestion, and less willingness to change the suggestion, the more i suspect a hidden agenda and personal gain from the proposers. of course i expect to be completely wrong on the last bit. but a niggle could begin soon. After all, I am sure we are all willing to change things for the good of the game. Ian From: "Andrew\ Withy\ \(DSL\ AK\)" < Date: 2005/06/02 Thu AM 11:56:39 GMT+12:00 To: dq@dq.sf.org.nz Subject: Re: [dq] Comment and Feedback on Recipe Magics system please I'm still mulling over the Recipe proposal. Would the following suggestions reduce people's concerns for escalation and tie recipe more to PC development and individuality? (a) making recipes explicitly learnable - e.g. it take 2 weeks and a trivial amount of ep to learn, but you need a teacher. It implies that most villagers won't have any recipes, and that a village could have some special recipes known only there. It also means that a PC can go somewhere, stay an extra two weeeks and learn something cute, that may or may not require going back to the area or taking supplies from the area to use. It also means that a PC can't just *give* the recipe to soemone else - it takes time for them to teach it as well. (b) making some recipes tied to their creator - i.e. you make it, you wear it - or requiring the target's time during the creation or tuning process. This would reduce sale of recipe items, casual looting, and "sets of"s - where people own one of each amulet because they can and its easier to say "one of everything" than choose not to have the miscarriage amulet. It would then make recipe items more individualistic. I'm not convinced by either suggestion, but feel they address some of the concerns raised without changing many of the underlying goals. Trying to be constructive. Andrew -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Comment and Feedback on Recipe Magics system please |
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From | Martin Dickson |
Date | Thu, 02 Jun 2005 16:21:13 +1200 |
dawnhaven@xtra.co.nz wrote: >so why shouldn't it be learnable from a fellow PC? well what would be the point of learning something that requires 'rare' ingredients? > Character interest? desire to learn new stuff? > if everyone can learn it and benefit from it, then the ingredients can't be that rare. So why not just offer them at the door as adventurers head out - like shadow wings only new and cool. > > A flat EP cost per recipe learnt may solve this -- would certainly explain why bunnies don't just get them all. -- Martin Dickson ph: +64 9 3730400 x5115 User Experience Engineer fax: +64 9 3730401 Strategy, Research & Architecture email: martin.dickson@peace.com Peace Software http://www.peace.com -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Comment and Feedback on Recipe Magics system please |
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From | Jonathan Bean |
Date | Thu, 2 Jun 2005 16:32:37 +1200 |
Jonathan Bean Business Development Manager TME - Its all about time Phone 966 1656 PO Box 35902, Browns Bay Fax 448 1051 Auckalnd, New Zealand Mob 021 173 4060 www.tme.co.nz Free 0800 55 33 66 > -----Original Message----- > From: dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz] On Behalf Of > Martin Dickson > Sent: 2 June 2005 4:21 p.m. > To: dq@dq.sf.org.nz > Subject: Re: [dq] Comment and Feedback on Recipe Magics system please > > dawnhaven@xtra.co.nz wrote: > > >so why shouldn't it be learnable from a fellow PC? well what would be the > point of learning something that requires 'rare' ingredients? > > > Character interest? desire to learn new stuff? It's a Cake. > > if everyone can learn it and benefit from it, then the ingredients can't > be that rare. So why not just offer them at the door as adventurers head > out - like shadow wings only new and cool. > > > > > A flat EP cost per recipe learnt may solve this -- would certainly > explain why bunnies don't just get them all. It is only knowledge. Bunnies that have read about a recipe should later on adventure maybe able to recall that XYZ is of some value in one of those recipe things I read about - but because they don't have the skills needed to do anything with it (say ranger rank 4 or whatever) then they are not able to do anything with it. So now the adventure stands in front of the over with a mixing bowl and ingredients for the cake and no skill to bake or cook - good luck. Jono > -- > Martin Dickson ph: +64 9 3730400 x5115 > User Experience Engineer fax: +64 9 3730401 > Strategy, Research & Architecture email: martin.dickson@peace.com > Peace Software http://www.peace.com > > > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Comment and Feedback on Recipe Magics system please |
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From | |
Date | Thu, 2 Jun 2005 16:59:12 +1200 |
hmm, a possibility. much like a 'knowledge' costs 500 ep? > > > A flat EP cost per recipe learnt may solve this -- would certainly > explain why bunnies don't just get them all. > > -- > Martin Dickson ph: +64 9 3730400 x5115 > User Experience Engineer fax: +64 9 3730401 > Strategy, Research & Architecture email: martin.dickson@peace.com > Peace Software http://www.peace.com > > > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Comment and Feedback on Recipe Magics system please |
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From | Jonathan Bean |
Date | Thu, 2 Jun 2005 18:40:16 +1200 |
Jonathan Bean Business Development Manager TME - Its all about time Phone 966 1656 PO Box 35902, Browns Bay Fax 448 1051 Auckalnd, New Zealand Mob 021 173 4060 www.tme.co.nz Free 0800 55 33 66 > -----Original Message----- > From: dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz] On Behalf Of > dawnhaven@xtra.co.nz > Sent: 2 June 2005 4:03 p.m. > To: dq@dq.sf.org.nz > Subject: [dq] Comment and Feedback on Recipe Magics system please > > > here are some thoughts. they vaguely match my feelings. > > I too am mulling this over. I am more interested in the game effects than > the logic behind it. right now my intuition suggests this is a bad idea - > and i am not sure why. > > > it appears to me, that people are comparing recipes with items. i feel > there are several flaws to that. > > items can generally only be used by one person at a time. Expect all the common ones - Wicca amulets, lessors, greaters, healing potions, waters of healing etc > skills or spells learnt are generally non-teachable. This is only a form of damage control. > It appears to my reading that > these recipes are highly teachable. Yes it is intended that the knowledge not be a controlling aspect of this system, but gaining more knowledge is always helpful and an advantage. > many items can be made with one > recipe (ok you need rare ingredients), and then shared amongst the > party. Yes this is intended. > co-ordination between GMS will police this. we then worry about loose > GMs and wild items. these arguments contradict each other. I am intending very little to no real co-ordination between GMs on this. There is simple no need. GMs that wish to can give out write-ups, and they will enter play as loot etc. GMs that do not won't. We will print a booklet for GMs if they wish that will be internally balanced as a document as far as the number of items go. To example - All pages will have 8 write-ups on them. Pages 1 to 8 pages are uncommon write-ups Pages 9 and 10 rare write-ups Page 11 very rare. This simple system of resistance and relying on GMs laziness, and most GMs just not caring a huge amount about it - will I hope on average maintain the rough balance in the items being handed out in the form of write-ups. Keep in mind all items here are intended to be semi-permanent only. > ingredients, loot, coins, magic, gems. It is all taxable, tradable and > hence indistinguishable. It matters not a whit to anyone if you pay by > coins, gems or agreed value of an item / ingredient. so it doesn't add > to the game - you just need to imagination to understand that teh > village paid x sp worth of blah. sure the blah can be funny or > interesting. I guess some villages can suddenly have valuable resources > (rare ingredients) where before they only had sheep, goats, and a young > girl frog - but those villagers will be rare, and it will be rarer still > for PCs to encounter them, so the possibility will hardly ever come up. > > > > If we are to have recipes then perhaps they should be the junior of > items > - much weaker than shaped items. Why - if I spend 6 real years questing for xyz - maybe its ok that its like a normal shaped item. > - and they do not stack, nor meld to create a new effect. Why - it is intended that they do exactly this - stack and meld to create new effects. That is why I have in the orginal post - two items at the end - and the second item using the first as a ingrediant for the second item. > - you can be under the effects of one such item at a time. Why - I hope these will completely replace "normal shaped items" for the most part. I hope we have less ABC swords/armour and more recipes and write-ups. > - They are non-teachable from a PC. (here i disagree with Andrew) Ummm > - they require a high rank of a non-adventuring, non-artisan skill (eg > alchemist) AND an artisan skill > (in teh same (n)PC) to learn and to make items. They already do > - they require proper facilities to make items. Already do > - items have a shelf life. Already do > > I also liked Jacqui's list of points to be addressed. > > so why shouldn't it be learnable from a fellow PC? well what would be the > point of learning something that requires 'rare' ingredients? if everyone > can learn it and benefit from it, then the ingredients can't be that rare. > So why not just offer them at the door as adventurers head out - like > shadow wings only new and cool. > > It is not that i disagree with the concept, it is that i have > reservations. And i would like to be able to see that they have been > addressed, along with the concerns raised by others. > > the more deparate teh defence of a suggestion, and less willingness to > change the suggestion, the more i suspect a hidden agenda and personal > gain from the proposers. of course i expect to be completely wrong on the > last bit. but a niggle could begin soon. > > After all, I am sure we are all willing to change things for the good of > the game. > > Ian > > From: "Andrew\ Withy\ \(DSL\ AK\)" < > Date: 2005/06/02 Thu AM 11:56:39 GMT+12:00 > To: dq@dq.sf.org.nz > Subject: Re: [dq] Comment and Feedback on Recipe Magics system please > > I'm still mulling over the Recipe proposal. > > Would the following suggestions reduce people's concerns for > escalation and tie recipe more to PC development and individuality? > > (a) making recipes explicitly learnable - e.g. it take 2 weeks and a > trivial amount of ep to learn, but you need a teacher. It implies that > > most villagers won't have any recipes, and that a village could have > some special recipes known only there. It also means that a PC can go > somewhere, stay an extra two weeeks and learn something cute, that may > > or may not require going back to the area or taking supplies from the > area to use. It also means that a PC can't just *give* the recipe to > soemone else - it takes time for them to teach it as well. > > (b) making some recipes tied to their creator - i.e. you make it, you > wear it - or requiring the target's time during the creation or tuning > > process. This would reduce sale of recipe items, casual looting, and > "sets of"s - where people own one of each amulet because they can and > its easier to say "one of everything" than choose not to have the > miscarriage amulet. It would then make recipe items more > individualistic. > > I'm not convinced by either suggestion, but feel they address some of > the concerns raised without changing many of the underlying goals. > > Trying to be constructive. > > Andrew > > > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |