SubjectRe: [dq] Guild Meetings
FromMenolly
DateMon, 18 Sep 2006 03:46:41 +1200
(my 5c while it's still worth money :)

I come to Guild meetings cause I don't know enough people or gms or even the
Guild world enough to randomly email a stranger and ask them to run
something for me, or even ask if they are running something this quarter to
even see if I'd be eligible to play in it. If the games aren't even made
public until it's already full, how will new people like me ever get to play
with other people and other gms?

Does the Guild have anything in place to help encourage new players so they
stick around? Or a way to help keep newbie characters active? I had thought
that having Guild meetings was a great chance for people to meet each other,
hear about other characters stories/adventures, and then find a new game.
With the games being pre-filled up, it is abit discouraging for new players
cause we have no choice in what we play... it's low, that's it, and when we
only have 1 game to choose from, it's not an option for playing in character
anymore. It's an option to play or not play.

Take me for example. This will be my 8th quarter... I have 2 characters, one
has played 4 games, one has played 2. Of those 6 games I have played, 5 have
been overflows, and 3 of them have been with the same GM (Bernard, you are a
trooper!) and mostly with some of the same players and characters... and of
the 6 games, 4 have been "hunting for the missing whatevers"...

Now, don't get me wrong, I've enjoyed all my games thoroughly, but (that
dreaded but) often at Guild meetings I've felt that trying to find a game
that I can play in so I'm being true to the character I've created, has
almost been a burden, cause the overflows have had to be added at the last
minute, some not even formulised until during the GM meeting and you don't
want to make a fuss.

I'm not even sure if there is a way to help this... maybe have all the gms
draw straws at the Guild meeting or have a roster, and the ones with the
short straws purposely come prepared to run a low or mid level planned game
the next quarter to provide options, even if the games don't get used... and
if people know that sort of thing is happening, maybe more might come along
to see what is on offer that might suit one of their characters.

Maybe thinking about how to revamp the Guild meetings so people won't know
what to expect each time, so need to come along to find out what's going on,
would be good... and if they don't make it, they have to ask another
character incharacter about what happened at the Guild... if they actually
want to know what happened... maybe hold off publicly posting the Guild
minutes, and Seagate Times... for a couple of weeks... would mean that there
might be gossip about news/other adventures at the beginning of games, some
wild rumours, things miss heard etc. And some character might have to do
some incharacter roleplaying via email... maybe a public post like
"(character) goes to the notice board and pins up a notice to the board with
the symbol of (blarg), and leaves" or "you hear (character) mentioning
(news) to someone in the pub" and if they want to know more, they have to
interact...

As a side issue, I know Alan and I have talked to other roleplaying friends
about joining the Guild, and have brought people along to meetings, but they
didn't stick around because there wasn't anything for them to choose to
play. There are very few new people. I know the Guild is not everyone's cup
of tea, but usually people decide that after trying it out, but not being
able to even try it?... and having a few new people join every so often must
be good. Helps keep up the numbers, possible new GM's so the same people
don't have to GM over and over until they burn out and don't want to play
anymore. New people replace those that have moved away/got other
commitments, keep things alive so things don't stagnate...

I don't really know how to solve any of these, but when I started thinking
"maybe if I gm'd, I might get to play"... I had to think about why I was
even thinking that. And as I don't know DQ, Alusia or the Guild all that
well, gming isn't even an option. And at 2:30ish this morning I worked out
why I was thinking this, and it's because then I could run games my
characters would be able to play in... but that would be self defeating...
so I got thinking about why my characters can't play and lead me to these
musings... and me learning to gm would cancel the whole reason why I joined
DQ in the first place. I came to roleplay. I'm already gming at America
cause there aren't enough gms there, or enough who will run things new
players can join in... I came to DQ to just play...

Karen


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SubjectRe: [dq] Guild Meetings
FromStephen Martin
DateMon, 18 Sep 2006 10:14:15 +1200 (NZST)
My theory of sustainability of the guild...

For every 6 times you play, you need to GM once.

Currently a small group of GMs are carrying the bulk of the GMing burden, they're doing a
fantastic job but it isn't a job, they are under no obligation to keep doing so.

If all of us who enjoy the game and enjoy playing have a go at GMing at least once every two years
(or more if you play more) then in theory we should always have enough games.

GMing is a learned skill, expecting it to go smoothly the first time is unrealistic.
But like anything take advice from those whose abilities you respect, be willing to change and
we'll all gain another great GM.


As for attendance at guild meetings, we can't force people to attend.  All we can do prompt and
encourage people to attend.

Would it help if the guild meetings made greater allowance for the social aspect?
I always feel bad about breaking up conversations and socialisation to get through the adventure
announcements and awards.
We have the halls booked from 12:30, would it be better if adventure announcements were at 1:30
instead of 1 to allow more time for catching up before we get started?
Or do we announce adventures and then allow more time before doing the awards?

Just some thoughts..

Cheers, Stephen.


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SubjectRe: [dq] Guild Meetings
FromJohanna and Hamish
DateMon, 18 Sep 2006 13:38:39 +1200
This was my experience also Molly

And the reason I started this thred.  I have been playing about 6 or 7
years.  It took a long time to get to know a wide range of GM's and players.


Yes there have always been pre-booked games and yes this happens for a
number of reasons, including because "we need a well balanced party for this
mission", to, "I like plying with this group of players and Im happy".

This is not good for newer players.

The reason I started the thred is because the use of the Wiki seems to have
incresed the number of pre-signed games a lot.  When I started there where
always 6 or 7 open adventures put forward at the guild meeting. Now there
are only 3 or 4 and more overflows.  I am not saying we should do away wth
the Wiki.  I like Andrews suggestion of advertising and getting expressions
of interest.  I also think it would be OK for GM's to not take the first 7
people to get to them at the guild meeting, choosing a more balanced group. 

I did have to work hard and be willing to play with different GM's etc and I
think that this is probably always going to be a part of being a new person
to a group like the guild.

I like Stephens challenge for more people to GM - and I am planning to do
this next session, but to be honest Stephen I have not been ready to GM
before now, mostly because the guild has so many norms and givens its not
just the rules.  And Im a professional group facilitator and GMed previously
for 2 or 3 years in High School.  

SO - perhaps we don't care too much about the experience of newer people
attracted to the guild and maybe we can survive quite happily without new
members too.  

It does seem like something we could easily change though and probably
without punishing hard working GM's too much.  

  
-----Original Message-----
From: dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz] On Behalf Of
Menolly
Sent: Monday, 18 mmmm 2006 3:47
To: dq@dq.sf.org.nz
Subject: [Norton AntiSpam] Re: [dq] Guild Meetings

(my 5c while it's still worth money :)

I come to Guild meetings cause I don't know enough people or gms or even the
Guild world enough to randomly email a stranger and ask them to run
something for me, or even ask if they are running something this quarter to
even see if I'd be eligible to play in it. If the games aren't even made
public until it's already full, how will new people like me ever get to play
with other people and other gms?

Does the Guild have anything in place to help encourage new players so they
stick around? Or a way to help keep newbie characters active? I had thought
that having Guild meetings was a great chance for people to meet each other,
hear about other characters stories/adventures, and then find a new game.
With the games being pre-filled up, it is abit discouraging for new players
cause we have no choice in what we play... it's low, that's it, and when we
only have 1 game to choose from, it's not an option for playing in character
anymore. It's an option to play or not play.

Take me for example. This will be my 8th quarter... I have 2 characters, one
has played 4 games, one has played 2. Of those 6 games I have played, 5 have
been overflows, and 3 of them have been with the same GM (Bernard, you are a
trooper!) and mostly with some of the same players and characters... and of
the 6 games, 4 have been "hunting for the missing whatevers"...

Now, don't get me wrong, I've enjoyed all my games thoroughly, but (that
dreaded but) often at Guild meetings I've felt that trying to find a game
that I can play in so I'm being true to the character I've created, has
almost been a burden, cause the overflows have had to be added at the last
minute, some not even formulised until during the GM meeting and you don't
want to make a fuss.

I'm not even sure if there is a way to help this... maybe have all the gms
draw straws at the Guild meeting or have a roster, and the ones with the
short straws purposely come prepared to run a low or mid level planned game
the next quarter to provide options, even if the games don't get used... and
if people know that sort of thing is happening, maybe more might come along
to see what is on offer that might suit one of their characters.

Maybe thinking about how to revamp the Guild meetings so people won't know
what to expect each time, so need to come along to find out what's going on,
would be good... and if they don't make it, they have to ask another
character incharacter about what happened at the Guild... if they actually
want to know what happened... maybe hold off publicly posting the Guild
minutes, and Seagate Times... for a couple of weeks... would mean that there
might be gossip about news/other adventures at the beginning of games, some
wild rumours, things miss heard etc. And some character might have to do
some incharacter roleplaying via email... maybe a public post like
"(character) goes to the notice board and pins up a notice to the board with
the symbol of (blarg), and leaves" or "you hear (character) mentioning
(news) to someone in the pub" and if they want to know more, they have to
interact...

As a side issue, I know Alan and I have talked to other roleplaying friends
about joining the Guild, and have brought people along to meetings, but they
didn't stick around because there wasn't anything for them to choose to
play. There are very few new people. I know the Guild is not everyone's cup
of tea, but usually people decide that after trying it out, but not being
able to even try it?... and having a few new people join every so often must
be good. Helps keep up the numbers, possible new GM's so the same people
don't have to GM over and over until they burn out and don't want to play
anymore. New people replace those that have moved away/got other
commitments, keep things alive so things don't stagnate...

I don't really know how to solve any of these, but when I started thinking
"maybe if I gm'd, I might get to play"... I had to think about why I was
even thinking that. And as I don't know DQ, Alusia or the Guild all that
well, gming isn't even an option. And at 2:30ish this morning I worked out
why I was thinking this, and it's because then I could run games my
characters would be able to play in... but that would be self defeating...
so I got thinking about why my characters can't play and lead me to these
musings... and me learning to gm would cancel the whole reason why I joined
DQ in the first place. I came to roleplay. I'm already gming at America
cause there aren't enough gms there, or enough who will run things new
players can join in... I came to DQ to just play...

Karen


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SubjectRe: [dq] Guild Meetings
FromStephen Martin
DateMon, 18 Sep 2006 14:18:08 +1200 (NZST)
Johanna and Hamish wrote:
>
> I like Stephens challenge for more people to GM - and I am planning to do
> this next session, but to be honest Stephen I have not been ready to GM
> before now, mostly because the guild has so many norms and givens its not
> just the rules.  And Im a professional group facilitator and GMed previously
> for 2 or 3 years in High School.

There is a lot of assumed unspoken knowledge in our campaign.  Even after 15 years I still have
large segments of the campign world that I know nothing about.
But the wiki is helping this, we are dumping a lot of the hidden knowledge to where anyone can
access it.  The trick is going to be finding the relevant information, but that's what Search is
for.

For new GMs I suggest starting small, run a low level adventure based around a small area of the
world so you can get to know and/or define the area well.  Also Lows have less items and abilities
that fall outside the rules and cause headaches.
Find two GMs you respect, ask one to play on the game to advise you if you are going off the rails
and to clarify rules/campign issues for you if needed.  The other is to run ideas and items past,
a sanity check before anybody else gets to see how mad your schemes are.

GMing in DQ is harder than GMing a stand alone game, but the pain can be managed.

Cheers, Stephen.


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SubjectRe: [dq] Guild Meetings
FromChris Caulfield
DateMon, 18 Sep 2006 14:39:12 +1200
------=_Part_33684_17355544.1158547152943
Content-Type: text/plain; charset=ISO-8859-1; format=flowed
Content-Transfer-Encoding: 7bit
Content-Disposition: inline

For new GM's, playing on a new world/plane of their choice is a popular one
so that they can learn the game
and get familiar with how the games is played from the 'lone
big chair' rather than the cheap group seats.

Once familiar they can continue playing there or look to 'take over' a part
of Alusia as there is so, so much
unexplored and undetailed area on Alusia.

Whole heartedly encourage new GM's and the guidelines Stephen has mentioned
are sensible with at least one
GM on your game (chances are you will always have at least one GM on your
game) and another checking items,
exp etc for you (which you may choose to continue ever anon as it
provides an interesting counterpoint and
alternative viewpoint to your views as the GM).

Cheers, Chris

On 9/18/06, Stephen Martin <stephenm@aklnz.net> wrote:
>
> Johanna and Hamish wrote:
> >
> > I like Stephens challenge for more people to GM - and I am planning to
> do
> > this next session, but to be honest Stephen I have not been ready to GM
> > before now, mostly because the guild has so many norms and givens its
> not
> > just the rules.  And Im a professional group facilitator and GMed
> previously
> > for 2 or 3 years in High School.
>
> There is a lot of assumed unspoken knowledge in our campaign.  Even after
> 15 years I still have
> large segments of the campign world that I know nothing about.
> But the wiki is helping this, we are dumping a lot of the hidden knowledge
> to where anyone can
> access it.  The trick is going to be finding the relevant information, but
> that's what Search is
> for.
>
> For new GMs I suggest starting small, run a low level adventure based
> around a small area of the
> world so you can get to know and/or define the area well.  Also Lows have
> less items and abilities
> that fall outside the rules and cause headaches.
> Find two GMs you respect, ask one to play on the game to advise you if you
> are going off the rails
> and to clarify rules/campign issues for you if needed.  The other is to
> run ideas and items past,
> a sanity check before anybody else gets to see how mad your schemes are.
>
> GMing in DQ is harder than GMing a stand alone game, but the pain can be
> managed.
>
> Cheers, Stephen.
>
>
> -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz --
>

------=_Part_33684_17355544.1158547152943
Content-Type: text/html; charset=ISO-8859-1
Content-Transfer-Encoding: 7bit
Content-Disposition: inline

<div>For new GM's, playing on a new world/plane of their choice is a popular one so that they can learn the game</div>
<div>and get familiar with how the games is played from the 'lone big&nbsp;chair'&nbsp;rather than the cheap group seats.</div>
<div>&nbsp;</div>
<div>Once familiar they can continue playing there or look to 'take over' a part of Alusia as there is so, so&nbsp;much </div>
<div>unexplored and undetailed&nbsp;area on Alusia.&nbsp;&nbsp;&nbsp;&nbsp; </div>
<div>&nbsp;</div>
<div>Whole heartedly encourage new GM's and the guidelines Stephen has mentioned are sensible with at least one</div>
<div>GM on your game (chances are you will always have at least one GM on your game)&nbsp;and another checking items, </div>
<div>exp etc for you (which you may choose to continue ever anon as it provides&nbsp;an interesting counterpoint and </div>
<div>alternative viewpoint to your views&nbsp;as the GM).</div>
<div>&nbsp;</div>
<div>Cheers, Chris</div>
<div>&nbsp;&nbsp;</div>
<div><span class="gmail_quote">On 9/18/06, <b class="gmail_sendername">Stephen Martin</b> &lt;<a href="mailto:stephenm@aklnz.net">stephenm@aklnz.net</a>&gt; wrote:</span>
<blockquote class="gmail_quote" style="PADDING-LEFT: 1ex; MARGIN: 0px 0px 0px 0.8ex; BORDER-LEFT: #ccc 1px solid">Johanna and Hamish wrote:<br>&gt;<br>&gt; I like Stephens challenge for more people to GM - and I am planning to do
<br>&gt; this next session, but to be honest Stephen I have not been ready to GM<br>&gt; before now, mostly because the guild has so many norms and givens its not<br>&gt; just the rules.&nbsp;&nbsp;And Im a professional group facilitator and GMed previously
<br>&gt; for 2 or 3 years in High School.<br><br>There is a lot of assumed unspoken knowledge in our campaign.&nbsp;&nbsp;Even after 15 years I still have<br>large segments of the campign world that I know nothing about.<br>But the wiki is helping this, we are dumping a lot of the hidden knowledge to where anyone can
<br>access it.&nbsp;&nbsp;The trick is going to be finding the relevant information, but that's what Search is<br>for.<br><br>For new GMs I suggest starting small, run a low level adventure based around a small area of the<br>world so you can get to know and/or define the area well.&nbsp;&nbsp;Also Lows have less items and abilities
<br>that fall outside the rules and cause headaches.<br>Find two GMs you respect, ask one to play on the game to advise you if you are going off the rails<br>and to clarify rules/campign issues for you if needed.&nbsp;&nbsp;The other is to run ideas and items past,
<br>a sanity check before anybody else gets to see how mad your schemes are.<br><br>GMing in DQ is harder than GMing a stand alone game, but the pain can be managed.<br><br>Cheers, Stephen.<br><br><br>-- to unsubscribe notify mailto:
<a href="mailto:dq-request@dq.sf.org.nz">dq-request@dq.sf.org.nz</a> --<br></blockquote></div><br>

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SubjectRe: [dq] Guild Meetings
Fromcarojono
DateMon, 18 Sep 2006 17:26:20 +1200
Chris said:
"For new GM's, playing on a new world/plane of their choice is a popular one
so that they can learn the game
and get familiar with how the games is played from the 'lone big chair'
rather than the cheap group seats."

What Chris said about new GMs and new planes is true. But it doesnt have to
be.

The odd part about this is that as a new GM you are encouraged to run low or
medium level games often off plan. Having NPCs that can plane travel often
to come and get some "lower level" people to find a missing cow or other
such thing, seems a little odd to me.

I think new GMs could run games in Carzala instead. This allows characters
to ride horses (it will be one of the few times) close to the guild, but not
to close as the party is low or medium level and can easily be a few days
from the guild (unless you have a Celestial with Wings, or an Air mage with
flying or a cloud).

A lot of low level adventures could be based in Carzala if you as GM wish.
Their are a number of events you could use from the SGT, as well as in game
events that you as a player have seen. Talk to the GM of the adventure you
saw the event and ask them to help you flesh ABC out.

Kind regards,
Jono





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Subject[dq] Guild Meetings
FromKharsis
DateMon, 18 Sep 2006 18:04:55 +1200
Is there any reason why the current time for the guild meetings needs to 
be stuck too?

As long as I can remember the time has been 1pm for the guild meeting.  
Would we get a better turnout at a different time eg 9-10am, or 4-5 pm, 
or day? My feelings on changing days have chnaged since the last time 
the idea was mooted, and maybe the whole day/time situation needs 
looking at.

I am one of the people who hasn't turned up to guild meetings, but also 
haven't played most times I haven't turned up. 

Just my 2c worth :-)

Scott Whitaker


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Subject[dq] Item write ups
FromMichael Scott
DateMon, 18 Sep 2006 18:41:59 +1200
For the Lunar Games Jono and the others posted a list of items they intended 
to give out on the wiki.

This pridictably led to all sorts of 'discussion' but what came out of it 
was that after their hackles had settled and the attacks stopped they took 
the advice/concerns onboard and many of the items were rewriten.

Also the gms involed got the chance to defend/explain there reasons for 
giving out the items they did.

I would like to commend Jono and the others who did this (exposing yourself 
is never easy) and challenge more GMs to do the same.

Please do not let a couple of idiots overreactions/rants/personal attacks 
stop you from sharing your ideas and efforts to add more flavour to the 
world we adventure in.



Items are contraversal but perhaps with a resource like the wiki GMs can 
gauge potenial abuses/concequences that they just haven't seen or thought 
of.

I know I have seen combats even games stagger to a halt as the Gm tries to 
work out what the item dose when used in a way its creator had never 
foreseen.

Would it be helpful if characters were to have a list of all there item 
write ups on the wiki so Gms could taylor items for them and avoid 
surprises?

As to GMs not wanting certain items in there games fine. Make the players 
aware of this. Give them the choice to leave it behind. Use it as part of 
the plot if they still want to play.

Any player who refuses to play without their toys is just a munchkin anyway 
and proberly can't ROLEPLAY their way out of a wet paper bag.

TTFN
Michael

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Subject[dq] Guild meetings
FromMichael Scott
DateMon, 18 Sep 2006 18:52:58 +1200
As to signing up on the wiki I can't; I've forgotten my password and can not 
get back on to register my interest for games and I can't spare alot of time 
to go online looking. So guild meetings are the only way I hear of games or 
sign up for them unless my flatmate is running one.

As for GMing myself; I never have and would hate to start off running a game 
where I could screw up peoples characters or one chance to play for three 
months.

TTFN
Michael

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SubjectRe: [dq] Guild Meetings
From
DateMon, 18 Sep 2006 12:31:55 +1200
I do not feel compulsory GMing is not such a good idea. 

Ian


---- Stephen Martin <stephenm@aklnz.net> wrote: 
> My theory of sustainability of the guild...
> 
> For every 6 times you play, you need to GM once.
> 
> Currently a small group of GMs are carrying the bulk of the GMing burden, they're doing a
> fantastic job but it isn't a job, they are under no obligation to keep doing so.
> 
> If all of us who enjoy the game and enjoy playing have a go at GMing at least once every two years
> (or more if you play more) then in theory we should always have enough games.
> 
> GMing is a learned skill, expecting it to go smoothly the first time is unrealistic.
> But like anything take advice from those whose abilities you respect, be willing to change and
> we'll all gain another great GM.
> 
> 
> As for attendance at guild meetings, we can't force people to attend.  All we can do prompt and
> encourage people to attend.
> 
> Would it help if the guild meetings made greater allowance for the social aspect?
> I always feel bad about breaking up conversations and socialisation to get through the adventure
> announcements and awards.
> We have the halls booked from 12:30, would it be better if adventure announcements were at 1:30
> instead of 1 to allow more time for catching up before we get started?
> Or do we announce adventures and then allow more time before doing the awards?
> 
> Just some thoughts..
> 
> Cheers, Stephen.
> 
> 
> -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz --


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SubjectRe: [dq] Guild Meetings
Fromian at dawn haven
DateMon, 18 Sep 2006 20:41:58 +1200
Argh, lack of sugar is my only excuse for the unintended double negative,

I do not like compulsory GMing. People add what they are able, and we are
better off for it.

I accept that there is an issue (for the game, new players, itinerant
players etc) and look forward to being part of the solution... I just do not
know what it is, though I like Andrew's suggestion.

Ian

> -----Original Message-----
> From: dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz] On Behalf Of
> dawnhaven@xtra.co.nz
> Sent: 18 September 2006 12:32
> To: dq@dq.sf.org.nz
> Subject: Re: [dq] Guild Meetings
> 
> 
> I do not feel compulsory GMing is not such a good idea.
> 
> Ian
> 
> 
> ---- Stephen Martin <stephenm@aklnz.net> wrote:
> > My theory of sustainability of the guild...
> >
> > For every 6 times you play, you need to GM once.
> >
> > Currently a small group of GMs are carrying the bulk of the GMing
> burden, they're doing a
> > fantastic job but it isn't a job, they are under no obligation to keep
> doing so.
> >
> > If all of us who enjoy the game and enjoy playing have a go at GMing at
> least once every two years
> > (or more if you play more) then in theory we should always have enough
> games.
> >
> > GMing is a learned skill, expecting it to go smoothly the first time is
> unrealistic.
> > But like anything take advice from those whose abilities you respect, be
> willing to change and
> > we'll all gain another great GM.
> >
> >
> > As for attendance at guild meetings, we can't force people to attend.
> All we can do prompt and
> > encourage people to attend.
> >
> > Would it help if the guild meetings made greater allowance for the
> social aspect?
> > I always feel bad about breaking up conversations and socialisation to
> get through the adventure
> > announcements and awards.
> > We have the halls booked from 12:30, would it be better if adventure
> announcements were at 1:30
> > instead of 1 to allow more time for catching up before we get started?
> > Or do we announce adventures and then allow more time before doing the
> awards?
> >
> > Just some thoughts..
> >
> > Cheers, Stephen.
> >
> >
> > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz --
> 
> 
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SubjectRe: [dq] Item write ups
FromHelen Saggers
DateMon, 18 Sep 2006 22:36:19 +1200
From: "Michael Scott"
Subject: [dq] Item write ups


> I know I have seen combats even games stagger to a halt as the Gm tries to
> work out what the item does when used in a way its creator had never
> foreseen.

Usually this sort of thing is caused by ambiguos wording, and too many
cooks. That is 3 or more differing opinions on what that wording means.
I try to leave such things to the GM unless asked when playing.
As a GM I try to go for what looks to work best for the game as quickly as
possible, and I reserve the right to change my mind for next time if I think
it doesn't workout or if later I have second thoughs or whatever.

> Would it be helpful if characters were to have a list of all there item
> write ups on the wiki so Gms could taylor items for them and avoid
> surprises?

I'm not sure it would be practical.
With older characters this could be pages long and then there is the problem
of keeping it up to date.
Plus a list doesn't tell you what a item does, or how detailed the write up
is.
And then their are those who don't have their characters in the wiki for
whatever reason.

I have some Items that are most likely to have a game effect, like Rowans
staff  or her Golems noted on the wiki. But thats no garentee the GM will
look Her up before the game.
I try to show the write up for the staff along with my ranking to the GM and
will give them a copy for later if they want.
But you can't really tell which Items are going to be of use before you need
them, and there is rarly time for a GM to look at everything.

Helen


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SubjectRe: [dq] Item write ups
FromZane Mendoza
DateMon, 18 Sep 2006 03:30:39 -0700 (PDT)
I know I for one run the items I give out past people
I think will actually have to GM them more than just
those people that GM games, admittedly I didn't turn
up to the last guild meeting mostly as work prohibits
me in doing so, as I work every sunday and cannot get
out of it.

Tho as Helen can testify, or at least I am sure she
can :), I am more than happy to explain my intentions
with an item and also to re-write an item to bring it
into line with expectations of both PC's and other
GM's

That being said I don't think there is enough risk in
the game to peoples posessions. I know I for one am
not one to just give people back things they have lost
in my game, but I am not likely going to go out of my
way to "steal" a PC's cute items.

Anyways enough of my rambling.

Zane

> > I know I have seen combats even games stagger to a
> halt as the Gm tries to
> > work out what the item does when used in a way its
> creator had never
> > foreseen.
> 
> Usually this sort of thing is caused by ambiguos
> wording, and too many
> cooks. That is 3 or more differing opinions on what
> that wording means.
> I try to leave such things to the GM unless asked
> when playing.
> As a GM I try to go for what looks to work best for
> the game as quickly as
> possible, and I reserve the right to change my mind
> for next time if I think
> it doesn't workout or if later I have second thoughs
> or whatever.

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