Subject | [dq] Interview questions for RPG Review |
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From | Lev Lafayette |
Date | Sun, 24 Aug 2008 16:18:58 -0700 (PDT) |
Stephen Martin made the very interesting suggestion that the DQ list answers the questions collectively, so here you are - please feel free to put your 2c in... Readers will probably want a general introduction to the Seagate Guild of Adventurers, so correct me if any of these statements are incorrect: The Seagate Guild of Adventurers are a multi-gm roleplaying group, mainly based in Auckland, New Zealand. The name is based on a Guild in the fantasy campaign world, Alusia, which was the default gameworld for SPI's 1980 roleplaying game, DragonQuest. They've been running a DragonQuest for over fifteen years [how long?] and they've published fifty-nine issues of "The Seagate Times", a journal of the events in the Guild (which is written largely from a gameworld perspective), have built a wiki (hosted at: http://www.dragonquest.org.nz/), developed the DragonQuest rules system and engaged in massive elaborations of the game world. Q: How was the Guild formed? Who have been the main drivers of the game and the organisation? Q: How many people have participated in games run through the Guild of Adventurer's over the years? How many GMs and players do you currently have? Q: Could you explain how the Guild (the real world one) operates? Do you have a committee of management or similar? A regular meeting location? Q: I notice that the Guild's rulebook is based on first and second edition DragonQuest with numerous revisions. Could you explain the choice of game system and edition, especially in reference to third edition DragonQuest. Also, what are the major rules changes have you made and how have you gone about making (and enforcing) these changes? Q: You've made some extensive expansions to the Frontiers of Alusia map to the extent that it is now a fully developed gameworld, with a map vaguely related to Earth (although I note that Australia doesn't exist anymore and Aotearoa has moved to off the coast of "Africa"!) but also with some input from other game worlds (e.g., the Lunar Republic, with Dragonewts, a Moon Goddess and Glowline is reminiscent of the relevant part of Glorantha). Tell you tell us how the world was put together, how long it took and who were the main contributors? Q: One of the more challenging aspects of a multi-gm game is the possibility of conflicts in narrative direction, characters and even events occurring synchronously. How have you dealt with this? Q: A campaign that has been running for this long must have seen some major changes to the gameworld and some extremely memorable moments. Could you share some of these events? Q: How would a gaming group become an official part of the Guild's campaign? What if the group is "geographically challenged" living in, for example, the West Island of New Zealand? -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Interview questions for RPG Review |
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From | Clare Baldock |
Date | Mon, 25 Aug 2008 11:59:18 +1200 |
On 25/08/2008, at 11:18 , Lev Lafayette wrote: > Stephen Martin made the very interesting suggestion that the DQ list > answers the questions collectively, so here you are - please feel > free to put your 2c in... > > > Readers will probably want a general introduction to the Seagate > Guild of Adventurers, so correct me if any of these statements are > incorrect: The Seagate Guild of Adventurers are a multi-gm > roleplaying group, mainly based in Auckland, New Zealand. The name > is based on a Guild in the fantasy campaign world, Alusia, which was > the default gameworld for SPI's 1980 roleplaying game, DragonQuest. > They've been running a DragonQuest for over fifteen years [how > long?] and they've published fifty-nine issues of "The Seagate > Times", a journal of the events in the Guild (which is written > largely from a gameworld perspective), have built a wiki (hosted at: http://www.dragonquest.org.nz/) > , developed the DragonQuest rules system and engaged in massive > elaborations of the game world. I'm not sure of the exact number of years but it is closer to 25 than 15. > Q: How was the Guild formed? Who have been the main drivers of the > game and the organisation? I wasn't there so anything I would say would be hearsay - at least some of the people who were there are still in the campaign so I will let them answer. > Q: How many people have participated in games run through the Guild > of Adventurer's over the years? How many GMs and players do you > currently have? The answer to the first must be in the hundreds. The second could be answered by a statistical analysis of recent games I expect. I am sure someone wll do the legwork here. > Q: Could you explain how the Guild (the real world one) operates? Do > you have a committee of management or similar? A regular meeting > location? The guild is run by "The Gods". In the past that was the group of GMs (and the very occasional player) who would bother to turn up to monthly Gods' meetings where rule changes and campaign events were discussed. I only attended a very few of these. Now-a-days rules changes are discussed on the Wiki and this email list and voted on at Gods' meetings held directly before the quarterly Guild meeting. Once a quarter on the second Sunday of March, June, September and December the whole Guild meets at a community hall (which one changes from time to time depending on what can be booked). Adventures are announced for the next quarter (in character usually by the GM involved) and people sign up according to level of adventure/day of the week/GM they want to play with/etc. These days adventures are often pre-announced and pre-booked on the Wiki. Pre-booked adventures aren't new, but they used to be arranged less publicly. There are a few committees whose membership is decided by the Gods and is usually only changed when someone wishes to step down or leaves the game. There is a Membership Tribunal which certainly used to sign new character forms to say they were properly rolled up. I am not sure how often that is done these days. There is a Grievance Tribunal to handle disputes. The Guild meetings are run by a God, and who this is changes fairly regularly on an ad hoc basis. People who attend the Guild meeting make a donation to pay for the Seagate Times and the hall hire. > Q: I notice that the Guild's rulebook is based on first and second > edition DragonQuest with numerous revisions. Could you explain the > choice of game system and edition, especially in reference to third > edition DragonQuest. Also, what are the major rules changes have you > made and how have you gone about making (and enforcing) these changes? When I joined the Guild (about 15 years ago) the rules were the 2nd Edition modified by the GMs kit. Often there would only be one set of rules per adventuring party which made them rather hot property during the evening. Many colleges have been rewritten to a greater or lesser extent, and a few new ones added. There have been major changes to many sections of the rules. At one time a whole new ruleset was proposed and a lot of work was put into "Adventurer", but it failed to find popular acclaim and so the many changes were melded into the DQ2 ruleset and we set about publishing our own version. This means that most players actually have their own copy of the rules now. > Q: One of the more challenging aspects of a multi-gm game is the > possibility of conflicts in narrative direction, characters and even > events occurring synchronously. How have you dealt with this? There are a number of ways. Firstly many GMs have their own areas of Alusia where they rule supreme, or run adventures on other planes. When GMs wish to run games in shared areas such as Carsala, and they will affect the course of history they consult with other GMs and the Campaign Committee which exists to try and manage world wide events. > Q: A campaign that has been running for this long must have seen > some major changes to the gameworld and some extremely memorable > moments. Could you share some of these events? Well the Seagate bridge has seen a lot of strife over the years. It's been destroyed on numerous occasions, once by an undead whale I believe. There has been a long story arc concerning the Dark Circle. > Q: How would a gaming group become an official part of the Guild's > campaign? What if the group is "geographically challenged" living > in, for example, the West Island of New Zealand? Generally those groups away from Auckland that are part of the Guild are formed by ex-Guild members. As a general rule a new GM has a process where their first game or so as a player who is an experienced GM is in the party to help them out and check that they aren't a total loony. While I would think gaming groups in those places would be welcome to use our ruleset and world, I am not sure how we would decide to integrate them into our campaign. I hope that has been of some use, Clare (Ithilmor, Dellith, Mordrin, Daisy, Nendil, Prydera) -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Interview questions for RPG Review |
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From | Michael Parkinson |
Date | Mon, 25 Aug 2008 12:28:36 +1200 |
[...] > They've been running a DragonQuest for over fifteen years [how > long?] and they've published fifty-nine issues of "The Seagate > Times", a journal of the events in the Guild (which is written > largely from a gameworld perspective), have built a wiki (hosted at: http://www.dragonquest.org.nz/) > , developed the DragonQuest rules system and engaged in massive > elaborations of the game world. I'm not sure of the exact number of years but it is closer to 25 than 15. Response: I believe the *shared campaign* started in 1981, or possibly even 1980 [check with Mike Young & Jeff Leddra who were GMing at the time], although individuals had been playing previously in separate games. MP -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | [dq] Just testing |
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From | Helen Saggers |
Date | Mon, 25 Aug 2008 12:43:38 +1200 |
As my last post bounced after three weeks lost in email limbo Im just testing I can reply to th current threads Helen -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Interview questions for RPG Review |
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From | Helen Saggers |
Date | Mon, 25 Aug 2008 23:47:58 +1200 |
> Q: How was the Guild formed? Who have been the main drivers of the game > and the organization? The legend is there where once too many players for one GM and so a multi GM campaign was created by those early players, which grew and adapted into the current organization but that was over twenty five years ago and just what the truth is you'd have to ask one of those early players. The main drivers of the Guild are its players, after all, all gods play even if not all players choose to be gods. The strength of the Guild is it's a Multi GM campaign, where after a time GM burn out and Real life issues tend to break up RPG groups; in the Guild, Gods can take a break and just play or players take time off for real life issues and return to the campaign months or even years later. > Q: Could you explain how the Guild (the real world one) operates? Do you > have a committee of management or similar? A regular meeting location? Clare covered most of it; as an organization the Guild is basically a democracy. Gods get to vote although all members get to discus issues though the list and the wiki and there is some stuff that gets taken to the whole guild meeting for a vote. Becoming a god is as simple as GMing a game (and not being ruled a loony) and the requirement of having an experienced GM on that first game is usually easy to meet. The Guilds multi GM system revolves around a 3 month playing period and the common campaign rules regulating character progression, players show their records to each GM they play with who checks any advancements since the last game are within the rules and signs it off for play. During the Play period each smaller group is governed only by the campaign rules and the God, GMing that game. Then we have a guild meeting, swap stories, arrange games for the next three months (players find new GMs or vs.) and the gods vote on any issues that need voting on. > > Q: I notice that the Guild's rulebook is based on first and second edition > DragonQuest with numerous revisions. Could you explain the choice of game > system and edition, especially in reference to third edition DragonQuest. > Also, what are the major rules changes have you made and how have you gone > about making (and enforcing) these changes? At a guess... we use first and second edition DQ as our base cause that's the books those early players had to work with and getting RPG rule books in this country was not so easy as ordering on line makes it today. After that well, first there would have been Guild 'house rules' which where recorded in the GMs kit and other places and basically we just skipped 3rd ed completely and continued to 'fix' 2nd ed to fit with our campaign style. Major changes? anyone got an orginal to compare with? I know character generation got changed, Many colleges have been changed and some added. Many Skills have been changed. As for making and enforcing changes, we talk, we make proposals, we discuss, we amend, some things get complex and go to committee and when we think we have the change right we vote to play test it and then after that either more fixes are made and more testing or we vote it to rules... or not. True Democracy at work. > > Q: You've made some extensive expansions to the Frontiers of Alusia map to > the extent that it is now a fully developed gameworld, with a map vaguely > related to Earth (although I note that Australia doesn't exist anymore and > Aotearoa has moved to off the coast of "Africa"!) but also with some input > from other game worlds (e.g., the Lunar Republic, with Dragonewts, a Moon > Goddess and Glowline is reminiscent of the relevant part of Glorantha). > Tell you tell us how the world was put together, how long it took and who > were the main contributors? With a 25 + year campain and each GM over the years adding a bit here and there. The 21st century and the creation of the wiki have made it easy for Gods to be swapping information and high lighted areas that are 'blank; for new GMs to fill in. > > Q: One of the more challenging aspects of a multi-gm game is the > possibility of conflicts in narrative direction, characters and even > events occurring synchronously. How have you dealt with this? Most GMs have their own patch, for stuff that spills over we let other GMs know when and where. As only a few GMs are running adventures at any one time there are very few continuity conflicts. And we have the campaign committee to help work the multiple visions of what could be into one whole. The three month timing between Guild meetings both in the real world and the game world helps keep characters from being in two places at once, each new Adventure starts for both the player and their character with that meeting. All the games are synchronized diverge during play and are resynchronized at the next meeting. > The Guild took first and second edition DragonQuest a system that was perhaps more flexible than some of the RPG systems available here in NZ at the time and over time adapted it to its current form. It took the seed of the Frontiers of Alusia map and grew it into a game world. In a world of on line gaming, of computers generated worlds, of TV and DVD we of the Guild still get together once a week as some of us have done for the past 10, 15 or more years to play together in person. We still give up our Sunday afternoons 4 time a year for the guildmeetings, and its not for the rules system, its not for the game world, its for the people that bring it all to life. That something that makes our Campaign work is the people in the Guild past and present. Its been a fun 15 yrs guys, here's to the next 15 being even better. Helen (Thorn, Rowan, Aaron) -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |