SubjectRe: [dq] Interview questions for RPG Review
FromJeff Leddra
DateThu, 28 Aug 2008 09:24:05 +1200
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The Origins of the Gods and Guild and the creation of a world.

=20

Martin Dickson wrote: "1st had the action point combat system which =
we've never used as far as I know"

We played the First Edition rules in 1981 or so with Robert Leyland, =
before the multi-GM universe began (probably only myself and Avette is =
still playing from that original group)  The Edition 1 Action points =
were very painful to keep track of (especially when the computer program =
tracking them went wrong, combats were endless).=20

=20

Robert went off overseas and never came back. Eventually we raided his =
father's place for the DQ maps and materials. I carried on the GMing (we =
had moved to the version 2 rules in 1982 or 1983, a great improvement). =
There were also two other groups playing or who had started playing. One =
converted their D&D characters to DQ characters (The Jackson family; =
Gary & Brent&Derek&Kyn). The other group were the =
University/Ex-university club people, Mike Young, Kevin Meekan, Peter =
Summinovith? etc. The games/players crossed over and the multi-GM =
universe was born. This was a deliberate move to multiple GMs in the =
same universe. A number of GMs met regularly to guide this - the start =
of the Gods meetings. Initial expansion maps were drawn up, I wrote up =
the NPC guild council characters - many who later turned bad as aids to =
plots or to clean out the old guard.

=20

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?

Others have answered this already - but a few additional comments are:

Why DQ?

I think we started out trying a new system for novelty (over D&D), and =
to me the lack of alignments, the lack of strong religions and Gods, and =
the multiple magic colleges were attractive. (I also like percentile =
dice, but it takes all kinds)  Then of course, when material builds up, =
the world is fleshed out and the campaign was successful, it requires a =
great effort to change your game system. (Mind you, there were/are many =
complaints of rules changes as there were many early on).  In terms of =
enforcing rules, many GMs play slight variants, often announced at the =
beginning of an adventure, but there is a general consensus that =
consistency as a character moves GM's is good. People have certainly =
discovered that a spell they have ranked high is played differently by a =
different GM, thus making it a whole less useful, so experience backs up =
the general desire for consistency.

=20

Why Edition 2?

As others have said, Edition 3 when backwards and removed anything =
disapproved on by the American Moral Majority. Edition 2 was a vast =
improvement on Edition 2, so that was the one we used.

=20

Q: How was the Guild formed? Who have been the main drivers of the game =
and the organisation?

The Guild?

The Guild was/is a deliberate attempt to set up a mechanism for a long =
running campaign. D&D Campaigns we had seen often deteriorated into =
exercises in killing each other inventively (Ping was an expert in =
this;) (I remember an entire party (bar one) dying as they came through =
a portal one by one and were picked off by the first one through. We =
proposed that the Guild was all seeing and could not be fooled. They =
enforced the rules that players should not kill or harm each other, or =
steal from each other, and would not get away with it. Causing a =
permanent death would result in the permanent death of the player who =
caused another player to die, for example.

If you add this to the variety of inventive and interesting people who =
role play, then I think this explains the longevity to a large extent. =
(No divisive alignments as there are in D&D also help). (I was also keen =
to crack down on divisive religions, which pitted player against player, =
backed up with powerful gods, which resulted in the crushing of some new =
religions and some ructions, including a new player star over Seagate). =
Religions have managed to creep in, but in a less divisive way.

The main drivers have of course changed over the years as the torch has =
been handed on. I think the initial group (mentioned above) handed on to =
Bryan Holden, and then on again.

=20

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?

I did run a year long adventure to the end of the world, and the players =
sailed off the edge of the world twice. These days the work seems to be =
round! Pity :-)

=20

=20

=20

Jeff

=20

________________________________

From: dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz] On Behalf Of =
Martin Dickson
Sent: Tuesday, 26 August 2008 10:08 AM
To: dq@dq.sf.org.nz
Subject: Re: [dq] Interview questions for RPG Review

=20

Clare and Helen have covered a lot of this, so attempting some blanker =
bits...

On Mon, Aug 25, 2008 at 11:18 AM, Lev Lafayette =
<lev_lafayette@yahoo.com.au> wrote:

=09
	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?


Definitely based on the 2nd edition (1st had the action point combat =
system which we've never used as far as I know). There were only a =
handful of rule books around when I first started playing in 1985 and =
many players had no rules, or just a photocopy of their own college. We =
approached TSR to enquire whether the licence to DQ might be available, =
and while they declined, they were kind enough to send us a printout of =
the material they had on file for the never published Arcane Wisdom =
expansion, with the Rune, Lesser Summoning, and Shaper colleges.

In 1989 TSR published 3rd edition, making few changes, none of them =
really positive. The experience multiples for non-humans were =
substantially increased, and while they introduced colleges from Arcane =
Wisdom, they dropped the colleges of Greater Summoning and Black Magics, =
and recommended that Necromancy only be available to NPCs.  The college =
removals appear to have been made as part of a general policy (at the =
time) to get demons and evil-ness out of TSRs games (this was at the =
time they were replacing "devil" and "demon" in  Dungeons & Dragons with =
"baatezu" and "tanar'ri" in order to placate critics, mostly =
fundamentalist Christians).

By the time 3rd edition came out we had already stopped using Greater =
Summoning (as it proved unplayable), changed Black Magics into =
Witchcraft, significantly revised Necromancy to add... well =
Necromancy... something that was rather lacking in the original version, =
and adopted the Rune college and Shapers-lite (in the form of Binders), =
so there really wasn't anything much we wanted from 3rd edition and its =
changes were largely incompatible with what we had already decided.

=20

=09
	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?


To quote Tom Lehrer: "Plagiarize, Let no one else's work evade your =
eyes... Only be sure always to call it please 'research'". :-)

While the Alusia we play on is a product of the guild campaign, many =
parts of it have been integrated in from other game systems, with GMs =
using commercial RPG materials from TSR, Chaosium, and others. The first =
of these was probably the Thieves' World Sanctuary Adventure Pack that =
Chaosium published in 1981; the much reviled city of Sanctuary sits some =
300 miles north of the Guild's home in Seagate and has been the setting =
for many adventures. The world of Glorantha is the source of the Lunar =
Empire in the east, and the Dark Sun world of Arthas is the basis of the =
deserts in the northern part of the uttermost west. Once you look off =
Alusia, to other "planes", GMs have run games based in Greyhawk, =
Faer=FBn, the Cthulhu Mythos, Torg... you name it... as well as a host =
of areas and worlds of their own devising.

Alusia has been an ongoing project since the early days of the campaign, =
and a truly collaborative effort. Hand-drawn paper maps were made and =
circulated amongst the GMs and more recently the wiki has provided a =
very useful means for storing and communicating the pieces.  Our Alusia =
is vaguely Earth-ish (in part so that we can use real world information =
on climate, sunrise, etc) but some odd changes have happened; Pasifika =
sits in the Atlantic ocean analogue, and Australia is missing (although =
the little-explored giant island of Delph with its dangerous reptiles =
could perhaps stand in for it). :-)

Cheers,
Martin

=20


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<p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span =
style=3D'font-size:
10.0pt;font-family:Arial;color:navy'>The Origins of the Gods and Guild =
and the
creation of a world.<o:p></o:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span =
style=3D'font-size:
10.0pt;font-family:Arial;color:navy'><o:p>&nbsp;</o:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span =
style=3D'font-size:
10.0pt;font-family:Arial;color:navy'>Martin Dickson wrote: =
&#8220;</span></font>1st
had the action point combat system which we've never used as far as I =
know&#8221;<font
size=3D2 color=3Dnavy face=3DArial><span =
style=3D'font-size:10.0pt;font-family:Arial;
color:navy'><o:p></o:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span =
style=3D'font-size:
10.0pt;font-family:Arial;color:navy'>We played the First Edition rules =
in 1981
or so with Robert Leyland, before the multi-GM universe began (probably =
only
myself and Avette is still playing from that original group) =A0The =
Edition 1
Action points were very painful to keep track of (especially when the =
computer
program tracking them went wrong, combats were endless). =
<o:p></o:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span =
style=3D'font-size:
10.0pt;font-family:Arial;color:navy'><o:p>&nbsp;</o:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span =
style=3D'font-size:
10.0pt;font-family:Arial;color:navy'>Robert went off overseas and never =
came
back. Eventually we raided his father&#8217;s place for the DQ maps and
materials. I carried on the GMing (we had moved to the version 2 rules =
in 1982
or 1983, a great improvement). There were also two other groups playing =
or who
had started playing. One converted their D&amp;D characters to DQ =
characters
(The Jackson family; Gary &amp; Brent&amp;Derek&amp;Kyn). The other =
group were
the University/Ex-university club people, Mike Young, Kevin Meekan, =
Peter
Summinovith? etc. The games/players crossed over and the multi-GM =
universe was
born. This was a deliberate move to multiple GMs in the same universe. A =
number
of GMs met regularly to guide this &#8211; the start of the Gods =
meetings. Initial
expansion maps were drawn up, I wrote up the NPC guild council =
characters &#8211;
many who later turned bad as aids to plots or to clean out the old =
guard.<o:p></o:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span =
style=3D'font-size:
10.0pt;font-family:Arial;color:navy'><o:p>&nbsp;</o:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 face=3D"Courier New"><span =
style=3D'font-size:10.0pt;
font-family:"Courier New"'>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?<o:p></o:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span =
style=3D'font-size:
10.0pt;font-family:Arial;color:navy'>Others have answered this already =
&#8211;
but a few additional comments are:<o:p></o:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span =
style=3D'font-size:
10.0pt;font-family:Arial;color:navy'>Why =
DQ?<o:p></o:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span =
style=3D'font-size:
10.0pt;font-family:Arial;color:navy'>I think we started out trying a new =
system
for novelty (over D&amp;D), and to me the lack of alignments, the lack =
of
strong religions and Gods, and the multiple magic colleges were =
attractive. (I
also like percentile dice, but it takes all kinds)=A0 Then of course, =
when
material builds up, the world is fleshed out and the campaign was =
successful,
it requires a great effort to change your game system. (Mind you, there
were/are many complaints of rules changes as there were many early on). =
=A0In
terms of enforcing rules, many GMs play slight variants, often announced =
at the
beginning of an adventure, but there is a general consensus that =
consistency as
a character moves GM&#8217;s is good. People have certainly discovered =
that a
spell they have ranked high is played differently by a different GM, =
thus
making it a whole less useful, so experience backs up the general desire =
for
consistency.<o:p></o:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span =
style=3D'font-size:
10.0pt;font-family:Arial;color:navy'><o:p>&nbsp;</o:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span =
style=3D'font-size:
10.0pt;font-family:Arial;color:navy'>Why Edition =
2?<o:p></o:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span =
style=3D'font-size:
10.0pt;font-family:Arial;color:navy'>As others have said, Edition 3 when
backwards and removed anything disapproved on by the American Moral =
Majority.
Edition 2 was a vast improvement on Edition 2, so that was the one we =
used.<o:p></o:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span =
style=3D'font-size:
10.0pt;font-family:Arial;color:navy'><o:p>&nbsp;</o:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 face=3D"Courier New"><span =
style=3D'font-size:10.0pt;
font-family:"Courier New"'>Q: How was the Guild formed? Who have been =
the main
drivers of the game and the organisation?</span></font><font size=3D2 =
color=3Dnavy
face=3DArial><span =
style=3D'font-size:10.0pt;font-family:Arial;color:navy'><o:p></o:p></span=
></font></p>

<p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span =
style=3D'font-size:
10.0pt;font-family:Arial;color:navy'>The =
Guild?<o:p></o:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span =
style=3D'font-size:
10.0pt;font-family:Arial;color:navy'>The Guild was/is a deliberate =
attempt to
set up a mechanism for a long running campaign. D&amp;D Campaigns we had =
seen
often deteriorated into exercises in killing each other inventively =
(Ping was
an expert in this;) (I remember an entire party (bar one) dying as they =
came
through a portal one by one and were picked off by the first one =
through. We
proposed that the Guild was all seeing and could not be fooled. They =
enforced
the rules that players should not kill or harm each other, or steal from =
each
other, and would not get away with it. Causing a permanent death would =
result
in the permanent death of the player who caused another player to die, =
for
example.<o:p></o:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span =
style=3D'font-size:
10.0pt;font-family:Arial;color:navy'>If you add this to the variety of
inventive and interesting people who role play, then I think this =
explains the
longevity to a large extent. (No divisive alignments as there are in =
D&amp;D
also help). (I was also keen to crack down on divisive religions, which =
pitted
player against player, backed up with powerful gods, which resulted in =
the
crushing of some new religions and some ructions, including a new player =
star
over Seagate). Religions have managed to creep in, but in a less =
divisive way.<o:p></o:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span =
style=3D'font-size:
10.0pt;font-family:Arial;color:navy'>The main drivers have of course =
changed over
the years as the torch has been handed on. I think the initial group =
(mentioned
above) handed on to <st1:PersonName w:st=3D"on">Bryan =
Holden</st1:PersonName>,
and then on again.<o:p></o:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span =
style=3D'font-size:
10.0pt;font-family:Arial;color:navy'><o:p>&nbsp;</o:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 face=3D"Courier New"><span =
style=3D'font-size:10.0pt;
font-family:"Courier New"'>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?</span></font><font =
size=3D2
color=3Dnavy face=3DArial><span =
style=3D'font-size:10.0pt;font-family:Arial;
color:navy'><o:p></o:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span =
style=3D'font-size:
10.0pt;font-family:Arial;color:navy'>I did run a year long adventure to =
the end
of the world, and the players sailed off the edge of the world twice. =
These
days the work seems to be round! Pity </span></font><font size=3D2 =
color=3Dnavy
face=3DWingdings><span =
style=3D'font-size:10.0pt;font-family:Wingdings;color:navy'>J</span></fon=
t><font
size=3D2 color=3Dnavy face=3DArial><span =
style=3D'font-size:10.0pt;font-family:Arial;
color:navy'><o:p></o:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span =
style=3D'font-size:
10.0pt;font-family:Arial;color:navy'><o:p>&nbsp;</o:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span =
style=3D'font-size:
10.0pt;font-family:Arial;color:navy'><o:p>&nbsp;</o:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span =
style=3D'font-size:
10.0pt;font-family:Arial;color:navy'><o:p>&nbsp;</o:p></span></font></p>

<div>

<p class=3DMsoNormal =
style=3D'mso-margin-top-alt:5.0pt;margin-right:0cm;margin-bottom:
5.0pt;margin-left:0cm'><font size=3D2 color=3Dgray face=3DArial><span
style=3D'font-size:10.0pt;font-family:Arial;color:gray'>Jeff</span></font=
><font
color=3Dnavy><span style=3D'color:navy'><o:p></o:p></span></font></p>

</div>

<p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span =
style=3D'font-size:
10.0pt;font-family:Arial;color:navy'><o:p>&nbsp;</o:p></span></font></p>

<div>

<div class=3DMsoNormal align=3Dcenter style=3D'text-align:center'><font =
size=3D3
face=3D"Times New Roman"><span style=3D'font-size:12.0pt'>

<hr size=3D2 width=3D"100%" align=3Dcenter tabindex=3D-1>

</span></font></div>

<p class=3DMsoNormal><b><font size=3D2 face=3DTahoma><span =
style=3D'font-size:10.0pt;
font-family:Tahoma;font-weight:bold'>From:</span></font></b><font =
size=3D2
face=3DTahoma><span style=3D'font-size:10.0pt;font-family:Tahoma'>
dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz] <b><span =
style=3D'font-weight:
bold'>On Behalf Of </span></b>Martin Dickson<br>
<b><span style=3D'font-weight:bold'>Sent:</span></b> Tuesday, 26 August =
2008
10:08 AM<br>
<b><span style=3D'font-weight:bold'>To:</span></b> dq@dq.sf.org.nz<br>
<b><span style=3D'font-weight:bold'>Subject:</span></b> Re: [dq] =
Interview
questions for RPG Review</span></font><o:p></o:p></p>

</div>

<p class=3DMsoNormal><font size=3D3 face=3D"Times New Roman"><span =
style=3D'font-size:
12.0pt'><o:p>&nbsp;</o:p></span></font></p>

<div>

<p class=3DMsoNormal><font size=3D3 face=3D"Times New Roman"><span =
style=3D'font-size:
12.0pt'>Clare and Helen have covered a lot of this, so attempting some =
blanker
bits...<br>
<br>
On Mon, Aug 25, 2008 at 11:18 AM, Lev Lafayette &lt;<a
href=3D"mailto:lev_lafayette@yahoo.com.au">lev_lafayette@yahoo.com.au</a>=
&gt;
wrote:<o:p></o:p></span></font></p>

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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?<o:p></o:p></span></font></p>

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<p class=3DMsoNormal><font size=3D3 face=3D"Times New Roman"><span =
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Definitely based on the 2nd edition (1st had the action point combat =
system
which we've never used as far as I know). There were only a handful of =
rule
books around when I first started playing in 1985 and many players had =
no
rules, or just a photocopy of their own college. We approached TSR to =
enquire
whether the licence to DQ might be available, and while they declined, =
they
were kind enough to send us a printout of the material they had on file =
for the
never published Arcane Wisdom expansion, with the Rune, Lesser =
Summoning, and
Shaper colleges.<br>
<br>
In 1989 TSR published 3rd edition, making few changes, none of them =
really
positive. The experience multiples for non-humans were substantially =
increased,
and while they introduced colleges from Arcane Wisdom, they dropped the
colleges of Greater Summoning and Black Magics, and recommended that =
Necromancy
only be available to NPCs.&nbsp; The college removals appear to have =
been made
as part of a general policy (at the time) to get demons and evil-ness =
out of
TSRs games (this was at the time they were replacing &quot;devil&quot; =
and
&quot;demon&quot; in&nbsp; Dungeons &amp; Dragons with =
&quot;baatezu&quot; and
&quot;tanar'ri&quot; in order to placate critics, mostly fundamentalist
Christians).<br>
<br>
By the time 3rd edition came out we had already stopped using Greater =
Summoning
(as it proved unplayable), changed Black Magics into Witchcraft, =
significantly
revised Necromancy to <u>add</u>... well <i><span =
style=3D'font-style:italic'>Necromancy</span></i>...
something that was rather lacking in the original version, and adopted =
the Rune
college and Shapers-lite (in the form of Binders), so there really =
wasn't
anything much we wanted from 3rd edition and its changes were largely
incompatible with what we had already =
decided.<o:p></o:p></span></font></p>

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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 &quot;Africa&quot;!) 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?<o:p></o:p></span></font></p>

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<p class=3DMsoNormal><font size=3D3 face=3D"Times New Roman"><span =
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To quote Tom Lehrer: &quot;Plagiarize, Let no one else's work evade your
eyes... Only be sure always to call it please 'research'&quot;. :-)<br>
<br>
While the Alusia we play on is a product of the guild campaign, many =
parts of
it have been integrated in from other game systems, with GMs using =
commercial
RPG materials from TSR, Chaosium, and others. The first of these was =
probably
the Thieves' World&nbsp;Sanctuary Adventure Pack that Chaosium published =
in
1981; the much reviled city of <st1:place w:st=3D"on"><st1:City =
w:st=3D"on">Sanctuary</st1:City></st1:place>
sits some 300 miles north of the Guild's home in Seagate and has been =
the
setting for many adventures. The world of Glorantha is the source of the =
Lunar
Empire in the east, and the Dark Sun world of Arthas is the basis of the
deserts in the northern part of the uttermost west. Once you look off =
Alusia, to
other &quot;planes&quot;, GMs have run games based in Greyhawk, =
Faer=FBn, the
Cthulhu Mythos, Torg... you name it... as well as a host of areas and =
worlds of
their own devising.<br>
<br>
Alusia has been an ongoing project since the early days of the campaign, =
and a
truly collaborative effort. Hand-drawn paper maps were made and =
circulated
amongst the GMs and more recently the wiki has provided a very useful =
means for
storing and communicating the pieces.&nbsp; Our Alusia is vaguely =
Earth-ish (in
part so that we can use real world information on climate, sunrise, etc) =
but
some odd changes have happened; Pasifika sits in the Atlantic ocean =
analogue,
and <st1:country-region w:st=3D"on">Australia</st1:country-region> is =
missing
(although the little-explored giant <st1:place =
w:st=3D"on"><st1:PlaceType w:st=3D"on">island</st1:PlaceType>
 of <st1:PlaceName w:st=3D"on">Delph</st1:PlaceName></st1:place> with =
its
dangerous reptiles could perhaps stand in for it). :-)<br>
<br>
Cheers,<br>
Martin<o:p></o:p></span></font></p>

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SubjectRe: [dq] Interview questions for RPG Review
FromMartin Dickson
DateThu, 28 Aug 2008 09:54:38 +1200
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On Thu, Aug 28, 2008 at 9:24 AM, Jeff Leddra <JeffLe@datacom.co.nz> wrote:

>  We played the First Edition rules in 1981 or so with Robert Leyland...
>
Learn something new every day. :)  Cool.

>  The other group were the University/Ex-university club people... Peter
> Summinovith?
>
Simunovich

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<div dir="ltr">On Thu, Aug 28, 2008 at 9:24 AM, Jeff Leddra <span dir="ltr">&lt;<a href="mailto:JeffLe@datacom.co.nz">JeffLe@datacom.co.nz</a>&gt;</span> wrote:<br><div class="gmail_quote"><blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">
















<div link="blue" vlink="blue" lang="EN-US">

<div><p><font color="navy" size="2" face="Arial"><span style="font-size: 10pt; font-family: Arial; color: navy;">We played the First Edition rules in 1981
or so with Robert Leyland...</span></font></p></div></div></blockquote><div>Learn something new every day. :)&nbsp; Cool. <br></div><blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">
<div link="blue" vlink="blue" lang="EN-US"><div><p><font color="navy" size="2" face="Arial"><span style="font-size: 10pt; font-family: Arial; color: navy;"></span></font></p>

<p><font color="navy" size="2" face="Arial"><span style="font-size: 10pt; font-family: Arial; color: navy;">&nbsp;The other group were
the University/Ex-university club people... Peter
Summinovith?</span></font></p></div></div></blockquote>Simunovich<br><br><br></div><br></div>

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SubjectRe: [dq] Interview questions for RPG Review
FromStephen Martin
DateThu, 28 Aug 2008 14:34:50 +1200 (NZST)
Some answers and opinions...

Lev Lafayette wrote:
> Readers will probably want a general intro...
> They've been running a DragonQuest for over fifteen years [how long?]

Since '81/82 - over twenty five years.

> 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?

Some Estimates and Stats:
Total Players: 200+
Currently Active players: ~50
Total Characters: 500+
Active Characters: ~150
Most active players have 1-3 characters they currently play
Total Games: ~700
Usually 6 or 7 games are running each quarter

About 40% of players have GM'd at least once.
Who they are has varied over the years but there are usually 10-15 active and semi-active GMs.
There are about half a dozen hard-core GMs who have run over 20 games each.

> 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 key aspects of the guild (IMO) are:

* The quarterly structure.  Games run for the quarter between guild meetings.  This equates to 13
weeks of in-game time as well. For GMs it means the commitment to run an adventure is finite, 13
weeks of your time and energy (plus prep and tidy-up).
Players sign-up with a GM for an adventure for one quarter.  if it doesn't work out because of
player or characters clashes it is only for one quarter and then you can change the dynamics.

* Players have a lot of control of their characters fate.  They choose what adventures they go on,
what skills and abilities they develop at what rate, which GMs they play with, which players and
other characters they play with.  If you get sick of a character, start a new one and give then
old one a break for a while.  Have multiple characters with different interests and abilities so
you can choose the most appropriate to play on an adventure that interests you.


> 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?

This used to happen reasonably often but usually only in geographic and geo-political details, it
created some amusing situations.  GMs know who else if GMing in the same quarter and talk to each
other to resolve important conflicts.
It requires that each GM respects what the other GMs do and have done and work with it rather than
rewriting history and undoing or trivialising events from others games.
You can't play the same character twice in the same quarter.
Generally you can't interact with another character if they are out on a different adventure.
Characters not currently adventuring will coincidentally happen to be elsewhere if trouble rumbles
through.  But can be interacted with if the GM and the other player allow it.


> 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?

There have been a lot of changes over the years, but most of them have been a gradual evolution as
the world (and rules) expand to cope characters who continue to grow more powerful.
Various multi-GM world affecting events have been run over the years, with varying degrees of
success.  They require a lot more work and co-ordination than running a more discrete adventure.
What the best and most memorable events have been will vary from player to player - we all get
something different out of the games and enjoy different aspects of them.
Every character and player has their own stories.

> 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?

Anyone is welcome to be inspired by (or just plagiarise) what we have created and done, but
co-ordinating with GMs in another location who have never been part of the game sounds like a
recipe for conflict and disaster.
There are too many unwritten rules, assumptions, checks and balances that we all take for granted
that keep the campaign rolling along.

Cheers, Stephen.


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