Subject[dq-announce] Anyone owed money by the club?
FromErrol Cavit
DateWed, 6 Mar 2013 08:41:04 +1300
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Hi everyone,

As part of finalizing the club accounts for March 2012 - Feb 2013, does any=
one think they are owed money for things that they have been promised re-im=
bursement for?

Drop me a line ASAP at Errol.Cavit@tollgroup.com<mailto:Errol.Cavit@tollgro=
up.com> or errolgc@hotmail.com<mailto:errolgc@hotmail.com>

Cheers
Errol Cavit
Treasurer

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</o:shapelayout></xml><![endif]--></head><body lang=3DEN-NZ link=3Dblue vli=
nk=3Dpurple><div class=3DWordSection1><p class=3DMsoNormal><span lang=3DEN-=
US>Hi everyone,<o:p></o:p></span></p><p class=3DMsoNormal><span lang=3DEN-U=
S><o:p>&nbsp;</o:p></span></p><p class=3DMsoNormal><span lang=3DEN-US>As pa=
rt of finalizing the club accounts for March 2012 &#8211; Feb 2013, does an=
yone think they are owed money for things that they have been promised re-i=
mbursement for?<o:p></o:p></span></p><p class=3DMsoNormal><span lang=3DEN-U=
S><o:p>&nbsp;</o:p></span></p><p class=3DMsoNormal><span lang=3DEN-US>Drop =
me a line ASAP at <a href=3D"mailto:Errol.Cavit@tollgroup.com">Errol.Cavit@=
tollgroup.com</a> or <a href=3D"mailto:errolgc@hotmail.com">errolgc@hotmail=
.com</a> <o:p></o:p></span></p><p class=3DMsoNormal><span lang=3DEN-US><o:p=
>&nbsp;</o:p></span></p><p class=3DMsoNormal><span lang=3DEN-US>Cheers<o:p>=
</o:p></span></p><p class=3DMsoNormal><span lang=3DEN-US>Errol Cavit<o:p></=
o:p></span></p><p class=3DMsoNormal><span lang=3DEN-US>Treasurer<o:p></o:p>=
</span></p></div></body></html>=

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Subject[dq-announce] Club bank details
FromErrol Cavit
DateWed, 6 Mar 2013 13:26:47 +1300
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If you have been recently reminded that you should get around to paying som=
e subs, details of how can be found at:

http://www.dq-nz.org/dqwiki/index.php?title=3DGuild_Finances

Cheers
Errol

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nk=3Dpurple><div class=3DWordSection1><p class=3DMsoNormal><span lang=3DEN-=
US style=3D'color:#1F497D'>If you have been recently reminded that you shou=
ld get around to paying some subs, details of how can be found at:<o:p></o:=
p></span></p><p class=3DMsoNormal><span lang=3DEN-US style=3D'color:#1F497D=
'><o:p>&nbsp;</o:p></span></p><p class=3DMsoNormal><span lang=3DEN-US style=
=3D'color:#1F497D'><a href=3D"http://www.dq-nz.org/dqwiki/index.php?title=
=3DGuild_Finances">http://www.dq-nz.org/dqwiki/index.php?title=3DGuild_Fina=
nces</a><o:p></o:p></span></p><p class=3DMsoNormal><span lang=3DEN-US style=
=3D'color:#1F497D'><o:p>&nbsp;</o:p></span></p><p class=3DMsoNormal><span l=
ang=3DEN-US style=3D'color:#1F497D'>Cheers<o:p></o:p></span></p><p class=3D=
MsoNormal><span lang=3DEN-US style=3D'color:#1F497D'>Errol<o:p></o:p></span=
></p></div></body></html>=

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SubjectRe: [dq] Experience Awards
FromStephen Martin
DateWed, 6 Mar 2013 13:36:02 +1300
Naturally there is disagreement on this topic, I have tried to craft a proposal that is not
exactly what anyone asked for but I hope is representative of a middle-ground of the majority.

I am proposing this change to be voted on at the guild meeting.

Increasing/Changing Experience Awards

Attendance/Preparation 0-500 '''Unchanged''' Turning up on time and ready to play

Contribution 0-500 '''Unchanged''' Engaging in the game at an appropriate level and
contributing to general enjoyment

Roleplaying 0-500 '''Unchanged''' Consistently playing a believable character

Narrative 0-500 '''New''' Helping to progress and enrich the narrative

GM Bonus 0-500 '''New''' GM bonus - specific to GM, awarded for the values/behaviour they
personally wish to reward

Level of Game 0-1500 '''Unchanged''' - partial balance against the exponentially higher costs
of higher ranks.


Some further detail...

Att/Prep - Encouraging punctuality (or courtesy and respect to the GM rest of the party if you
can't be) and preparation so that the rest of the party is not constantly waiting for you to
turn up, or look something up that you should have worked out earlier.
Most people should start at 500 and only fall from there if they fail in the above.

Contribution - Finding the right balance of in-character contribution to the game.  Being
involved when your character is, butting-out when it isn't. 250 should be a neutral award -
neither contributing nor disrupting. Less is for those whose inattention or disruptive
behaviour detracts from the fun of everyone else. Full award should be encouraged for those
who consistently and appropriately contribute to the game.

Role-playing - opinion on what is good role-playing varies a bit from GM to GM. IMO a
believable 3-dimensional character that is consistently played in-character is great
role-playing. We're not expecting oscar-winning performances or writing, just your best effort
at portraying someone that seems real - in the context of the game.

Level of Game - This is often misunderstood as a danger level, it isn't. High ranks cost a lot
more than lower ranks, high level characters were feeling stagnant as they saved experience
from two games in order to raise one rank in one ability.  The level award was introduced to
partially balance against the exponentially higher costs of higher ranks. And also as a small
encouragement for high level characters to play on high level games.

Narrative - role-playing is in large part about story telling, we should all be contributing
towards an entertaining story - this is the award for doing so. 250 should be considered the
baseline, neither helping nor hindering.  Higher award for those that help move things along
the GM's plot thread and for those that make the journey more interesting or entertaining.
A cowardly hesitant character (played well and consistently) will often be a hindrance to plot
progression but if they manage it well (a difficult thing to do) they can enrich the story
without stopping it, better than a team of act-first-think-later yes-men.

GM Bonus - We all have different things we value, I think it's better to embrace this as part
of the system rather than try to make us all fit the same sized box. Whether we want to reward
tea/coffee skills, individual brilliance, team play, tracking pulses in combat, all of the
above, or double the bonus from one of the other categories (e.g. make role-playing worth
0-1000). This is the category to use.


The experience awards are meant to encourage the behaviour we want in our games. It is casting
judgment on the behaviour of our friends which many of us are not comfortable with.
But as Jim has mentioned, if we don't communicate our judgement in some form then it will have
no effect on behaviour.
Whether it is publicly posting XP awards as Jim does or just emailing the party or quietly
emailing/talking to individuals, we should all consider by what method we communicate our
judgement.
And be open to feedback from the players - it may be the erratic behaviour we're observing is
the player cleverly portraying undiagnosed psychosis or maybe they're just crap - we'll never
know unless we talk :-)


Cheers, Stephen.


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SubjectRe: [dq] Club bank details
FromJim Arona
DateWed, 6 Mar 2013 14:37:49 +1300
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Tjanks, Errol

On 6 March 2013 13:26, Errol Cavit <Errol.Cavit@tollgroup.com> wrote:

> If you have been recently reminded that you should get around to paying
> some subs, details of how can be found at:****
>
> ** **
>
> http://www.dq-nz.org/dqwiki/index.php?title=Guild_Finances****
>
> ** **
>
> Cheers****
>
> Errol****
>

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<font face=3D"georgia,serif">Tjanks, Errol<br></font><br><div class=3D"gmai=
l_quote">On 6 March 2013 13:26, Errol Cavit <span dir=3D"ltr">&lt;<a href=
=3D"mailto:Errol.Cavit@tollgroup.com" target=3D"_blank">Errol.Cavit@tollgro=
up.com</a>&gt;</span> wrote:<br>
<blockquote style=3D"margin:0px 0px 0px 0.8ex;padding-left:1ex;border-left-=
color:rgb(204,204,204);border-left-width:1px;border-left-style:solid" class=
=3D"gmail_quote"><div lang=3D"EN-NZ" vlink=3D"purple" link=3D"blue"><div><p=
 class=3D"MsoNormal">
<span style=3D"color:rgb(31,73,125)" lang=3D"EN-US">If you have been recent=
ly reminded that you should get around to paying some subs, details of how =
can be found at:<u></u><u></u></span></p><p class=3D"MsoNormal"><span style=
=3D"color:rgb(31,73,125)" lang=3D"EN-US"><u></u>=A0<u></u></span></p>
<p class=3D"MsoNormal"><span style=3D"color:rgb(31,73,125)" lang=3D"EN-US">=
<a href=3D"http://www.dq-nz.org/dqwiki/index.php?title=3DGuild_Finances" ta=
rget=3D"_blank">http://www.dq-nz.org/dqwiki/index.php?title=3DGuild_Finance=
s</a><u></u><u></u></span></p>
<p class=3D"MsoNormal"><span style=3D"color:rgb(31,73,125)" lang=3D"EN-US">=
<u></u>=A0<u></u></span></p><p class=3D"MsoNormal"><span style=3D"color:rgb=
(31,73,125)" lang=3D"EN-US">Cheers<span class=3D"HOEnZb"><font color=3D"#88=
8888"><u></u><u></u></font></span></span></p>
<span class=3D"HOEnZb"><font color=3D"#888888"><p class=3D"MsoNormal"><span=
 style=3D"color:rgb(31,73,125)" lang=3D"EN-US">Errol<u></u><u></u></span></=
p></font></span></div></div></blockquote></div><br>

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Subject[dq] DQ Whirlwind Vortex - change from Death to Damage on failing to resist.
FromJonathan Bean
DateWed, 6 Mar 2013 18:25:53 +1300
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   - Whirlwind Vortex - change from Death to Damage on failing to resist.
   We should increase BC as well so it can be safely cast at lower ranks.

*
**Suggested write-up:*BC 25%This spell creates a tornado around one human
sized target for every 3 or fraction ranks (minimum 1). The spell inflicts
[D - 4] (+ 2 / Rank) damage due to excessive force. If the targets resist
they suffer half damage. If they fail to resist they take full damage from
being tossed and torn by the winds that muscles and ligaments tear, joints
dislocate, bones break, organs rupture, and they are inflicted with a
Specific Grievous wound (D100). Targets that die from this spell may be
resurrected.
*Current write-up:*BC 1%This spell creates a tornado around one human sized
target for every 3 or fraction ranks (minimum 1). If the target fails to
resist they are so tossed and torn by the winds that muscles and ligaments
tear, joints dislocate, bones break, organs rupture, and they perish. If
the target successfully resists they suffer [D - 4] (+ 1 / Rank) damage due
to excessive forces (instead of perishing). Targets that fail to resist may
be resurrected.


Kind regards,

Jonathan Bean
39 Sackville St, Grey Lynn
P: +64 9 378 6635
M: +64 21 917 173
G: jonobean@gmail.com

--f46d0401f8fbe8f27704d73ad22c
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<ul style=3D"line-height:19.049999237060547px;list-style-type:square;margin=
:0.3em 0px 0px 1.6em;padding:0px;font-family:sans-serif;font-size:12.800000=
190734863px;background-color:rgb(255,255,255)"><li style=3D"margin-bottom:0=
.1em">
Whirlwind Vortex - change from Death to Damage on failing to resist. We sho=
uld increase BC as well so it can be safely cast at lower ranks.</li></ul><=
dl style=3D"margin-top:0.2em;margin-bottom:0.5em;font-family:sans-serif;fon=
t-size:12.800000190734863px;line-height:19.049999237060547px;background-col=
or:rgb(255,255,255)">
<dd style=3D"line-height:1.5em;margin-left:1.6em;margin-bottom:0.1em;margin=
-right:0px"><b><br></b></dd><dd style=3D"line-height:1.5em;margin-left:1.6e=
m;margin-bottom:0.1em;margin-right:0px"><b>Suggested write-up:</b></dd><dd =
style=3D"line-height:1.5em;margin-left:1.6em;margin-bottom:0.1em;margin-rig=
ht:0px">
BC 25%</dd><dd style=3D"line-height:1.5em;margin-left:1.6em;margin-bottom:0=
.1em;margin-right:0px">This spell creates a tornado around one human sized =
target for every 3 or fraction ranks (minimum 1). The spell inflicts [D - 4=
] (+ 2 / Rank) damage due to excessive force. If the targets resist they su=
ffer half damage. If they fail to resist they take full damage from being t=
ossed and torn by the winds that muscles and ligaments tear, joints disloca=
te, bones break, organs rupture, and they are inflicted with a Specific Gri=
evous wound (D100). Targets that die from this spell may be resurrected.</d=
d>
<dd style=3D"line-height:1.5em;margin-left:1.6em;margin-bottom:0.1em;margin=
-right:0px"><br></dd><dd style=3D"line-height:1.5em;margin-left:1.6em;margi=
n-bottom:0.1em;margin-right:0px"><b>Current write-up:</b></dd><dd style=3D"=
line-height:1.5em;margin-left:1.6em;margin-bottom:0.1em;margin-right:0px">
BC 1%</dd><dd style=3D"line-height:1.5em;margin-left:1.6em;margin-bottom:0.=
1em;margin-right:0px">This spell creates a tornado around one human sized t=
arget for every 3 or fraction ranks (minimum 1). If the target fails to res=
ist they are so tossed and torn by the winds that muscles and ligaments tea=
r, joints dislocate, bones break, organs rupture, and they perish. If the t=
arget successfully resists they suffer [D - 4] (+ 1 / Rank) damage due to e=
xcessive forces (instead of perishing). Targets that fail to resist may be =
resurrected.</dd>
</dl><div><br></div><br><div>Kind regards,</div><div><br>Jonathan Bean<div>=
39 Sackville St, Grey Lynn</div><div>P: +64 9 378 6635<br>M: +64 21 917 173=
<br>G:=A0<a href=3D"mailto:jonobean@gmail.com" target=3D"_blank">jonobean@g=
mail.com</a></div>
</div>

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Subject[dq-announce] DQ Whirlwind Vortex - change from Death to Damage on failing to resist.
FromJonathan Bean
DateWed, 6 Mar 2013 18:25:53 +1300
--f46d0401f8fbe8f27704d73ad22c
Content-Type: text/plain; charset=ISO-8859-1

   - Whirlwind Vortex - change from Death to Damage on failing to resist.
   We should increase BC as well so it can be safely cast at lower ranks.

*
**Suggested write-up:*BC 25%This spell creates a tornado around one human
sized target for every 3 or fraction ranks (minimum 1). The spell inflicts
[D - 4] (+ 2 / Rank) damage due to excessive force. If the targets resist
they suffer half damage. If they fail to resist they take full damage from
being tossed and torn by the winds that muscles and ligaments tear, joints
dislocate, bones break, organs rupture, and they are inflicted with a
Specific Grievous wound (D100). Targets that die from this spell may be
resurrected.
*Current write-up:*BC 1%This spell creates a tornado around one human sized
target for every 3 or fraction ranks (minimum 1). If the target fails to
resist they are so tossed and torn by the winds that muscles and ligaments
tear, joints dislocate, bones break, organs rupture, and they perish. If
the target successfully resists they suffer [D - 4] (+ 1 / Rank) damage due
to excessive forces (instead of perishing). Targets that fail to resist may
be resurrected.


Kind regards,

Jonathan Bean
39 Sackville St, Grey Lynn
P: +64 9 378 6635
M: +64 21 917 173
G: jonobean@gmail.com

--f46d0401f8fbe8f27704d73ad22c
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Content-Transfer-Encoding: quoted-printable

<ul style=3D"line-height:19.049999237060547px;list-style-type:square;margin=
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190734863px;background-color:rgb(255,255,255)"><li style=3D"margin-bottom:0=
.1em">
Whirlwind Vortex - change from Death to Damage on failing to resist. We sho=
uld increase BC as well so it can be safely cast at lower ranks.</li></ul><=
dl style=3D"margin-top:0.2em;margin-bottom:0.5em;font-family:sans-serif;fon=
t-size:12.800000190734863px;line-height:19.049999237060547px;background-col=
or:rgb(255,255,255)">
<dd style=3D"line-height:1.5em;margin-left:1.6em;margin-bottom:0.1em;margin=
-right:0px"><b><br></b></dd><dd style=3D"line-height:1.5em;margin-left:1.6e=
m;margin-bottom:0.1em;margin-right:0px"><b>Suggested write-up:</b></dd><dd =
style=3D"line-height:1.5em;margin-left:1.6em;margin-bottom:0.1em;margin-rig=
ht:0px">
BC 25%</dd><dd style=3D"line-height:1.5em;margin-left:1.6em;margin-bottom:0=
.1em;margin-right:0px">This spell creates a tornado around one human sized =
target for every 3 or fraction ranks (minimum 1). The spell inflicts [D - 4=
] (+ 2 / Rank) damage due to excessive force. If the targets resist they su=
ffer half damage. If they fail to resist they take full damage from being t=
ossed and torn by the winds that muscles and ligaments tear, joints disloca=
te, bones break, organs rupture, and they are inflicted with a Specific Gri=
evous wound (D100). Targets that die from this spell may be resurrected.</d=
d>
<dd style=3D"line-height:1.5em;margin-left:1.6em;margin-bottom:0.1em;margin=
-right:0px"><br></dd><dd style=3D"line-height:1.5em;margin-left:1.6em;margi=
n-bottom:0.1em;margin-right:0px"><b>Current write-up:</b></dd><dd style=3D"=
line-height:1.5em;margin-left:1.6em;margin-bottom:0.1em;margin-right:0px">
BC 1%</dd><dd style=3D"line-height:1.5em;margin-left:1.6em;margin-bottom:0.=
1em;margin-right:0px">This spell creates a tornado around one human sized t=
arget for every 3 or fraction ranks (minimum 1). If the target fails to res=
ist they are so tossed and torn by the winds that muscles and ligaments tea=
r, joints dislocate, bones break, organs rupture, and they perish. If the t=
arget successfully resists they suffer [D - 4] (+ 1 / Rank) damage due to e=
xcessive forces (instead of perishing). Targets that fail to resist may be =
resurrected.</dd>
</dl><div><br></div><br><div>Kind regards,</div><div><br>Jonathan Bean<div>=
39 Sackville St, Grey Lynn</div><div>P: +64 9 378 6635<br>M: +64 21 917 173=
<br>G:=A0<a href=3D"mailto:jonobean@gmail.com" target=3D"_blank">jonobean@g=
mail.com</a></div>
</div>

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Subject[dq] DQ Meeting - coffee & cake & lunch BEFORE the DQ Guild meeting from 11:30am - 12:15pm
FromJonathan Bean
DateWed, 6 Mar 2013 18:43:54 +1300
--f46d0408930b5ac3b904d73b13b8
Content-Type: text/plain; charset=ISO-8859-1
Content-Transfer-Encoding: quoted-printable

Sorry for the spam if you get this a few times - but we all love you!

I am keen to see and catchup with everyone for a coffee & cake & lunch
BEFORE the DQ Guild meeting from 11:30am - 12:15pm.
At 12:15pm we can all walk the 300m down the street to Leys Institute Ponso=
nby
Community Library<https://maps.google.co.nz/maps?q=3D+Leys+Institute+Hall&h=
l=3Den&sll=3D-36.848839,174.743777&sspn=3D0.00686,0.009645&hq=3DLeys+Instit=
ute+Hall&t=3Dm&z=3D17>

Since we are meeting in Ponsonby I would like to invite you to come for
coffee at Cafe Cezanne<https://maps.google.co.nz/maps?q=3DCafe+Cezanne,+296=
+Ponsonby+Road,+Ponsonby,+Auckland,+1011&hl=3Den&sll=3D-36.848442,174.74387=
3&sspn=3D0.001715,0.002411&oq=3DCafe+Cezanne,+296+Ponsonby+Road,+Ponsonby+1=
011&hq=3DCafe+Cezanne,&hnear=3D296+Ponsonby+Rd,+Ponsonby,+Auckland+1011&t=
=3Dm&z=3D17>
which
is located at: 296 Ponsonby Rd, Ponsonby 1011.

Kind regards,

Jonathan Bean
39 Sackville St, Grey Lynn
P: +64 9 378 6635
M: +64 21 917 173
G: jonobean@gmail.com

--f46d0408930b5ac3b904d73b13b8
Content-Type: text/html; charset=ISO-8859-1
Content-Transfer-Encoding: quoted-printable

<div>Sorry for the spam if you get this a few times - but we all love you!<=
/div><div><br></div><div>I am keen to see and catchup with everyone for a c=
offee &amp; cake &amp; lunch BEFORE the DQ Guild meeting from 11:30am - 12:=
15pm.</div>
<div>At 12:15pm we can all walk the 300m down the street to=A0<a href=3D"ht=
tps://maps.google.co.nz/maps?q=3D+Leys+Institute+Hall&amp;hl=3Den&amp;sll=
=3D-36.848839,174.743777&amp;sspn=3D0.00686,0.009645&amp;hq=3DLeys+Institut=
e+Hall&amp;t=3Dm&amp;z=3D17"><span style=3D"color:rgb(17,85,204);font-famil=
y:arial,sans-serif;line-height:19.1875px;background-color:rgb(243,247,253);=
text-decoration:underline">Leys</span><span style=3D"color:rgb(17,85,204);f=
ont-family:arial,sans-serif;line-height:19.1875px;background-color:rgb(243,=
247,253);text-decoration:underline">=A0</span><span style=3D"color:rgb(17,8=
5,204);font-family:arial,sans-serif;line-height:19.1875px;background-color:=
rgb(243,247,253);text-decoration:underline">Institute</span><span style=3D"=
color:rgb(17,85,204);font-family:arial,sans-serif;line-height:19.1875px;bac=
kground-color:rgb(243,247,253);text-decoration:underline">=A0Ponsonby Commu=
nity Library</span></a></div>
<div><br></div><div>Since we are meeting in<span style=3D"font-family:sans-=
serif;font-size:12.800000190734863px;font-weight:bold;line-height:19.049999=
237060547px;text-align:center;background-color:rgb(255,255,255)">=A0Ponsonb=
y</span>=A0I would like to invite you to come for coffee at <a href=3D"http=
s://maps.google.co.nz/maps?q=3DCafe+Cezanne,+296+Ponsonby+Road,+Ponsonby,+A=
uckland,+1011&amp;hl=3Den&amp;sll=3D-36.848442,174.743873&amp;sspn=3D0.0017=
15,0.002411&amp;oq=3DCafe+Cezanne,+296+Ponsonby+Road,+Ponsonby+1011&amp;hq=
=3DCafe+Cezanne,&amp;hnear=3D296+Ponsonby+Rd,+Ponsonby,+Auckland+1011&amp;t=
=3Dm&amp;z=3D17">Cafe Cezanne</a>=A0which is located at:=A0<span style=3D"b=
ackground-color:rgb(255,255,255);font-family:arial,sans-serif;font-size:13p=
x">296 Ponsonby Rd, Ponsonby 1011.</span></div>
<div><br></div><div>Kind regards,</div><div><br>Jonathan Bean<div>39 Sackvi=
lle St, Grey Lynn</div><div>P: +64 9 378 6635<br>M: +64 21 917 173<br>G:=A0=
<a href=3D"mailto:jonobean@gmail.com" target=3D"_blank">jonobean@gmail.com<=
/a></div>
</div>

--f46d0408930b5ac3b904d73b13b8--


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Subject[dq-announce] DQ Meeting - coffee & cake & lunch BEFORE the DQ Guild meeting from 11:30am - 12:15pm
FromJonathan Bean
DateWed, 6 Mar 2013 18:43:54 +1300
--f46d0408930b5ac3b904d73b13b8
Content-Type: text/plain; charset=ISO-8859-1
Content-Transfer-Encoding: quoted-printable

Sorry for the spam if you get this a few times - but we all love you!

I am keen to see and catchup with everyone for a coffee & cake & lunch
BEFORE the DQ Guild meeting from 11:30am - 12:15pm.
At 12:15pm we can all walk the 300m down the street to Leys Institute Ponso=
nby
Community Library<https://maps.google.co.nz/maps?q=3D+Leys+Institute+Hall&h=
l=3Den&sll=3D-36.848839,174.743777&sspn=3D0.00686,0.009645&hq=3DLeys+Instit=
ute+Hall&t=3Dm&z=3D17>

Since we are meeting in Ponsonby I would like to invite you to come for
coffee at Cafe Cezanne<https://maps.google.co.nz/maps?q=3DCafe+Cezanne,+296=
+Ponsonby+Road,+Ponsonby,+Auckland,+1011&hl=3Den&sll=3D-36.848442,174.74387=
3&sspn=3D0.001715,0.002411&oq=3DCafe+Cezanne,+296+Ponsonby+Road,+Ponsonby+1=
011&hq=3DCafe+Cezanne,&hnear=3D296+Ponsonby+Rd,+Ponsonby,+Auckland+1011&t=
=3Dm&z=3D17>
which
is located at: 296 Ponsonby Rd, Ponsonby 1011.

Kind regards,

Jonathan Bean
39 Sackville St, Grey Lynn
P: +64 9 378 6635
M: +64 21 917 173
G: jonobean@gmail.com

--f46d0408930b5ac3b904d73b13b8
Content-Type: text/html; charset=ISO-8859-1
Content-Transfer-Encoding: quoted-printable

<div>Sorry for the spam if you get this a few times - but we all love you!<=
/div><div><br></div><div>I am keen to see and catchup with everyone for a c=
offee &amp; cake &amp; lunch BEFORE the DQ Guild meeting from 11:30am - 12:=
15pm.</div>
<div>At 12:15pm we can all walk the 300m down the street to=A0<a href=3D"ht=
tps://maps.google.co.nz/maps?q=3D+Leys+Institute+Hall&amp;hl=3Den&amp;sll=
=3D-36.848839,174.743777&amp;sspn=3D0.00686,0.009645&amp;hq=3DLeys+Institut=
e+Hall&amp;t=3Dm&amp;z=3D17"><span style=3D"color:rgb(17,85,204);font-famil=
y:arial,sans-serif;line-height:19.1875px;background-color:rgb(243,247,253);=
text-decoration:underline">Leys</span><span style=3D"color:rgb(17,85,204);f=
ont-family:arial,sans-serif;line-height:19.1875px;background-color:rgb(243,=
247,253);text-decoration:underline">=A0</span><span style=3D"color:rgb(17,8=
5,204);font-family:arial,sans-serif;line-height:19.1875px;background-color:=
rgb(243,247,253);text-decoration:underline">Institute</span><span style=3D"=
color:rgb(17,85,204);font-family:arial,sans-serif;line-height:19.1875px;bac=
kground-color:rgb(243,247,253);text-decoration:underline">=A0Ponsonby Commu=
nity Library</span></a></div>
<div><br></div><div>Since we are meeting in<span style=3D"font-family:sans-=
serif;font-size:12.800000190734863px;font-weight:bold;line-height:19.049999=
237060547px;text-align:center;background-color:rgb(255,255,255)">=A0Ponsonb=
y</span>=A0I would like to invite you to come for coffee at <a href=3D"http=
s://maps.google.co.nz/maps?q=3DCafe+Cezanne,+296+Ponsonby+Road,+Ponsonby,+A=
uckland,+1011&amp;hl=3Den&amp;sll=3D-36.848442,174.743873&amp;sspn=3D0.0017=
15,0.002411&amp;oq=3DCafe+Cezanne,+296+Ponsonby+Road,+Ponsonby+1011&amp;hq=
=3DCafe+Cezanne,&amp;hnear=3D296+Ponsonby+Rd,+Ponsonby,+Auckland+1011&amp;t=
=3Dm&amp;z=3D17">Cafe Cezanne</a>=A0which is located at:=A0<span style=3D"b=
ackground-color:rgb(255,255,255);font-family:arial,sans-serif;font-size:13p=
x">296 Ponsonby Rd, Ponsonby 1011.</span></div>
<div><br></div><div>Kind regards,</div><div><br>Jonathan Bean<div>39 Sackvi=
lle St, Grey Lynn</div><div>P: +64 9 378 6635<br>M: +64 21 917 173<br>G:=A0=
<a href=3D"mailto:jonobean@gmail.com" target=3D"_blank">jonobean@gmail.com<=
/a></div>
</div>

--f46d0408930b5ac3b904d73b13b8--


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SubjectRe: [dq] Experience Awards
FromBernard Hoggins
DateWed, 6 Mar 2013 10:01:13 +0000 (GMT)
--123458835-589558055-1362564073=:48297
Content-Type: text/plain; charset=iso-8859-1
Content-Transfer-Encoding: quoted-printable

I am uncomfortable with the justification/reasoning what have you regarding=
 level awards.=0AAs this does not match the current justification in the ru=
les.=0ACurrently, when discussing level of the adventure, it talks about ri=
sk of death/permanent death, what level magic is required, and how twisty t=
urny timey whimey the plot is for the players to solve or get overly confus=
ed by.=0AIt makes no mention that it's simply to award characters with more=
 EP, more EP.=A0 As while I get that advancement is not a linear scale but =
costs more to move to higher ranks, simply awarding players more EP for hav=
ing more EP already seems wrong.=A0 They should be rewarded for facing grea=
ter risks & undertaking more labrynthine plots, as befits their level.=0A=
=0AAs such, I think what you are proposing is a significant change to the l=
evel portion of the EP awards also, since you are changing the scale agains=
t what that EP is measured.=0A=0A=0A=A0=0Anevyn0ad@yahoo.co.uk=0A=0A=0A=0A_=
_______________________________=0A From: Stephen Martin <stephenm@aklnz.net=
>=0ATo: dq@dq.sf.org.nz =0ASent: Wednesday, 6 March 2013 1:36 PM=0ASubject:=
 Re: [dq] Experience Awards=0A =0ANaturally there is disagreement on this t=
opic, I have tried to craft a proposal that is not=0Aexactly what anyone as=
ked for but I hope is representative of a middle-ground of the majority.=0A=
=0AI am proposing this change to be voted on at the guild meeting.=0A=0AInc=
reasing/Changing Experience Awards=0A=0AAttendance/Preparation 0-500 '''Unc=
hanged''' Turning up on time and ready to play=0A=0AContribution 0-500 '''U=
nchanged''' Engaging in the game at an appropriate level and=0Acontributing=
 to general enjoyment=0A=0ARoleplaying 0-500 '''Unchanged''' Consistently p=
laying a believable character=0A=0ANarrative 0-500 '''New''' Helping to pro=
gress and enrich the narrative=0A=0AGM Bonus 0-500 '''New''' GM bonus - spe=
cific to GM, awarded for the values/behaviour they=0Apersonally wish to rew=
ard=0A=0ALevel of Game 0-1500 '''Unchanged''' - partial balance against the=
 exponentially higher costs=0Aof higher ranks.=0A=0A=0ASome further detail.=
..=0A=0AAtt/Prep - Encouraging punctuality (or courtesy and respect to the =
GM rest of the party if you=0Acan't be) and preparation so that the rest of=
 the party is not constantly waiting for you to=0Aturn up, or look somethin=
g up that you should have worked out earlier.=0AMost people should start at=
 500 and only fall from there if they fail in the above.=0A=0AContribution =
- Finding the right balance of in-character contribution to the game.=A0 Be=
ing=0Ainvolved when your character is, butting-out when it isn't. 250 shoul=
d be a neutral award -=0Aneither contributing nor disrupting. Less is for t=
hose whose inattention or disruptive=0Abehaviour detracts from the fun of e=
veryone else. Full award should be encouraged for those=0Awho consistently =
and appropriately contribute to the game.=0A=0ARole-playing - opinion on wh=
at is good role-playing varies a bit from GM to GM. IMO a=0Abelievable 3-di=
mensional character that is consistently played in-character is great=0Arol=
e-playing. We're not expecting oscar-winning performances or writing, just =
your best effort=0Aat portraying someone that seems real - in the context o=
f the game.=0A=0ALevel of Game - This is often misunderstood as a danger le=
vel, it isn't. High ranks cost a lot=0Amore than lower ranks, high level ch=
aracters were feeling stagnant as they saved experience=0Afrom two games in=
 order to raise one rank in one ability.=A0 The level award was introduced =
to=0Apartially balance against the exponentially higher costs of higher ran=
ks. And also as a small=0Aencouragement for high level characters to play o=
n high level games.=0A=0ANarrative - role-playing is in large part about st=
ory telling, we should all be contributing=0Atowards an entertaining story =
- this is the award for doing so. 250 should be considered the=0Abaseline, =
neither helping nor hindering.=A0 Higher award for those that help move thi=
ngs along=0Athe GM's plot thread and for those that make the journey more i=
nteresting or entertaining.=0AA cowardly hesitant character (played well an=
d consistently) will often be a hindrance to plot=0Aprogression but if they=
 manage it well (a difficult thing to do) they can enrich the story=0Awitho=
ut stopping it, better than a team of act-first-think-later yes-men.=0A=0AG=
M Bonus - We all have different things we value, I think it's better to emb=
race this as part=0Aof the system rather than try to make us all fit the sa=
me sized box. Whether we want to reward=0Atea/coffee skills, individual bri=
lliance, team play, tracking pulses in combat, all of the=0Aabove, or doubl=
e the bonus from one of the other categories (e.g. make role-playing worth=
=0A0-1000). This is the category to use.=0A=0A=0AThe experience awards are =
meant to encourage the behaviour we want in our games. It is casting=0Ajudg=
ment on the behaviour of our friends which many of us are not comfortable w=
ith.=0ABut as Jim has mentioned, if we don't communicate our judgement in s=
ome form then it will have=0Ano effect on behaviour.=0AWhether it is public=
ly posting XP awards as Jim does or just emailing the party or quietly=0Aem=
ailing/talking to individuals, we should all consider by what method we com=
municate our=0Ajudgement.=0AAnd be open to feedback from the players - it m=
ay be the erratic behaviour we're observing is=0Athe player cleverly portra=
ying undiagnosed psychosis or maybe they're just crap - we'll never=0Aknow =
unless we talk :-)=0A=0A=0ACheers, Stephen.=0A=0A=0A-- to unsubscribe notif=
y mailto:dq-request@dq.sf.org.nz --
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Content-Type: text/html; charset=iso-8859-1
Content-Transfer-Encoding: quoted-printable

<html><body><div style=3D"color:#000; background-color:#fff; font-family:ti=
mes new roman, new york, times, serif;font-size:12pt">I am uncomfortable wi=
th the justification/reasoning what have you regarding level awards.<br>As =
this does not match the current justification in the rules.<br>Currently, w=
hen discussing level of the adventure, it talks about risk of death/permane=
nt death, what level magic is required, and how twisty turny timey whimey t=
he plot is for the players to solve or get overly confused by.<br>It makes =
no mention that it's simply to award characters with more EP, more EP.&nbsp=
; As while I get that advancement is not a linear scale but costs more to m=
ove to higher ranks, simply awarding players more EP for having more EP alr=
eady seems wrong.&nbsp; They should be rewarded for facing greater risks &a=
mp; undertaking more labrynthine plots, as befits their level.<br><br>As su=
ch, I think what you are proposing is a significant change to the
 level portion of the EP awards also, since you are changing the scale agai=
nst what that EP is measured.<br><div><span><br></span></div><div>&nbsp;</d=
iv><div>nevyn0ad@yahoo.co.uk<br><br></div>  <div style=3D"font-family: time=
s new roman, new york, times, serif; font-size: 12pt;"> <div style=3D"font-=
family: times new roman, new york, times, serif; font-size: 12pt;"> <div di=
r=3D"ltr"> <font face=3D"Arial" size=3D"2"> <hr size=3D"1">  <b><span style=
=3D"font-weight:bold;">From:</span></b> Stephen Martin &lt;stephenm@aklnz.n=
et&gt;<br> <b><span style=3D"font-weight: bold;">To:</span></b> dq@dq.sf.or=
g.nz <br> <b><span style=3D"font-weight: bold;">Sent:</span></b> Wednesday,=
 6 March 2013 1:36 PM<br> <b><span style=3D"font-weight: bold;">Subject:</s=
pan></b> Re: [dq] Experience Awards<br> </font> </div> <br>Naturally there =
is disagreement on this topic, I have tried to craft a proposal that is not=
<br>exactly what anyone asked for but I hope is representative of a middle-=
ground of the
 majority.<br><br>I am proposing this change to be voted on at the guild me=
eting.<br><br>Increasing/Changing Experience Awards<br><br>Attendance/Prepa=
ration 0-500 '''Unchanged''' Turning up on time and ready to play<br><br>Co=
ntribution 0-500 '''Unchanged''' Engaging in the game at an appropriate lev=
el and<br>contributing to general enjoyment<br><br>Roleplaying 0-500 '''Unc=
hanged''' Consistently playing a believable character<br><br>Narrative 0-50=
0 '''New''' Helping to progress and enrich the narrative<br><br>GM Bonus 0-=
500 '''New''' GM bonus - specific to GM, awarded for the values/behaviour t=
hey<br>personally wish to reward<br><br>Level of Game 0-1500 '''Unchanged''=
' - partial balance against the exponentially higher costs<br>of higher ran=
ks.<br><br><br>Some further detail...<br><br>Att/Prep - Encouraging punctua=
lity (or courtesy and respect to the GM rest of the party if you<br>can't b=
e) and preparation so that the rest of the party is not constantly
 waiting for you to<br>turn up, or look something up that you should have w=
orked out earlier.<br>Most people should start at 500 and only fall from th=
ere if they fail in the above.<br><br>Contribution - Finding the right bala=
nce of in-character contribution to the game.&nbsp; Being<br>involved when =
your character is, butting-out when it isn't. 250 should be a neutral award=
 -<br>neither contributing nor disrupting. Less is for those whose inattent=
ion or disruptive<br>behaviour detracts from the fun of everyone else. Full=
 award should be encouraged for those<br>who consistently and appropriately=
 contribute to the game.<br><br>Role-playing - opinion on what is good role=
-playing varies a bit from GM to GM. IMO a<br>believable 3-dimensional char=
acter that is consistently played in-character is great<br>role-playing. We=
're not expecting oscar-winning performances or writing, just your best eff=
ort<br>at portraying someone that seems real - in the context of the
 game.<br><br>Level of Game - This is often misunderstood as a danger level=
, it isn't. High ranks cost a lot<br>more than lower ranks, high level char=
acters were feeling stagnant as they saved experience<br>from two games in =
order to raise one rank in one ability.&nbsp; The level award was introduce=
d to<br>partially balance against the exponentially higher costs of higher =
ranks. And also as a small<br>encouragement for high level characters to pl=
ay on high level games.<br><br>Narrative - role-playing is in large part ab=
out story telling, we should all be contributing<br>towards an entertaining=
 story - this is the award for doing so. 250 should be considered the<br>ba=
seline, neither helping nor hindering.&nbsp; Higher award for those that he=
lp move things along<br>the GM's plot thread and for those that make the jo=
urney more interesting or entertaining.<br>A cowardly hesitant character (p=
layed well and consistently) will often be a hindrance to
 plot<br>progression but if they manage it well (a difficult thing to do) t=
hey can enrich the story<br>without stopping it, better than a team of act-=
first-think-later yes-men.<br><br>GM Bonus - We all have different things w=
e value, I think it's better to embrace this as part<br>of the system rathe=
r than try to make us all fit the same sized box. Whether we want to reward=
<br>tea/coffee skills, individual brilliance, team play, tracking pulses in=
 combat, all of the<br>above, or double the bonus from one of the other cat=
egories (e.g. make role-playing worth<br>0-1000). This is the category to u=
se.<br><br><br>The experience awards are meant to encourage the behaviour w=
e want in our games. It is casting<br>judgment on the behaviour of our frie=
nds which many of us are not comfortable with.<br>But as Jim has mentioned,=
 if we don't communicate our judgement in some form then it will have<br>no=
 effect on behaviour.<br>Whether it is publicly posting XP awards as
 Jim does or just emailing the party or quietly<br>emailing/talking to indi=
viduals, we should all consider by what method we communicate our<br>judgem=
ent.<br>And be open to feedback from the players - it may be the erratic be=
haviour we're observing is<br>the player cleverly portraying undiagnosed ps=
ychosis or maybe they're just crap - we'll never<br>know unless we talk :-)=
<br><br><br>Cheers, Stephen.<br><br><br>-- to unsubscribe notify mailto:<a =
ymailto=3D"mailto:dq-request@dq.sf.org.nz" href=3D"mailto:dq-request@dq.sf.=
org.nz">dq-request@dq.sf.org.nz</a> --<br><br><br> </div> </div>  </div></b=
ody></html>
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SubjectRe: [dq] Experience Awards
FromStephen Martin
DateWed, 6 Mar 2013 23:47:32 +1300
I believe that Struan wrote the exact wording, I'll leave him to speak to that.

I'm talking about the reason that drove the introduction of the level portion of the award.
And my understanding at the time of what I voted on.

As for your reward for risk argument - it has already been pointed out that high level does
not equate to higher risk. A low to medium level party without access to Healers who can
resurrect or preserve or rapid travel, or powerful contacts, or reams of get-out-of-jail items
is usually facing a much higher risk of permanent death than the top end of the guild.
And the complexity of plots are more to do with what the players can cope with and the
inclinations of the characters than level.

Cheers, Stephen.

On Wed, March 6, 2013 11:01 pm, Bernard Hoggins wrote:
> I am uncomfortable with the justification/reasoning what have you regarding level awards.
> As this does not match the current justification in the rules.
> Currently, when discussing level of the adventure, it talks about risk of death/permanent
> death, what level magic is required, and how twisty turny timey whimey the plot is for the
> players to solve or get overly confused by.
> It makes no mention that it's simply to award characters with more EP, more EP.  As while I
> get that advancement is not a linear scale but costs more to move to higher ranks, simply
> awarding players more EP for having more EP already seems wrong.  They should be rewarded for
> facing greater risks & undertaking more labrynthine plots, as befits their level.
>
> As such, I think what you are proposing is a significant change to the level portion of the EP
> awards also, since you are changing the scale against what that EP is measured.
>
>
>  
> nevyn0ad@yahoo.co.uk
>
>
>
> ________________________________
>  From: Stephen Martin <stephenm@aklnz.net>
> To: dq@dq.sf.org.nz
> Sent: Wednesday, 6 March 2013 1:36 PM
> Subject: Re: [dq] Experience Awards
>
> Naturally there is disagreement on this topic, I have tried to craft a proposal that is not
> exactly what anyone asked for but I hope is representative of a middle-ground of the majority.
>
> I am proposing this change to be voted on at the guild meeting.
>
> Increasing/Changing Experience Awards
>
> Attendance/Preparation 0-500 '''Unchanged''' Turning up on time and ready to play
>
> Contribution 0-500 '''Unchanged''' Engaging in the game at an appropriate level and
> contributing to general enjoyment
>
> Roleplaying 0-500 '''Unchanged''' Consistently playing a believable character
>
> Narrative 0-500 '''New''' Helping to progress and enrich the narrative
>
> GM Bonus 0-500 '''New''' GM bonus - specific to GM, awarded for the values/behaviour they
> personally wish to reward
>
> Level of Game 0-1500 '''Unchanged''' - partial balance against the exponentially higher costs
> of higher ranks.
>
>
> Some further detail...
>
> Att/Prep - Encouraging punctuality (or courtesy and respect to the GM rest of the party if you
> can't be) and preparation so that the rest of the party is not constantly waiting for you to
> turn up, or look something up that you should have worked out earlier.
> Most people should start at 500 and only fall from there if they fail in the above.
>
> Contribution - Finding the right balance of in-character contribution to the game.  Being
> involved when your character is, butting-out when it isn't. 250 should be a neutral award -
> neither contributing nor disrupting. Less is for those whose inattention or disruptive
> behaviour detracts from the fun of everyone else. Full award should be encouraged for those
> who consistently and appropriately contribute to the game.
>
> Role-playing - opinion on what is good role-playing varies a bit from GM to GM. IMO a
> believable 3-dimensional character that is consistently played in-character is great
> role-playing. We're not expecting oscar-winning performances or writing, just your best effort
> at portraying someone that seems real - in the context of the game.
>
> Level of Game - This is often misunderstood as a danger level, it isn't. High ranks cost a lot
> more than lower ranks, high level characters were feeling stagnant as they saved experience
> from two games in order to raise one rank in one ability.  The level award was introduced to
> partially balance against the exponentially higher costs of higher ranks. And also as a small
> encouragement for high level characters to play on high level games.
>
> Narrative - role-playing is in large part about story telling, we should all be contributing
> towards an entertaining story - this is the award for doing so. 250 should be considered the
> baseline, neither helping nor hindering.  Higher award for those that help move things along
> the GM's plot thread and for those that make the journey more interesting or entertaining.
> A cowardly hesitant character (played well and consistently) will often be a hindrance to plot
> progression but if they manage it well (a difficult thing to do) they can enrich the story
> without stopping it, better than a team of act-first-think-later yes-men.
>
> GM Bonus - We all have different things we value, I think it's better to embrace this as part
> of the system rather than try to make us all fit the same sized box. Whether we want to reward
> tea/coffee skills, individual brilliance, team play, tracking pulses in combat, all of the
> above, or double the bonus from one of the other categories (e.g. make role-playing worth
> 0-1000). This is the category to use.
>
>
> The experience awards are meant to encourage the behaviour we want in our games. It is casting
> judgment on the behaviour of our friends which many of us are not comfortable with.
> But as Jim has mentioned, if we don't communicate our judgement in some form then it will have
> no effect on behaviour.
> Whether it is publicly posting XP awards as Jim does or just emailing the party or quietly
> emailing/talking to individuals, we should all consider by what method we communicate our
> judgement.
> And be open to feedback from the players - it may be the erratic behaviour we're observing is
> the player cleverly portraying undiagnosed psychosis or maybe they're just crap - we'll never
> know unless we talk :-)
>
>
> Cheers, Stephen.
>
>
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