SubjectRe: [dq] Experience Awards
FromJim Arona
DateThu, 7 Mar 2013 01:12:57 +1300
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I agree that it's not about risk relative to the character on the
adventure, but I agree with Bernard when he says that the awards should not
be simply for being of higher level.
Still, Stephen makes a good point. The absolute risk of something horrible
happening to a PC diminishes with the longevity of that character, for
whatever reason.
A high level character playing in a low level character should, all other
things being equal, find it unrewarding to play at low levels. A low level
character playing at high level should not find it knuckle-whitening, and
that there is a groove in their arse from spending the entire evening on
the edge of their seat.

On 6 March 2013 23:47, Stephen Martin <stephenm@aklnz.net> wrote:

> 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.
> >
> >
> > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz --
>
>
> -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz --
>

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<div><font face=3D"georgia,serif">I agree that it&#39;s not about risk rela=
tive to the character on the adventure, but I agree with Bernard when he sa=
ys that the awards should not be simply for being of higher level.</font></=
div>
<div><font face=3D"georgia,serif">Still, Stephen makes a good point. The ab=
solute risk of something horrible happening to a PC diminishes with the lon=
gevity of that character, for whatever reason. </font></div><div><font face=
=3D"georgia,serif">A high level character playing in a low level character =
should, all other things being equal, find it unrewarding to play at low le=
vels. A low level character playing at high level should not find it knuckl=
e-whitening, and that there is a groove in their arse from spending the ent=
ire evening on the edge of their seat.<br>
</font><br></div><div class=3D"gmail_quote">On 6 March 2013 23:47, Stephen =
Martin <span dir=3D"ltr">&lt;<a href=3D"mailto:stephenm@aklnz.net" target=
=3D"_blank">stephenm@aklnz.net</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">
I believe that Struan wrote the exact wording, I&#39;ll leave him to speak =
to that.<br>
<br>
I&#39;m talking about the reason that drove the introduction of the level p=
ortion of the award.<br>
And my understanding at the time of what I voted on.<br>
<br>
As for your reward for risk argument - it has already been pointed out that=
 high level does<br>
not equate to higher risk. A low to medium level party without access to He=
alers who can<br>
resurrect or preserve or rapid travel, or powerful contacts, or reams of ge=
t-out-of-jail items<br>
is usually facing a much higher risk of permanent death than the top end of=
 the guild.<br>
And the complexity of plots are more to do with what the players can cope w=
ith and the<br>
inclinations of the characters than level.<br>
<br>
Cheers, Stephen.<br>
<div class=3D"HOEnZb"><div class=3D"h5"><br>
On Wed, March 6, 2013 11:01 pm, Bernard Hoggins wrote:<br>
&gt; I am uncomfortable with the justification/reasoning what have you rega=
rding level awards.<br>
&gt; As this does not match the current justification in the rules.<br>
&gt; Currently, when discussing level of the adventure, it talks about risk=
 of death/permanent<br>
&gt; death, what level magic is required, and how twisty turny timey whimey=
 the plot is for the<br>
&gt; players to solve or get overly confused by.<br>
&gt; It makes no mention that it&#39;s simply to award characters with more=
 EP, more EP.=A0 As while I<br>
&gt; get that advancement is not a linear scale but costs more to move to h=
igher ranks, simply<br>
&gt; awarding players more EP for having more EP already seems wrong.=A0 Th=
ey should be rewarded for<br>
&gt; facing greater risks &amp; undertaking more labrynthine plots, as befi=
ts their level.<br>
&gt;<br>
&gt; As such, I think what you are proposing is a significant change to the=
 level portion of the EP<br>
&gt; awards also, since you are changing the scale against what that EP is =
measured.<br>
&gt;<br>
&gt;<br>
&gt; =A0<br>
&gt; <a href=3D"mailto:nevyn0ad@yahoo.co.uk">nevyn0ad@yahoo.co.uk</a><br>
&gt;<br>
&gt;<br>
&gt;<br>
&gt; ________________________________<br>
&gt; =A0From: Stephen Martin &lt;<a href=3D"mailto:stephenm@aklnz.net">step=
henm@aklnz.net</a>&gt;<br>
&gt; To: <a href=3D"mailto:dq@dq.sf.org.nz">dq@dq.sf.org.nz</a><br>
&gt; Sent: Wednesday, 6 March 2013 1:36 PM<br>
&gt; Subject: Re: [dq] Experience Awards<br>
&gt;<br>
&gt; Naturally there is disagreement on this topic, I have tried to craft a=
 proposal that is not<br>
&gt; exactly what anyone asked for but I hope is representative of a middle=
-ground of the majority.<br>
&gt;<br>
&gt; I am proposing this change to be voted on at the guild meeting.<br>
&gt;<br>
&gt; Increasing/Changing Experience Awards<br>
&gt;<br>
&gt; Attendance/Preparation 0-500 &#39;&#39;&#39;Unchanged&#39;&#39;&#39; T=
urning up on time and ready to play<br>
&gt;<br>
&gt; Contribution 0-500 &#39;&#39;&#39;Unchanged&#39;&#39;&#39; Engaging in=
 the game at an appropriate level and<br>
&gt; contributing to general enjoyment<br>
&gt;<br>
&gt; Roleplaying 0-500 &#39;&#39;&#39;Unchanged&#39;&#39;&#39; Consistently=
 playing a believable character<br>
&gt;<br>
&gt; Narrative 0-500 &#39;&#39;&#39;New&#39;&#39;&#39; Helping to progress =
and enrich the narrative<br>
&gt;<br>
&gt; GM Bonus 0-500 &#39;&#39;&#39;New&#39;&#39;&#39; GM bonus - specific t=
o GM, awarded for the values/behaviour they<br>
&gt; personally wish to reward<br>
&gt;<br>
&gt; Level of Game 0-1500 &#39;&#39;&#39;Unchanged&#39;&#39;&#39; - partial=
 balance against the exponentially higher costs<br>
&gt; of higher ranks.<br>
&gt;<br>
&gt;<br>
&gt; Some further detail...<br>
&gt;<br>
&gt; Att/Prep - Encouraging punctuality (or courtesy and respect to the GM =
rest of the party if you<br>
&gt; can&#39;t be) and preparation so that the rest of the party is not con=
stantly waiting for you to<br>
&gt; turn up, or look something up that you should have worked out earlier.=
<br>
&gt; Most people should start at 500 and only fall from there if they fail =
in the above.<br>
&gt;<br>
&gt; Contribution - Finding the right balance of in-character contribution =
to the game.=A0 Being<br>
&gt; involved when your character is, butting-out when it isn&#39;t. 250 sh=
ould be a neutral award -<br>
&gt; neither contributing nor disrupting. Less is for those whose inattenti=
on or disruptive<br>
&gt; behaviour detracts from the fun of everyone else. Full award should be=
 encouraged for those<br>
&gt; who consistently and appropriately contribute to the game.<br>
&gt;<br>
&gt; Role-playing - opinion on what is good role-playing varies a bit from =
GM to GM. IMO a<br>
&gt; believable 3-dimensional character that is consistently played in-char=
acter is great<br>
&gt; role-playing. We&#39;re not expecting oscar-winning performances or wr=
iting, just your best effort<br>
&gt; at portraying someone that seems real - in the context of the game.<br=
>
&gt;<br>
&gt; Level of Game - This is often misunderstood as a danger level, it isn&=
#39;t. High ranks cost a lot<br>
&gt; more than lower ranks, high level characters were feeling stagnant as =
they saved experience<br>
&gt; from two games in order to raise one rank in one ability.=A0 The level=
 award was introduced to<br>
&gt; partially balance against the exponentially higher costs of higher ran=
ks. And also as a small<br>
&gt; encouragement for high level characters to play on high level games.<b=
r>
&gt;<br>
&gt; Narrative - role-playing is in large part about story telling, we shou=
ld all be contributing<br>
&gt; towards an entertaining story - this is the award for doing so. 250 sh=
ould be considered the<br>
&gt; baseline, neither helping nor hindering.=A0 Higher award for those tha=
t help move things along<br>
&gt; the GM&#39;s plot thread and for those that make the journey more inte=
resting or entertaining.<br>
&gt; A cowardly hesitant character (played well and consistently) will ofte=
n be a hindrance to plot<br>
&gt; progression but if they manage it well (a difficult thing to do) they =
can enrich the story<br>
&gt; without stopping it, better than a team of act-first-think-later yes-m=
en.<br>
&gt;<br>
&gt; GM Bonus - We all have different things we value, I think it&#39;s bet=
ter to embrace this as part<br>
&gt; of the system rather than try to make us all fit the same sized box. W=
hether we want to reward<br>
&gt; tea/coffee skills, individual brilliance, team play, tracking pulses i=
n combat, all of the<br>
&gt; above, or double the bonus from one of the other categories (e.g. make=
 role-playing worth<br>
&gt; 0-1000). This is the category to use.<br>
&gt;<br>
&gt;<br>
&gt; The experience awards are meant to encourage the behaviour we want in =
our games. It is casting<br>
&gt; judgment on the behaviour of our friends which many of us are not comf=
ortable with.<br>
&gt; But as Jim has mentioned, if we don&#39;t communicate our judgement in=
 some form then it will have<br>
&gt; no effect on behaviour.<br>
&gt; Whether it is publicly posting XP awards as Jim does or just emailing =
the party or quietly<br>
&gt; emailing/talking to individuals, we should all consider by what method=
 we communicate our<br>
&gt; judgement.<br>
&gt; And be open to feedback from the players - it may be the erratic behav=
iour we&#39;re observing is<br>
&gt; the player cleverly portraying undiagnosed psychosis or maybe they&#39=
;re just crap - we&#39;ll never<br>
&gt; know unless we talk :-)<br>
&gt;<br>
&gt;<br>
&gt; Cheers, Stephen.<br>
&gt;<br>
&gt;<br>
&gt; -- to unsubscribe notify mailto:<a href=3D"mailto:dq-request@dq.sf.org=
.nz">dq-request@dq.sf.org.nz</a> --<br>
<br>
<br>
-- to unsubscribe notify mailto:<a href=3D"mailto:dq-request@dq.sf.org.nz">=
dq-request@dq.sf.org.nz</a> --<br>
</div></div></blockquote></div><br>

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SubjectRe: [dq] DQ Meeting - coffee & cake & lunch BEFORE the DQ Guild meeting from 11:30am - 12:15pm
FromJim Arona
DateThu, 7 Mar 2013 01:26:31 +1300
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This place sells infection.
I suggest another venue.
Well, any other venue.

On 6 March 2013 18:43, Jonathan Bean <jonobean@gmail.com> wrote:

> 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 Pon=
sonby
> Community Library<https://maps.google.co.nz/maps?q=3D+Leys+Institute+Hall=
&hl=3Den&sll=3D-36.848839,174.743777&sspn=3D0.00686,0.009645&hq=3DLeys+Inst=
itute+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,+2=
96+Ponsonby+Road,+Ponsonby,+Auckland,+1011&hl=3Den&sll=3D-36.848442,174.743=
873&sspn=3D0.001715,0.002411&oq=3DCafe+Cezanne,+296+Ponsonby+Road,+Ponsonby=
+1011&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
>

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<div><font face=3D"georgia,serif">This place sells infection.</font></div><=
div><font face=3D"georgia,serif">I suggest another venue. </font></div><div=
><font face=3D"georgia,serif">Well, any other venue.<br></font><br></div><d=
iv class=3D"gmail_quote">
On 6 March 2013 18:43, Jonathan Bean <span dir=3D"ltr">&lt;<a href=3D"mailt=
o:jonobean@gmail.com" target=3D"_blank">jonobean@gmail.com</a>&gt;</span> w=
rote:<br><blockquote style=3D"margin:0px 0px 0px 0.8ex;padding-left:1ex;bor=
der-left-color:rgb(204,204,204);border-left-width:1px;border-left-style:sol=
id" class=3D"gmail_quote">
<div class=3D"HOEnZb"><div class=3D"h5"><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 coffee &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" target=3D"_blank"><span style=3D"color:rgb(17,=
85,204);line-height:19.18px;font-family:arial,sans-serif;text-decoration:un=
derline;background-color:rgb(243,247,253)">Leys</span><span style=3D"color:=
rgb(17,85,204);line-height:19.18px;font-family:arial,sans-serif;text-decora=
tion:underline;background-color:rgb(243,247,253)">=A0</span><span style=3D"=
color:rgb(17,85,204);line-height:19.18px;font-family:arial,sans-serif;text-=
decoration:underline;background-color:rgb(243,247,253)">Institute</span><sp=
an style=3D"color:rgb(17,85,204);line-height:19.18px;font-family:arial,sans=
-serif;text-decoration:underline;background-color:rgb(243,247,253)">=A0Pons=
onby Community Library</span></a></div>

<div><br></div><div>Since we are meeting in<span style=3D"text-align:center=
;line-height:19.04px;font-family:sans-serif;font-size:12.8px;font-weight:bo=
ld">=A0Ponsonby</span>=A0I would like to invite you to come for coffee at <=
a href=3D"https://maps.google.co.nz/maps?q=3DCafe+Cezanne,+296+Ponsonby+Roa=
d,+Ponsonby,+Auckland,+1011&amp;hl=3Den&amp;sll=3D-36.848442,174.743873&amp=
;sspn=3D0.001715,0.002411&amp;oq=3DCafe+Cezanne,+296+Ponsonby+Road,+Ponsonb=
y+1011&amp;hq=3DCafe+Cezanne,&amp;hnear=3D296+Ponsonby+Rd,+Ponsonby,+Auckla=
nd+1011&amp;t=3Dm&amp;z=3D17" target=3D"_blank">Cafe Cezanne</a>=A0which is=
 located at:=A0<span style=3D"font-family:arial,sans-serif;font-size:13px">=
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: <a href=3D"tel:%2B64%209%20378%206635" targe=
t=3D"_blank" value=3D"+6493786635">+64 9 378 6635</a><br>M: <a href=3D"tel:=
%2B64%2021%20917%20173" target=3D"_blank" value=3D"+6421917173">+64 21 917 =
173</a><br>
G:=A0<a href=3D"mailto:jonobean@gmail.com" target=3D"_blank">jonobean@gmail=
.com</a></div>
</div>
</div></div></blockquote></div><br>

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SubjectRe: [dq] Experience Awards
FromBernard Hoggins
DateWed, 6 Mar 2013 21:01:54 +0000 (GMT)
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Hi Stephen, re-reading what I wrote late, I realised I came across as quite=
 negative.=A0 On the whole I like the idea as a starting change.=A0 I just =
wanted to make sure that we either weren't changing the text in the EP Awar=
d guidelines as to how to judge level, or if we were intending to change th=
at text as such, that people were aware it was a significant change from th=
e current rules.=0AAs I'm not sure if your attached text was intended to re=
place the current descriptions or simply attached to describe to the E-mail=
 list.=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 11:47 PM=0ASubject: Re: [dq] Experience Aw=
ards=0A =0AI believe that Struan wrote the exact wording, I'll leave him to=
 speak to that.=0A=0AI'm talking about the reason that drove the introducti=
on of the level portion of the award.=0AAnd my understanding at the time of=
 what I voted on.=0A=0AAs for your reward for risk argument - it has alread=
y been pointed out that high level does=0Anot equate to higher risk. A low =
to medium level party without access to Healers who can=0Aresurrect or pres=
erve or rapid travel, or powerful contacts, or reams of get-out-of-jail ite=
ms=0Ais usually facing a much higher risk of permanent death than the top e=
nd of the guild.=0AAnd the complexity of plots are more to do with what the=
 players can cope with and the=0Ainclinations of the characters than level.=
=0A=0ACheers, Stephen.
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<html><body><div style=3D"color:#000; background-color:#fff; font-family:ti=
mes new roman, new york, times, serif;font-size:12pt"><div><span>Hi Stephen=
, re-reading what I wrote late, I realised I came across as quite negative.=
&nbsp; On the whole I like the idea as a starting change.&nbsp; I just want=
ed to make sure that we either weren't changing the text in the EP Award gu=
idelines as to how to judge level, or if we were intending to change that t=
ext as such, that people were aware it was a significant change from the cu=
rrent rules.</span></div><div style=3D"color: rgb(0, 0, 0); font-size: 16px=
; font-family: serif; background-color: transparent; font-style: normal;"><=
span>As I'm not sure if your attached text was intended to replace the curr=
ent descriptions or simply attached to describe to the E-mail list.<br></sp=
an></div><div>&nbsp;</div><div>nevyn0ad@yahoo.co.uk<br><br></div>  <div sty=
le=3D"font-family: times 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 dir=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.net&gt;<br> <b><span style=3D"font-weight: bold;=
">To:</span></b> dq@dq.sf.org.nz <br> <b><span style=3D"font-weight: bold;"=
>Sent:</span></b> Wednesday, 6 March 2013 11:47 PM<br> <b><span style=3D"fo=
nt-weight: bold;">Subject:</span></b> Re: [dq] Experience Awards<br> </font=
> </div> <br>I believe that Struan wrote the exact wording, I'll leave him =
to speak to that.<br><br>I'm talking about the reason that drove the introd=
uction of the level portion of the award.<br>And my understanding at the ti=
me of what I voted on.<br><br>As for your reward for risk argument - it has=
 already been pointed out that high level does<br>not equate to higher risk=
. A low to medium level party without access to Healers who can<br>resurrec=
t or
 preserve or rapid travel, or powerful contacts, or reams of get-out-of-jai=
l items<br>is usually facing a much higher risk of permanent death than the=
 top end of the guild.<br>And the complexity of plots are more to do with w=
hat the players can cope with and the<br>inclinations of the characters tha=
n level.<br><br>Cheers, Stephen.<br><br><br><br> </div> </div>  </div></bod=
y></html>
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Subject[dq] Guild Club Subs $20
FromStephen Martin
DateThu, 7 Mar 2013 20:46:50 +1300
Hi all,

The March meeting is the start or our new club year, please organise to pay your subs online
if you can, or bully your friends into doing it for you, or make a deposit in person at a
kiwibank.

The account number is:
38-9014-0022834-00

Now that we have a better idea of the actual costs of the club, the committee has agreed to
reduce the individual membership to $20.
And introduce a Family Membership at $30
Each paid membership (individual or family) gets one vote at the AGM and one copy of the
printed SGT at each meeting.

This change in the fees and membership structure, and the club financial report all need to be
approved by a majority of the 27 voting members at the AGM (a hopefully short part of the
guild meeting).

Errol, our wise and glorious treasurer will send a pdf of the financial report out to this
list once he has finalised it so you can all have a look, ooh and ahh at the straight lines,
tidy handwriting and triple-reverse-back-flip-amortisation and ask any questions on-line
before hand rather than use our valuable in-person time at the meeting.

Please pass this message on to other DQers who are not on the list.

Thanks everyone, see you on Sunday in Ponsonby.

Cheers, Stephen.


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