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DQ NEWSLETTERS |
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|| DRAGONQUEST Newsletter April 1999
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|| Volume 5 / Number 4
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The DQ Newsletter is for discussions of the DragonQuest role-
playing game. The key addresses you need to know are:
Rodger Thorm (Editor, Article Submissions, Etc.)
dqn@ntsource.com
All articles are copyrighted property of their respective authors.
Reproducing or republishing an article, in whole or in part, in any
other forum requires permission of the author or the moderator.
The DragonQuest Newsletter website is at:
http://www.ntsource.com/~psproefrock/dqn.html
[if you are typing it, note that the server _IS_ case-sensitive!]
This site will be updated soon. It will contain the most recent issue
of the newsletter as well as links to (ftp) archives and other
DragonQuest related sites. I'm still working on this, but recently the
DQN-list has been the priority.
The DragonQuest Newsletter listserv information can be found at:
http://www.egroups.com/list/dqn-list/
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C O N T E N T S [v5/n04]
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Editorial – Further Changes
Letters -- Craig Cowie
Some Simple Adventuring Skills -- Dennis Nordling
Creatures: Swamp Reaper & Rakasta -- Papyrus
Herald -- David Mason
Advertisements
DragonQuest URLs
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EDITORIAL: Further Changes
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I have done a little experimenting, and there is now an Adobe Acrobat
version of the Newsletter (v5n02 & v5n03) available from the DQN
website. It is little more than just pasted into a cleaner format and
saved as a .pdf file, but it is a first step. This will not be
replacing the current version of the Newsletter, but if I can manage it,
I will try to have both regular email and modified .pdf versions of the
Newsletter available in the future. Any feedback about the alternate
format is appreciated.
Secondly, we are considering migrating the DragonQuest Newsletter to
eGroups for distribution. This is the same free service that is now
hosting the amazingly busy DQN-list. The Newsletter would stay
formatted as it presently is, and would still be distributed by email.
But rather than requiring me (your humble editor) to manually add
subscribers and maintain the list, much of that could be automated.
[IMPORTANT: If you have an opinion about this change, please be sure to
respond to this issue's survey. We don't intend to cut anyone out, but
if there are no serious objections, we will make this change in the next
couple of months.]
The DragonQuest URLs section is also going to be changing in
forthcoming issues. It will no longer be just a list of URLs (there are
many web pages doing this equally well, if not better). The DQPA
already has a very thorough DQ links page, and the DQN page will
(hopefully) be mirroring that site soon. In its place, there will be
information and announcements about new DQ web pages and updates to
existing pages. (See this month's DragonQuest URLs section for further
information.)
Rodger Thorm
DQN Editor
Editors Note:
In last month's feedback there was a question about the Experience
Multiple for Centaur Player Characters (from the article in DQN v5n02).
The Experience Multiple for Centaur PCs is 1.4.
------------------------_L_E_T_T_E_R_S_--------------------------
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Glad to see the newsletter is back in action. I have a column
suggestion/request. It would be nice to hear about problems people have
come across in running campaigns and how they solved them. Like the
AD&D 'Monty Hall' problems (yeah I know that's reaching way back), the
lack of rules for creating magic items (other than invested items) prior
to the release of Arcane Wisdom, or long-term problems of character
development.
For example, we used to occasionally create characters for use on a
single adventure, and it could be a problem to get all the characters to
become a "group" (sometimes it was even hard to find plausible
motivations to get the long-term characters to go on an adventure
although all the PC's were theoretically friends). I'd be curious to
hear people's stories about they handled difficulties like these.
I thought the aging column kind of got at this. It's an interesting
idea, and a number of RPGs have aging built in (Traveller comes to
mind). A couple of comments about the aging: First, I would not apply
the reduction to perception, or at least I'd somehow modify the rolls.
Although eyesight and hearing do fail, perception is also about
knowledge and experience. If you don't know what you're looking at, the
fact that you can see it doesn't really matter. Second, this does give
another benefit to some of the non-human races with no concomitant
hardship (elves in particular would never seem to have to make the
rolls). Third, why exempt MA? people suffer from dementia, adult onset
schizophrenia, and other disorders that effect cognitive ability (like
plain old senility and memory loss-obviously these effect perception
too). It seems likely that something could also effect a person's innate
ability to process mana.
If you did age, would the loss then lower the maximum number for the
stat for you (eg, if a human PC lost a point of strength, they could not
raise their strength above 24 through experience after that)? Without
that restriction, aging seems to be a pointless hoop; you would just
have to buy back the loss. If MA is affected, could a drop knock a
person out of their college by reducing their MA below the minimum
required? Would they regain all their skills simply by buying the point
back?
Personally, I've always recommended against applying aging rolls to PCs.
Often, the point of playing is to generate "epic" heroes and adventures;
real world rules don't have to apply here. After years on the road and
serious physical hardship, Ulysses was still able to string his bow and
shoot it.
Craig Cowie
[The DQN-list may be a better place for this kind of discussion than the
Newsletter. Maybe we can post a topic for discussion in the Newsletter
and then have followup discussion in the DQN-list. I'll suggest that
this month's topic of discussion be 'Introducing New Characters.' How
have you had to deal with this kind of situation in your campaigns?
Post your replies to dqn-list@egroups.com -– Rodger Thorm, Editor]
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SOME SIMPLE ADVENTURING SKILLS
-- Dennis Nordling
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[This article was posted on the DQN-list earlier in April. –- Editor]
Our group has been playing DQ for a VERY long time. We found that too
much complexity in a rule can hinder play. What we do for additional
skills we find a need to include in DQ, is boil it down to what it does
and leave the details to the GM to supply for the moment.
Swimming (do you get in trouble?)
(2AG) + (EN+FT)/2 + (5xRk) + (2xRanger Rank) + (2xNavigator Rank)
EP cost: 500xRank (similar to Stealth)
Running (how fast can you run?)
Running Rate = TMR x (1+Rk/4)
All characters begin with the skill of Running at Rank 6. This still
leaves the basic the Run-Rate as 2-1/2 x TMR. At Rank 10 this would
produce a Run-Rate of 3-1/2 x TMR.
EP cost: 500xRank (similar to Stealth)
Boating (what is the chance of getting out of trouble in a small boat?)
(AG+PS)/2 + (8xRank) + (2xNavigator Rank)
EP cost: 125xRank (similar to Horsemanship)
Wagon Driver (what is the chance of getting out of trouble with a
wagon?)
(MD+PS)/2 + (8xRank) + (2xBeast Master Rank) + (2xHorsemanship Rank)
- (4 x number in team)
EP cost: 125xRank (similar to Horsemanship)
We have added many skills in our version of DQ. most of them we haven't
even found the need to document in any great detail. What this requires
is great faith in the GM who is running your game.
-- Dennis Nordling
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CREATURES: SWAMP REAPER & RAKASTA
-- Papyrus < anslpar@aol.com >
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The Swamp Reaper
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Name: Swamp Reaper
Natural Habitat: Swamp, Marsh
Frequency: Very Rare
Number: 1-3 (1)
Description: 12' tall, carapace armored behemoth. Its neckless head is
crowned by a pair of rams horns. Clothing is limited to trophies and
interesting items from past victims. The left hand has evolved to
resemble a small, bare tree or fallen limb. Their carapace is flexible
and sinew-like giving the appearance of gnarled tree roots. With its
nostrils located at the front of a protruding ridge above its eyes, it
can breath submerged.
Talents, Skills, and Magic: No magical abilities, skills or talents.
Can use crude weapons of up to giant size but will not attain any rank
in their use.
Movement Rates: Running: 400-500
PS: 18-36 MD: 4-22 AG: 3-21 MA: 5-8
EN: 30-40 FT: 18-24 WP: 4-22 PC: 20-25
PB: 0 TMR: 10-12 NA: Hide absorbs 5 DP
Weapons: The creatures' usual tactic is to lay hidden beneath the
swamp's muddy surface with only its left claw exposed. The claw is used
like a trap (+3 damage modifier) to capture passing victims, humanoids
are their favorite. The victims are then drowned, eaten alive (+4
damage modifier/bite) or bashed against a hard surface while still in
the grip of the claw (+3 damage modifier/bash). If pressed into combat
these creatures will employ crude weapons, a claw attack and/or attempt
to ram large victims with its horns (+8 damage modifier).Comments:
"Mating" occurs yearly. Reapers are asexual and mate by injecting
dormant a egg into a live, humanoid victim via a small the victim will
not appear harmed until the next time they view a swamp or marsh. At
this point they will insist on settling in there, and will fall
seriously ill within 4 months. After 1 week of illness they will die
and their body will then be absorbed by the growing reaper within them.
A variant race exist in cold, snowy wastes. These grey, woolly, Arctic
Reapers are hairy copies of their swamp dwelling
cousins. They use
large snow drifts to conceal themselves from
their prey.
Rakasta
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Name: RAKASTA (CAT-MEN) (You could use the name
Balam, from folklore,
and avoid any TSR copyrights)
Natural Habitat: Desert
Frequency: very rare
Number: 3-30 + 1-8 sabre-tooths
Description: Nomadic, cat-like humanoids. They
walk erect, much like
humans, but are covered with soft, tawny fur and
have feline heads and
features.
Talents, Skills, and Magic: Ranger, Thief,
Beastmaster
Movement Rates: 200 running
PS: 22-25 MD: 24-30 AG: 24-30 MA: None
EN: 19-30 FT: 24-33 WP: 6-25 PC: 18-25
PB: 7-10 TMR: 8 NA: Fur absorbs 2 DP.
Weapons: The rakasta fight with special metal "war claws" fitted over
their natural claws. Can claw/claw/bite up to rank 7, doing-5/-5/-5 for
damage with "war claws" or -3/-3/-5 without. Can use any weapons but
disdain them in favor of "war claws".
Comments: The rakasta often tame sabre-tooth tigers that they then ride
to the hunt or in battle. The sabre-tooth tigers are controlled by knee
pressure and heavy riding crops and are fitted with special saddles that
do not hinder the fighting abilities of the sabre-tooth tigers. These
saddles also allow the rakasta to leap off their mounts (up to 20') and
attack the same round. The "tame" sabre-tooths are too ferocious to be
ridden by any non-rakasta. Rakasta settlements are made up of many
colorful tents or pavilions. As treasure they will have rugs and
tapestries of fine workmanship, crafted bowls and drinking cups, and
other bulky items of value instead of gems, jewels or coin.
Reference: Quoted from D&D module X1, "The Isle of Dread", page 30.
Variant race: Tabaxi, jungle cat with jaguar (or tiger) markings.
Smaller communities (prides) with more emphasis on hunting and little on
trade. (Ref: AD&D2 for jaguar version, AD&D1 Fiend Folio for tiger
version.)
-- Papyrus
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HERALD
-- David Mason
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Heralds are the professional distributors of information in a land. It
is their job to know what is happening in formal environments such as
courts.
To pass second level a herald must have at least rank 6 in reading in
the main language in the area. (For Heralds whose field of knowledge
crosses language borders, the GM may require a level of literacy in
other languages as well).
Heralds will remember the name, face, title and crest/device/flag
(Symbol) of any person formally introduced to them for 6 months. After
more than 6 months without meeting the person again the herald must roll
Perception*2+(12*Rank)-(weeks more than 6 months)% to remember. Bonuses
may be added if the person was important to the herald (No herald ever
forgot the name of their king).
Heralds may recognise an unknown symbol. Success on a roll of Level+1
on d10 modified as below means the name and reputation of the symbol are
known.
Status of area of origin Modifier
local area +4
known neighbour +2
unknown neighbour +1
known, non neighbour -1
unknown, non neighbour -5
historical -10
Personnel modifiers
famous +4
well traveled +2
current news +2
A herald begins with knowledge of the protocols and etiquette, names and
reputations of their local area. Each time they go up by a rank they
should select one from the following.
1. Name/Symbol/Titles - Who seems to have power
2. Protocol/Etiquette - Relationships with other areas and general
manners
3. Reputations - Personalties, Background, some skills
4. Power structure - Politics and real power
5. Secrets - Each selection gives d10/2 secrets about people in chosen
field.
Multiple selections increase the size of the area covered
1. Local area (single court)
2. Immediate neighbours, regular contacts
3. Regular contacts of neighbours
4. Large area and several levels of power
5. Greater domain (e.g. empire, kingdom, etc.)
6. Known world
Reputations in an area requires the names for that area.
Protocol/Etiquette is required before the power structure can be
understood. Must know all others before secrets can be learned.
EG. a 7th level Herald may have taken one of each type of knowledge for
their home area (2 picks after starting knowledge is counted) expanded
their knowledge of names out to the contacts of the neighbours (2
picks), know reputations in neighbouring courts (1 pick) and have
learned the names and protocol of a distant court (2 picks).
This same herald could know names throughout the known world (5 picks)
and know the protocols among their neighbours contacts.
-- David Mason
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v5n03 SURVEY RESULTS
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There were even fewer responses to this survey than to the last issue's
survey. Please take a moment to fill out this month's survey to let the
contributors and editors know how useful and interesting you find the
materials we are producing for you.
Article: Rating (1-5 scale):
DQPA Update 3.8
Simple Swimming Skill 2.5
Arms and Armor of Quality 2.9
DQN v5n03 Overall 3.7
Most respondents found the DragonQuest URLs repetitive. In light of
this, the DragonQuest URLs section will be changed in future issues.
Nearly all respondents are DQPA members.
------------------------ADVERTISEMENTS---------------------------
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DQN Subscriptions
–- If you aren't on the list, send email with your
name and your email address to: dqn@ntsource.com
=================================================================
DragonQuest URLs:
After this issue, the DragonQuest URLs section of the Newsletter will be
changed. There are now a number of good DragonQuest websites out there,
many which include indices to other sites.
To make this section of the Newsletter more useful, the URLs section
will be replaced with new website announcements. Hopefully there will
continue to be enough new material being produced to warrant keeping
this part of the Newsletter.
We will continue to include a couple of URLs to pages with master lists
of DQ related links.
If you have a DragonQuest web page, or have updated your page with new
material, send us the URL of the page along with a brief description of
the page for inclusion in the DQ Newsletter.
--DQPA Links Page
http://carcutt.com/dqpa/DQSites.html
--DragonQuest Online
http://home.att.net/~aescylus/dq/dragonquest.html
--DragonQuest Resources & Links
http://www.comnet.ca/~jkahane/dq/dq-links.html
--DragonQuest Archive
ftp://ftp.netcom.com/pub/dr/drache
--DragonQuest Newsletter Page
http://www.ntsource.com/~psproefrock/dqn.html
--DragonQuest Home Companion (and other files)
http://www.hoboes.com/pub/Role-Playing/Fantasy/DragonQuest/
--Shannon Appel's RPG Archives (DQ Index)
ftp://ftp.csua.berkeley.edu/pub/rpg-index/dragonquest
--Swordworld
http://www.compendium.org/swordworld/
--Todd Schreiber's DQ Pages
http://www.PlatinumCrown.com/DQ/
--The DragonQuest Homelands
http://www.spaceports.com/~dqhome/
--DragonQuest Page
http://home.earthlink.net/%7Emjoverton/Dragon.html
--The Unofficial DQ Homepage
http://www.oocities.org/Area51/Hollow/3362/DRAGON_QUEST/DQ.html
--DragonQuest Fan Page by Snafaru
http://www.iosphere.net/~eric/dq
--DragonQuest WWW Pages
http://www.oocities.org/TimesSquare/Portal/7471/DQ/
--Steve's DragonQuest Page
http://user.icx.net/~ssclark/dq.htm
--Atlantis' DQ Pages
http://www.phoenix.org/atlantis/DQfiles/DQMain.shtml
--TW's DragonQuest Page
http://web.dbtech.net/~tware/twdq.htm
--DragonQuest Players Association Page
http://www.carcutt.com/dqpa
Discussion Group Sites
--WebRPG DragonQuest Town Hall
http://townhall.webrpg.com/index.phtml?groupid=59
--DragonQuest Discussion Group
http://assembly.nerdworld.com/assembly.asp?assemblyid=3731
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SURVEY v5n04
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Please do *NOT* quote the whole Newsletter when replying. Only
surveys from subscribers will be tabulated.
1. Your Name/email
2. Please rate the usefulness or interest for you of each article from
this newsletter using a 1-5 scale [0=Did not read] where 1 indicates
useless and 5 indicates extremely useful/interesting:
a. Some Simple Adventuring Skills
b. Creatures: Swamp Reaper & Rakasta
c. Herald
d. Please rate this issue overall.
3. Now that the DQN-list is running successfully through eGroups, we
are considering moving the Newsletter service to eGroups hosting as
well. There would be no change in the format of the Newsletter (other
than the added on advertisement that eGroups tacks on to messages posted
through their service. The advantages would include: 1. Having
dedicated web space for Archives once more; 2. Ability to
subscribe/unsubscribe through server, rather than requiring the editor
to manually maintain the list; 3.Eventual catalog of all back issues
available online. Please vote either Support, Neutral, Object, or
STRONGLY OBJECT (and please give your reasons if you are against this in
any way.)
If there is no strong objection, we will probably switch service over
in the next few months.
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### End of DragonQuest Newsletter v5/n04 – April 1999
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