SubjectRe: [dq] Character Gen - Background Experience
FromMichael Scott
DateSat, 11 Dec 2010 11:04:57 +1300
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I would at least like to see a begining charater with a free apprentice or =
journeyman level artisan skill to flesh out there background
=20
TTFN
=20


Date: Fri=2C 10 Dec 2010 21:07:54 +1300
Subject: Re: [dq] Character Gen - Background Experience
From: dymockjohnsonwilliam@gmail.com
To: dq@dq.sf.org.nz




On Fri=2C Dec 10=2C 2010 at 8:57 PM=2C Jim Arona <jim.arona@gmail.com> wrot=
e:

I would like to see it tried=2C but I'm not much interested in having an op=
tion where a new player can enter a medium+ level game.





On 10 December 2010 20:40=2C William Dymock-Johnson <dymockjohnsonwilliam@g=
mail.com> wrote:




The problem is one of design philosophy. Dragonquest was one of the first R=
PGs when characters were concieved as starting right at the start of their =
adventuring careers and progressing from there. Progression initially would=
 be relatively rapid and then level out as they became competant.
=20
Gaming moved on. Most later games started PCs as already competant. Somehow=
 those games did not suffer from not having new characters unable to confro=
nt an irate housecat but rather plunged them into high stakes action from t=
he start.
=20
The best approach was the use of 'archetypes' best seen in games like Shado=
wrun=2C Vampire and Star Wars. Character gen too complex=2C confusing or sq=
ueezed in-between endless wanking about how much roleplaying the game was a=
bout (Vampire=2C I'm looking at you)? Use one of the character archetypes a=
t the back of the book.=20
=20
The archetype consisted of some concept art=2C a brief character descriptio=
n and some starting stats already worked out. Well=2C a vast amount of bori=
ng exposition if it was Vampire=2C but never mind they had the right idea.
=20
This is what I propose we have for new players. New characters with a stats=
 / skills already worked out for them. This saves all the time spent trying=
 to generate a new PC=2C it's there. You don't have to worry about it being=
 min-maxed=2C it's already there. Hopefully we'll be able to get them onlin=
e so it's a simple matter of select and print. Easy.

My idea atm is low-level characters of about 20=2C000 xp

  		 	   		  =

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I would at least like to see&nbsp=3Ba begining charater with a free apprent=
ice or&nbsp=3Bjourneyman level artisan skill to flesh out there background<=
BR>
&nbsp=3B<BR>
TTFN<BR>&nbsp=3B<BR>

<HR id=3DstopSpelling>
Date: Fri=2C 10 Dec 2010 21:07:54 +1300<BR>Subject: Re: [dq] Character Gen =
- Background Experience<BR>From: dymockjohnsonwilliam@gmail.com<BR>To: dq@d=
q.sf.org.nz<BR><BR><BR><BR>
<DIV class=3Decxgmail_quote>On Fri=2C Dec 10=2C 2010 at 8:57 PM=2C Jim Aron=
a <SPAN dir=3Dltr>&lt=3B<A href=3D"mailto:jim.arona@gmail.com">jim.arona@gm=
ail.com</A>&gt=3B</SPAN> wrote:<BR>
<BLOCKQUOTE style=3D"BORDER-LEFT: #ccc 1px solid=3B PADDING-LEFT: 1ex" clas=
s=3Decxgmail_quote><FONT face=3Dgeorgia=2Cserif>I would like to see it trie=
d=2C but I'm not much interested in having an option where a new player can=
 enter a medium+ level game.<BR></FONT>
<DIV>
<DIV></DIV>
<DIV class=3Dh5><BR>
<DIV class=3Decxgmail_quote>On 10 December 2010 20:40=2C William Dymock-Joh=
nson <SPAN dir=3Dltr>&lt=3B<A href=3D"mailto:dymockjohnsonwilliam@gmail.com=
">dymockjohnsonwilliam@gmail.com</A>&gt=3B</SPAN> wrote:<BR>
<BLOCKQUOTE style=3D"BORDER-LEFT: #ccc 1px solid=3B PADDING-LEFT: 1ex" clas=
s=3Decxgmail_quote>
<DIV><BR><BR>The problem is one of design philosophy. Dragonquest was one o=
f the first RPGs when characters were concieved as starting right at the st=
art of their adventuring careers and progressing from there. Progression in=
itially would be relatively rapid and then level out as they became competa=
nt.</DIV>
<DIV>&nbsp=3B</DIV>
<DIV>Gaming moved on. Most later games started PCs as already competant. So=
mehow those games did not suffer from not having new characters unable to c=
onfront an irate housecat but rather plunged them into high stakes action f=
rom the start.</DIV>
<DIV>&nbsp=3B</DIV>
<DIV>The best approach was the use of 'archetypes' best seen in games like =
Shadowrun=2C Vampire and Star Wars. Character gen too complex=2C confusing =
or squeezed in-between endless wanking about how much roleplaying the game =
was about (Vampire=2C I'm looking at you)? Use one of the character archety=
pes at the back of the book. </DIV>
<DIV>&nbsp=3B</DIV>
<DIV>The archetype consisted of some concept art=2C a brief character descr=
iption and some starting stats already worked out. Well=2C a vast amount of=
 boring exposition if it was Vampire=2C but never mind they had the right i=
dea.</DIV>
<DIV>&nbsp=3B</DIV>
<DIV>This is what I propose we have for new players. New characters with a =
stats / skills already worked out for them. This saves all the time spent t=
rying to generate a new PC=2C it's there. You don't have to worry about it =
being min-maxed=2C it's already there. Hopefully we'll be able to get them =
online so it's a simple matter of select and print. Easy.</DIV></BLOCKQUOTE=
></DIV><BR></DIV></DIV></BLOCKQUOTE></DIV>
<DIV>My idea atm is low-level characters of about 20=2C000 xp</DIV>
<DIV><BR>&nbsp=3B</DIV> 		 	   		  </body>
</html>=

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SubjectRe: [dq] Character Gen - Background Experience
FromJim Arona
DateSat, 11 Dec 2010 12:07:23 +1300
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People with artisan skills would likely have a job other than being an
adventurer. To be sure, some might have one, or they might pick it up
quickly. I cannot believe it would be an inherent part of a character's
skillset if they have joined the Adventurer's Guild.

On 11 December 2010 11:04, Michael Scott <big_mac_kd@hotmail.com> wrote:

> I would at least like to see a begining charater with a free apprentice
> or journeyman level artisan skill to flesh out there background
>
> TTFN
>
> ------------------------------
> Date: Fri, 10 Dec 2010 21:07:54 +1300
>
> Subject: Re: [dq] Character Gen - Background Experience
> From: dymockjohnsonwilliam@gmail.com
>
> To: dq@dq.sf.org.nz
>
>
>
>  On Fri, Dec 10, 2010 at 8:57 PM, Jim Arona <jim.arona@gmail.com> wrote:
>
> I would like to see it tried, but I'm not much interested in having an
> option where a new player can enter a medium+ level game.
>
> On 10 December 2010 20:40, William Dymock-Johnson <
> dymockjohnsonwilliam@gmail.com> wrote:
>
>
>
> The problem is one of design philosophy. Dragonquest was one of the first
> RPGs when characters were concieved as starting right at the start of their
> adventuring careers and progressing from there. Progression initially would
> be relatively rapid and then level out as they became competant.
>
> Gaming moved on. Most later games started PCs as already competant. Somehow
> those games did not suffer from not having new characters unable to confront
> an irate housecat but rather plunged them into high stakes action from the
> start.
>
> The best approach was the use of 'archetypes' best seen in games like
> Shadowrun, Vampire and Star Wars. Character gen too complex, confusing or
> squeezed in-between endless wanking about how much roleplaying the game was
> about (Vampire, I'm looking at you)? Use one of the character archetypes at
> the back of the book.
>
> The archetype consisted of some concept art, a brief character description
> and some starting stats already worked out. Well, a vast amount of boring
> exposition if it was Vampire, but never mind they had the right idea.
>
> This is what I propose we have for new players. New characters with a stats
> / skills already worked out for them. This saves all the time spent trying
> to generate a new PC, it's there. You don't have to worry about it being
> min-maxed, it's already there. Hopefully we'll be able to get them online so
> it's a simple matter of select and print. Easy.
>
>
> My idea atm is low-level characters of about 20,000 xp
>
>
>

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<font face=3D"georgia,serif">People with artisan skills would likely have a=
 job other than being an adventurer. To be sure, some might have one, or th=
ey might pick it up quickly. I cannot believe it would be an inherent part =
of a character&#39;s skillset if they have joined the Adventurer&#39;s Guil=
d.<br>
</font><br>
<div class=3D"gmail_quote">On 11 December 2010 11:04, Michael Scott <span d=
ir=3D"ltr">&lt;<a href=3D"mailto:big_mac_kd@hotmail.com">big_mac_kd@hotmail=
.com</a>&gt;</span> wrote:<br>
<blockquote style=3D"BORDER-LEFT: #ccc 1px solid; MARGIN: 0px 0px 0px 0.8ex=
; PADDING-LEFT: 1ex" class=3D"gmail_quote">
<div>I would at least like to see=A0a begining charater with a free apprent=
ice or=A0journeyman level artisan skill to flesh out there background<br>=
=A0<br>TTFN<br>=A0<br>
<hr>
Date: Fri, 10 Dec 2010 21:07:54 +1300=20
<div class=3D"im"><br>Subject: Re: [dq] Character Gen - Background Experien=
ce<br></div>From: <a href=3D"mailto:dymockjohnsonwilliam@gmail.com" target=
=3D"_blank">dymockjohnsonwilliam@gmail.com</a>=20
<div class=3D"im"><br>To: <a href=3D"mailto:dq@dq.sf.org.nz" target=3D"_bla=
nk">dq@dq.sf.org.nz</a><br><br><br><br></div>
<div class=3D"im">
<div>On Fri, Dec 10, 2010 at 8:57 PM, Jim Arona <span dir=3D"ltr">&lt;<a hr=
ef=3D"mailto:jim.arona@gmail.com" target=3D"_blank">jim.arona@gmail.com</a>=
&gt;</span> wrote:<br>
<blockquote style=3D"BORDER-LEFT: #ccc 1px solid; PADDING-LEFT: 1ex"><font =
face=3D"georgia,serif">I would like to see it tried, but I&#39;m not much i=
nterested in having an option where a new player can enter a medium+ level =
game.<br>
</font>
<div>
<div></div>
<div><br>
<div>On 10 December 2010 20:40, William Dymock-Johnson <span dir=3D"ltr">&l=
t;<a href=3D"mailto:dymockjohnsonwilliam@gmail.com" target=3D"_blank">dymoc=
kjohnsonwilliam@gmail.com</a>&gt;</span> wrote:<br>
<blockquote style=3D"BORDER-LEFT: #ccc 1px solid; PADDING-LEFT: 1ex">
<div><br><br>The problem is one of design philosophy. Dragonquest was one o=
f the first RPGs when characters were concieved as starting right at the st=
art of their adventuring careers and progressing from there. Progression in=
itially would be relatively rapid and then level out as they became competa=
nt.</div>

<div>=A0</div>
<div>Gaming moved on. Most later games started PCs as already competant. So=
mehow those games did not suffer from not having new characters unable to c=
onfront an irate housecat but rather plunged them into high stakes action f=
rom the start.</div>

<div>=A0</div>
<div>The best approach was the use of &#39;archetypes&#39; best seen in gam=
es like Shadowrun, Vampire and Star Wars. Character gen too complex, confus=
ing or squeezed in-between endless wanking about how much roleplaying the g=
ame was about (Vampire, I&#39;m looking at you)? Use one of the character a=
rchetypes at the back of the book. </div>

<div>=A0</div>
<div>The archetype consisted of some concept art, a brief character descrip=
tion and some starting stats already worked out. Well, a vast amount of bor=
ing exposition if it was Vampire, but never mind they had the right idea.</=
div>

<div>=A0</div>
<div>This is what I propose we have for new players. New characters with a =
stats / skills already worked out for them. This saves all the time spent t=
rying to generate a new PC, it&#39;s there. You don&#39;t have to worry abo=
ut it being min-maxed, it&#39;s already there. Hopefully we&#39;ll be able =
to get them online so it&#39;s a simple matter of select and print. Easy.</=
div>
</blockquote></div><br></div></div></blockquote></div>
<div>My idea atm is low-level characters of about 20,000 xp</div>
<div><br>=A0</div></div></div></blockquote></div><br>

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SubjectRe: [dq-pub] Restoratives...
FromJacqui Smith
DateSat, 11 Dec 2010 15:28:06 +1300
Jonathan Bean wrote:
>
>
> On 10 December 2010 19:47, Jacqui Smith <flamis@ihug.co.nz 
> <mailto:flamis@ihug.co.nz>> wrote:
>
>     Anybody else want restoratives?
>
>     Grizelda the Giantess Witch
>
>
> Sitting outside the Guild pub, Lath looks up after spending few hours 
> cleaning the dried blood from some blue boots.
> So Witch how strong can you make these magic potions? and can you 
> change the flavour?
>
Generally I add a little honey.... Do you have a preference?

Oh, and they are Rank 7 now.


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SubjectRe: [dq-pub] Restoratives...
FromJonathan Bean
DateSat, 11 Dec 2010 16:56:31 +1300
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Honey sounds good. Can you make five at your rank 7 please. Can I get them
in a blue bottle please.
Lath


On 11 December 2010 15:28, Jacqui Smith <flamis@ihug.co.nz> wrote:

> Jonathan Bean wrote:
>
>
>>
>> On 10 December 2010 19:47, Jacqui Smith <flamis@ihug.co.nz <mailto:
>> flamis@ihug.co.nz>> wrote:
>>
>>    Anybody else want restoratives?
>>
>>    Grizelda the Giantess Witch
>>
>>
>> Sitting outside the Guild pub, Lath looks up after spending few hours
>> cleaning the dried blood from some blue boots.
>> So Witch how strong can you make these magic potions? and can you change
>> the flavour?
>>
>>  Generally I add a little honey.... Do you have a preference?
>
> Oh, and they are Rank 7 now.
>
>
>
> -- to unsubscribe notify mailto:dq-pub-request@dq.sf.org.nz --
>



-- 
Kind regards,

Jonathan Bean
39 Sackville St, Grey Lynn
H: +64 9 376 2961
M: +64 21 917 173
G: jonobean@gmail.com

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<div><br></div>Honey sounds good. Can you make five at your rank 7 please. =
Can I get them in a blue bottle please.<br>Lath<br><div><div><br><div><br><=
div class=3D"gmail_quote">On 11 December 2010 15:28, Jacqui Smith <span dir=
=3D"ltr">&lt;<a href=3D"mailto:flamis@ihug.co.nz">flamis@ihug.co.nz</a>&gt;=
</span> wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin:0 0 0 .8ex;border-left:1p=
x #ccc solid;padding-left:1ex;">Jonathan Bean wrote:<div class=3D"im"><br>
<blockquote class=3D"gmail_quote" style=3D"margin:0 0 0 .8ex;border-left:1p=
x #ccc solid;padding-left:1ex">
<br>
<br>
On 10 December 2010 19:47, Jacqui Smith &lt;<a href=3D"mailto:flamis@ihug.c=
o.nz" target=3D"_blank">flamis@ihug.co.nz</a> &lt;mailto:<a href=3D"mailto:=
flamis@ihug.co.nz" target=3D"_blank">flamis@ihug.co.nz</a>&gt;&gt; wrote:<b=
r>
<br>
 =A0 =A0Anybody else want restoratives?<br>
<br>
 =A0 =A0Grizelda the Giantess Witch<br>
<br>
<br>
Sitting outside the Guild pub, Lath looks up after spending few hours clean=
ing the dried blood from some blue boots.<br>
So Witch how strong can you make these magic potions? and can you change th=
e flavour?<br>
<br>
</blockquote></div>
Generally I add a little honey.... Do you have a preference?<br>
<br>
Oh, and they are Rank 7 now.<div><div></div><div class=3D"h5"><br>
<br>
<br>
-- to unsubscribe notify mailto:<a href=3D"mailto:dq-pub-request@dq.sf.org.=
nz" target=3D"_blank">dq-pub-request@dq.sf.org.nz</a> --<br>
</div></div></blockquote></div><br><br clear=3D"all"><br>-- <br>Kind regard=
s,<br><br>Jonathan Bean<div>39 Sackville St, Grey Lynn<br>H: +64 9 376 2961=
<br>M: +64 21 917 173<br>G: <a href=3D"mailto:jonobean@gmail.com" target=3D=
"_blank">jonobean@gmail.com</a></div>
<br>
</div></div></div>

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SubjectRe: [dq] Character Gen - Background Experience
FromHelen Saggers
DateSat, 11 Dec 2010 21:08:22 +1300
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The way I see it  we are sort of trying to discuss two different but closely
related things at the same time here.

 

1st that a brand new never played before PC has no ranked spells, and unless
it is a non mage no skills and less skill with a weapon than your average
common guardsman.

This is results either in a character that can barely follow around a more
experienced party carrying the baggage or a whole party of bunny PCs who can
barely find their way across Seagate to deliver a letter.

 

Stephen's Proposal: Change the Background Experience in Character Generation
from 250 experience to 2,500.

 

Will help with bunny playability, it would allow the character to get
several skills at Rk O-1 or perhaps higher ranks in one, as well as some
ranks in weapons.

The current 250 is too low to allow a PC to rank weapons beyond 0 and still
take advantage of the starting skill at 100ep (unless the weapons something
cheep like dagger)

 

This change is small simple a can be done now with immediate effect to the
playability of the new PCs of both current players and any new players we
attract.

 

The 2nd part of this is that we want to attract new players if not to grow
the DQ guild at least to help maintain it, and if many of the current
players, who are experienced role players find a brand new never played
before PC with no ranked spells,  no skills and less skill with a weapon
than your average common guardsman boring to play, and as a result are
discouraged from starting new PCs.  How much worse is it for new players who
are struggling with the system and Role playing in general.

 

Some current players who have created new PCs have added GMing ep to them
before t here first games, nothing wrong with this, but it doesn't help the
new players with their first or second characters.

Some GMs have given added start up ep with a training time limit to the
bunny characters on their games. 

It works, I've seen it for myself 10,000ep and 6 months to a year creates
characters roughly equal to those who have had one adventure.

The problem with this is that noob players don't know the system and it is
just one more complication to character creation. 

And while both methods work they're  not universally applied and is not
fixing the problem with character creation in the first place.

 

I like William's Idea of creating character templates for New players to use
as starting characters..... but .....this only really works for new players.


Part of the DQ systems appeal is the flexibility to create a character with
differing races stats skills and abilities from every other character. 

Player A creates a fighter mage of college X, Player B a more mage type with
little combat ability. Add in weapon choices, race and optional Sex
modifiers, minor things like aspect and skill mods.

The system is too complicated to generate a large number of varied character
templates. 

I think William should go ahead with  templates for the creation of a
standard 90 stat point human of each college with 10,000 or 20,000ep

Its then up to GMs wither to allow the player to use such, just as it's
currently up to them wither to give out start up ep with a training time
limit for the bunny characters on their games.

 

The creation of a standard noob template won't do much for players with
their 2nd , 3rd or 5th characters.

 And the question of  how much ep to give character on a template and should
it be applied universally to all new characters or remain left to individual
GMs will probably take some time to resolve.

 

Stephen's Proposal is a quick simple change that can be instantly applied to
all new characters, will have an effect on the playability of all new PCs. 

It doesn't stop any of the current practices, nor does it stop us
overhauling the ep allowance and character generation rules in the future.

I'm all for it.

 

Helen

 

PS having rank 6 (or more) in spells on a new character is of limited use
when the PC is using cold iron weapons still.

 


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<p class=3DMsoNormal><span =
style=3D'font-size:11.0pt;font-family:"Calibri","sans-serif";
color:#1F497D'>The way I see it &nbsp;we are sort of trying to discuss =
two
different but closely related things at the same time =
here.<o:p></o:p></span></p>

<p class=3DMsoNormal><span =
style=3D'font-size:11.0pt;font-family:"Calibri","sans-serif";
color:#1F497D'><o:p>&nbsp;</o:p></span></p>

<p class=3DMsoNormal><span =
style=3D'font-size:11.0pt;font-family:"Calibri","sans-serif";
color:#1F497D'>1<sup>st</sup> that a brand new never played before PC =
has no
ranked spells, and unless it is a non mage no skills and less skill with =
a
weapon than your average common guardsman.<o:p></o:p></span></p>

<p class=3DMsoNormal><span =
style=3D'font-size:11.0pt;font-family:"Calibri","sans-serif";
color:#1F497D'>This is results either in a character that can barely =
follow
around a more experienced party carrying the baggage or a whole party of =
bunny
PCs who can barely find their way across Seagate to deliver a =
letter.<o:p></o:p></span></p>

<p class=3DMsoNormal><span =
style=3D'font-size:11.0pt;font-family:"Calibri","sans-serif";
color:#1F497D'><o:p>&nbsp;</o:p></span></p>

<p class=3DMsoPlainText><span =
style=3D'font-size:11.0pt;font-family:"Calibri","sans-serif";
color:#1F497D'>Stephen&#8217;s Proposal</span><span =
style=3D'font-size:11.0pt;
font-family:"Calibri","sans-serif"'>: Change the Background Experience =
in
Character Generation from 250 experience to 2,500.<o:p></o:p></span></p>

<p class=3DMsoPlainText><span =
style=3D'font-size:11.0pt;font-family:"Calibri","sans-serif"'><o:p>&nbsp;=
</o:p></span></p>

<p class=3DMsoPlainText><span =
style=3D'font-size:11.0pt;font-family:"Calibri","sans-serif";
color:#1F497D'>Will help with bunny playability, it would allow the =
character
to get several skills at Rk O-1 or perhaps higher ranks in one, as well =
as some
ranks in weapons.<o:p></o:p></span></p>

<p class=3DMsoPlainText><span =
style=3D'font-size:11.0pt;font-family:"Calibri","sans-serif";
color:#1F497D'>The current 250 is too low to allow a PC to rank weapons =
beyond
0 and still take advantage of the starting skill at 100ep (unless the =
weapons
something cheep like dagger)<o:p></o:p></span></p>

<p class=3DMsoPlainText><span =
style=3D'font-size:11.0pt;font-family:"Calibri","sans-serif";
color:#1F497D'><o:p>&nbsp;</o:p></span></p>

<p class=3DMsoPlainText><span =
style=3D'font-size:11.0pt;font-family:"Calibri","sans-serif";
color:#1F497D'>This change is small simple a can be done now with =
immediate effect
to the playability of the new PCs of both current players and any new =
players
we attract.<o:p></o:p></span></p>

<p class=3DMsoPlainText><span =
style=3D'font-size:11.0pt;font-family:"Calibri","sans-serif";
color:#1F497D'><o:p>&nbsp;</o:p></span></p>

<p class=3DMsoPlainText><span =
style=3D'font-size:11.0pt;font-family:"Calibri","sans-serif";
color:#1F497D'>The 2<sup>nd</sup> part of this is that we want to =
attract new
players if not to grow the DQ guild at least to help maintain it, and if =
many of
the current players, who are experienced role players find a =
</span><span
style=3D'font-size:11.0pt;font-family:"Calibri","sans-serif";color:#1F497=
D'>brand
new never played before PC with no ranked spells, &nbsp;no skills and =
less
skill with a weapon than your average common guardsman boring to play, =
and as a
result are discouraged from starting new PCs. &nbsp;How much worse is it =
for
new players who &nbsp;are struggling with the system and Role playing in
general.<o:p></o:p></span></p>

<p class=3DMsoPlainText><span =
style=3D'font-size:11.0pt;font-family:"Calibri","sans-serif";
color:#1F497D'><o:p>&nbsp;</o:p></span></p>

<p class=3DMsoPlainText><span =
style=3D'font-size:11.0pt;font-family:"Calibri","sans-serif";
color:#1F497D'>Some current players who have created new PCs have added =
GMing
ep to them before t here first games, nothing wrong with this, but it =
doesn&#8217;t
help the new players with their first or second =
characters.<o:p></o:p></span></p>

<p class=3DMsoPlainText><span =
style=3D'font-size:11.0pt;font-family:"Calibri","sans-serif";
color:#1F497D'>Some GMs have given added start up ep with a training =
time limit
to the bunny characters on their games. <o:p></o:p></span></p>

<p class=3DMsoPlainText><span =
style=3D'font-size:11.0pt;font-family:"Calibri","sans-serif";
color:#1F497D'>It works, I&#8217;ve seen it for myself 10,000ep and 6 =
months to
a year creates characters roughly equal to those who have had one =
adventure.<o:p></o:p></span></p>

<p class=3DMsoPlainText><span =
style=3D'font-size:11.0pt;font-family:"Calibri","sans-serif";
color:#1F497D'>The problem with this is that noob players don&#8217;t =
know the
system and it is just one more complication to character creation. =
<o:p></o:p></span></p>

<p class=3DMsoPlainText><span =
style=3D'font-size:11.0pt;font-family:"Calibri","sans-serif";
color:#1F497D'>And while both methods work they&#8217;re &nbsp;not =
universally applied
and is not fixing the problem with character creation in the first =
place.<o:p></o:p></span></p>

<p class=3DMsoPlainText><span =
style=3D'font-size:11.0pt;font-family:"Calibri","sans-serif";
color:#1F497D'><o:p>&nbsp;</o:p></span></p>

<p class=3DMsoPlainText><span =
style=3D'font-size:11.0pt;font-family:"Calibri","sans-serif";
color:#1F497D'>I like William&#8217;s Idea of creating character =
templates for
New players to use as starting characters..... <b>but</b> .....this only =
really
works for new players. <o:p></o:p></span></p>

<p class=3DMsoPlainText><span =
style=3D'font-size:11.0pt;font-family:"Calibri","sans-serif";
color:#1F497D'>Part of the DQ systems appeal is the flexibility to =
create a
character with differing races stats skills and abilities from every =
other
character. <o:p></o:p></span></p>

<p class=3DMsoPlainText><span =
style=3D'font-size:11.0pt;font-family:"Calibri","sans-serif";
color:#1F497D'>Player A creates a fighter mage of college X, Player B a =
more
mage type with little combat ability. Add in weapon choices, race and =
optional
Sex modifiers, minor things like aspect and skill =
mods.<o:p></o:p></span></p>

<p class=3DMsoPlainText><span =
style=3D'font-size:11.0pt;font-family:"Calibri","sans-serif";
color:#1F497D'>The system is too complicated to generate a large number =
of
varied character templates. <o:p></o:p></span></p>

<p class=3DMsoPlainText><span =
style=3D'font-size:11.0pt;font-family:"Calibri","sans-serif";
color:#1F497D'>I think William should go ahead with&nbsp; templates for =
the
creation of a standard 90 stat point human of each college with 10,000 =
or 20,000ep<o:p></o:p></span></p>

<p class=3DMsoPlainText><span =
style=3D'font-size:11.0pt;font-family:"Calibri","sans-serif";
color:#1F497D'>Its then up to GMs wither to allow the player to use =
such, just
as it&#8217;s currently up to them wither to give out start up ep with a
training time limit for the bunny characters on their =
games.<o:p></o:p></span></p>

<p class=3DMsoPlainText><span =
style=3D'font-size:11.0pt;font-family:"Calibri","sans-serif";
color:#1F497D'><o:p>&nbsp;</o:p></span></p>

<p class=3DMsoPlainText><span =
style=3D'font-size:11.0pt;font-family:"Calibri","sans-serif";
color:#1F497D'>The creation of a standard noob template won&#8217;t do =
much for
players with their 2<sup>nd</sup> , 3<sup>rd</sup> or 5<sup>th</sup> =
characters.<o:p></o:p></span></p>

<p class=3DMsoPlainText><span =
style=3D'font-size:11.0pt;font-family:"Calibri","sans-serif";
color:#1F497D'>&nbsp;And the question of &nbsp;how much ep to give =
character on
a template and should it be applied universally to all new characters or =
remain
left to individual GMs will probably take some time to =
resolve.<o:p></o:p></span></p>

<p class=3DMsoPlainText><span =
style=3D'font-size:11.0pt;font-family:"Calibri","sans-serif";
color:#1F497D'><o:p>&nbsp;</o:p></span></p>

<p class=3DMsoPlainText><span =
style=3D'font-size:11.0pt;font-family:"Calibri","sans-serif";
color:#1F497D'>Stephen&#8217;s Proposal is a quick simple change that =
can be
instantly applied to all new characters, will have an effect</span><span
style=3D'font-size:11.0pt;font-family:"Calibri","sans-serif";color:#1F497=
D'> on
the playability of all new PCs. <o:p></o:p></span></p>

<p class=3DMsoPlainText><span =
style=3D'font-size:11.0pt;font-family:"Calibri","sans-serif";
color:#1F497D'>It doesn&#8217;t stop any of the current practices, nor =
does it
stop us overhauling the ep allowance and character generation rules in =
the
future.<o:p></o:p></span></p>

<p class=3DMsoPlainText><span =
style=3D'font-size:11.0pt;font-family:"Calibri","sans-serif";
color:#1F497D'>I&#8217;m all for it.<o:p></o:p></span></p>

<p class=3DMsoPlainText><span =
style=3D'font-size:11.0pt;font-family:"Calibri","sans-serif";
color:#1F497D'><o:p>&nbsp;</o:p></span></p>

<p class=3DMsoPlainText><span =
style=3D'font-size:11.0pt;font-family:"Calibri","sans-serif";
color:#1F497D'>Helen<o:p></o:p></span></p>

<p class=3DMsoPlainText><span =
style=3D'font-size:11.0pt;font-family:"Calibri","sans-serif";
color:#1F497D'><o:p>&nbsp;</o:p></span></p>

<p class=3DMsoNormal><span =
style=3D'font-size:11.0pt;font-family:"Calibri","sans-serif";
color:#1F497D'>PS having rank 6 (or more) in spells on a new character =
is of
limited use when the PC is using cold iron weapons =
still.<o:p></o:p></span></p>

<p class=3DMsoNormal><span =
style=3D'font-size:11.0pt;font-family:"Calibri","sans-serif";
color:#1F497D'><o:p>&nbsp;</o:p></span></p>

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