From: "Nadler, David" <[n--dl--d] at [uh2297p01.daytonoh.attgis.com]> Subject: DQN - April 1996 - v3n4 Date: Mon, 06 May 1996 17:17:00 EDT ================================================================ || || || DRAGONQUEST Newsletter April 1996 || || || || Volume 3 / Number 4 || ================================================================ The DQ Newsletter is for discussions of the DragonQuest role playing game. The key addresses you need to know are: Philip Proefrock (Editor, Article Submissions, Etc.) [p s proefr] at [miamiu.muohio.edu] David Nadler (Distribution Coordinator) [n--dl--d] at [uh2297p01.daytonoh.ATTGIS.com] Drake Stanton (FTP Site Coordinator) [d--ac--e] at [netcom.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 also maintains an ftp archive site: [ftp://ftp.netcom.com/pub/dr/drache] which includes back issues of the newsletter and other articles of interest to DragonQuest players and GMs. ----------------------------------------------------------------- C O N T E N T S [v3/n4] ================================================================= Editorial Letters -- Philip Proefrock Changes to Character Creation -- Russell Whyte Magical Items -- Keith Smith Column: DQ ARCHIVE -- Name of Article Advertisements ----------------------------------------------------------------- EDITORIAL: ================================================================= Seemingly in response to Martin Gallo's letter in the last issue of the DQN, this month we have an article by Russell Whyte which discusses his modifications for creating characters. (Russell actually sent this in a couple of months ago, but this is the first opportunity we've had to run it.) I think that the rules Martin might have been referring to ("We used some rules for this that gave him tons of EP to spend on skills, etc, and it completely blew up the campaign.") are in "The Warrior Alternative" article by Craig Barrett which appeared in the June 1984 issue of The Dragon magazine. This gives a starting non-adept character 6500 Experience Points (with some limitations as to how they are to be spent). Such a character might have some initial advantages, but I don't think that this would, by itself, completely destabilize a campaign. I personally find it much more interesting to play higher level characters rather than introductory level characters, and it seems reasonable to find some way to easily allow this in DragonQuest. I think it would be useful to hear from others whose campaigns have used means of starting with other than beginning level characters. How do you restrict those characters, and how do you go about making a character who is more than beginning level? ------------------------_L_E_T_T_E_R_S_-------------------------- ================================================================= In my own campaigns I cannot bring in introductory level characters and expect them to survive for very long (or to be very much fun for the players, either). My "Original DQ" campaign has been going for more than 15 gaming years (and probably 30 or 40 game years) and all of the characters in this campaign are 'Hero' level, and have been for some time. We have added new players, and players have sometimes retired characters, or just wanted to bring a new character into the mix, and these situations have required devising a means to create a higher level character. In the end, this will often come down to negotiation between the player and myself, and because the character usually is given some history by the player (so that there is a way to bring the character in with the rest of the adventuring party) the development of the character's skills also rests on the background the player creates for the character. As a guideline, however, I will tell a player, for example, to work with 50 000 EXP or sometimes instead I will suggest that a player create a character with 40 levels of skills. This allows for a quick generation of a character apropriate to the campaign. Since my DragonQuest games run increasingly infrequently, this allows us to spend less time worrying about the character's stats and more time with the character's background, connections, motivations, etc. -- Philip Proefrock ([p s proefr] at [miamiu.muohio.edu]) ----------------------------------------------------------------- CHANGES TO CHARACTER CREATION -- Russell Whyte ([russell whyte] at [sheridanc.on.ca]) ================================================================= I have the following modifications to character creation: ** 1. All characters automatically have Rank 0 in dagger. ** 2. A character will have one or more skills automatically, based upon their social status. I use modified social status tables based upon one in an old issue of Dragon. Copies of these tables are included below: Social Class | Human | Halfling | Elf | Dwarf | Orc | Shapechanger __________________________________________________________________________ _ Barbarian | 01-10 | - | - | - | 01-20 | 01-15 Slave | 11-15 | - | - | - | 21-30 | 16-20 Woodsman | 16-19 | 01-10 | 01-30 | - | - | 21-26 Miner | 20-22 | - | - | 01-25 | - | - Peasant | 23-25 | - | - | - | - | - Farmer | 26-31 | 11-25 | 31-36 | - | - | 27-35 Townsman | 32-38 | 26-40 | - | - | - | - Soldier | 39-46 | - | 37-45 | 26-50 | 31-60 | 36-50 Craftsman | 47-53 | 41-60 | 46-60 | 51-65 | - | - Adventurer | 54-63 | 61-70 | 61-75 | 66-76 | 61-75 | 51-70 Bandit/Pirate | 64-70 | - | - | - | 76-90 | 71-85 Priest | 71-77 | 71-76 | 76-80 | 77-85 | 91-96 | - Merchant | 78-84 | 76-90 | 81-85 | 86-89 | - | 86-94 Merchant Prince | 85-88 | 91-100 | - | 90-96 | - | - Lesser Nobility | | | | | | Knight | 89-92 | - | 86-93 | 97-98 | 97-100 | 95-96 Earl | 93-95 | - | 94-96 | - | - | 97-98 Baron | 96-97 | - | - | - | - | 99 Greater Nobility | | | | | | Count | 98 | - | - | - | - | 100 Duke | 99 | - | 97-99 | 99 | - | - Prince | 100 | - | 100 | 100 | - | - Social Class | Money | Experience | Bastard | Legit | First ________________________________________________________________ Barbarian | 2 | 1.2 | 01-10 | 11-85 | 86-100 Slave | 1 | 1.3 | 01-75 | 76-95 | 96-100 Woodsman | 4 | 1.0 | 01-10 | 11-80 | 81-100 Miner | 7 | 1.0 | 01-05 | 06-85 | 86-100 Peasant | 2 | 1.2 | 01-20 | 21-85 | 86-100 Farmer | 4 | 1.2 | 01-15 | 16-90 | 91-100 Townsman | 5 | 1.0 | 01-15 | 16-92 | 93-100 Soldier | 5 | 1.1 | 01-40 | 41-96 | 97-100 Craftsman | 5 | 1.0 | 01-05 | 06-95 | 96-100 Adventurer | 5 | 1.2 | 01-30 | 31-75 | 76-100 Bandit/Pirate | 8 | 1.2 | 01-40 | 41-85 | 86-100 Priest | 4 | 1.0 | 01-03 | 04-90 | 91-100 Merchant | 6 | 1.0 | 01-15 | 16-95 | 96-100 Merchant Prince | 10 | 0.9 | 01-10 | 11-98 | 99-100 Lesser Nobility | | | | | Knight | 5 | 0.9 | 01-35 | 36-97 | 98-100 Earl | 7 | 0.8 | 01-33 | 34-97 | 98-100 Baron | 8 | 0.7 | 01-30 | 31-97 | 98-100 Greater Nobility | | | | | Count | 9 | 0.7 | 01-30 | 31-98 | 99-100 Duke | 10 | 0.6 | 01-35 | 36-98 | 99-100 Prince | 10 | 0.5 | 01-45 | 46-99 | 100 I left out the column for giants because I don't allow them, so I never created a column for them. In addition to the money and experience modifiers, I also assign skills to characters depending on their background. Some are rather obvious, others will take some discussing with the player to plan out. The maximum I ever give is Rank 2, and that's only if it's the only skill they get. Usually Rank 0 is givem, maybe Rank 1 if the player can give goods reasons to (usually a very well developed character background). Farmer, merchant, craftsman all would receive a Rank or two with that skill. Bandit would probably have a weapon, ranger, and (maybe) thief, all at Rank 0. Nobility will usually have courtier, maybe administration. Sometimes riding, fencing (rapier, foil, or even broadsword, depends on the culture), and often military scientist. Townsman is a plain, generic category. Put anything in you wish. Priest would probably have administration, astrology, healer, or scribe. Barbarian would have ranger and a couple of weapons (Bow or sling, and either spear, club, handaxe, or similar basic weapon). Again, it depends on the culture. An American Indian will have different skills than a Viking, as would a Mongol. Slaves can be anything you desire, but I usually let the character be an escaped or released gladiator. Unarmed combat, and at least 2 weapons are given. I also don't let former slaves start with written languages, but they get 3 spoken ones instead. (A slave is expected to understand the orders of their masters, in the master's tongue.) I also give former slaves the option of being released or escaped. Released slaves have earned their freedom. Escaped slaves are on the run. These guys get no money to start, and very little equipment. (Whatever they can grab while running away). However, I do let them have one of each weapon they are proficient in, and they also have Rank 0 in thief, and Rank 1 in assassin. To counter this, they're actively hunted by representatives of their former owner (or his descendants!) Escaped slaves generally will not be very trusting, usually have a false name, and tend to panic when they hear anyone speak with an accent from their homeland. The abilities of the slave-hunters, and the frequency of appearance are left to the GM's discretion. As a general rule of thumb, the more powerful and well-known the party becomes, the better the chance of a band of slavers arriving to reclaim their "property". I realize that this makes starting characters more powerful, but I've always had a problem with the lack of starting abilities most characters had in DQ. This at the very least will reflect the early life of the character, and gives them something to start with. Characters can still spend experience points to join a Magic College, develop skills and weapons, and anything else a player may wish with a new character. This just gives them a little extra to start. For the most part, this shouldn't unbalance a game. The final choice of skills granted is up to the GM's discretion. A character will begin play with the basic tools required to perform the tasks appropriate to that skill. This assumes the tools are portable (i.e. a smith will have a selection of hand tools, but will not have a forge and anvil to lug around). Mind you, they may have access to one depending on how close to home they are, or if they have letters of introduction from their former master/teacher. They will also have a basic weapon for every weapon proficiency held. For missle weapons, a quiver or case of 20 shots (bolt, arrow, sling bullet, etc) is included. Any personal possessions appropriate to the social status are usually granted. ie, a craftsman's son would have letters of introduction, guild approvals and standings. The daughter of a former adventurer could have a map left by her parent, and she's heading out into the world to find the treasure on the map. Depending on your mood, and the amount of work a player has put into designing a character background, this can include larger items such as a horse for a barbarian rider (Mongol, Apache) or noble, a pony/mule and a cart or small wagon for a merchant's kid, or even a small boat for a sailor/fisherman's offspring. Of course, there must be a good reason why a large gift would be given. A horse would never be a full-trained warhorse at it's prime. For a noble, it might be a riding horse with some skirmish training (ie it doesn't panic at the smell of blood, but you can't charge it into a melee). A barbarian would probably have a pony with an attitude. Putting it into a stable could be unpleasant (for the stableboy!). A cart would be a small, 2 wheeler job. A wagon or coach would be an old, somewhat rickety affair. A boat would most likely be little more than a sailing dinghy, or an old battered fishing boat. These aren't necessarily bad, but they're not great. Fixing the boat can become part of the reason for adventuring. A merchant's cart can be loaded up with items for sale to the next town. Imagine a merchant with a cart meeting someone with crafting skill. They could very well go into a travelling business together. Besides, if the players abuse it, the horse could take an arrow or panic and bolt. The boat could sink. The wheels could fall off the cart. Smart players will use this as an opportunity for good role-playing. Munchkins will just set themselves up for trouble. Above all, make sure YOU approve any items that a character wants. I've had games totally destroyed by twits who want to power-game instead of have fun with everyone. ** 3. Skills may also be granted based on race. Depending on the character's race or culture, some skills may be granted. I always allow language skills, so many characters in my campaigns are at the least bilingual. Other skills are granted as appropriate (i.e. dwarven characters will often have Rank 0 in an axe or hammer, and craftsman/miner/enginner. High elves may have Rank 0 in healer or astrologer. Wood elves may have ranger or beastmaster. Hobbits should have at least Rank 0 with rock, and I'll usually grant them farmer or craftsman of some type.) Humans can also benefit from this, depending on your cultures. ie A Scot might have rank 0 in staff, spear, broadsword, or claymore. A Newfoundlander will have a rank in fisherman or boater. Whatever skills may be appropriate to the race is fine, in moderation. Final notes: Although this makes new characters more powerfull, it gives them an incentive to develop a character history that the skills granted would reflect. If you think it's being abused, feel free to limit what is granted (even up to refusal if necessary). I have not heavily tested these new ideas, but have based them on ideas I've had in the past (usually hindsight). I hope this adds some flavour to your games, and improves everyone's enjoyment. Best luck in using this. ........................................................................ Copyright - I hereby place this into the public domain. It may be freely given away to anyone who asks for it. All I ask is that if any improvements are made, please let me know so everyone can benefit, and leave my name in. Thanks! -- Russell Whyte ([russell whyte] at [sheridanc.on.ca]) ----------------------------------------------------------------- MAGICAL ITEMS -- Keith Smith ([k--i--h] at [ihug.co.nz]) ================================================================= Permanently Animated Rope ------------------------- This fifty-foot length of silk rope has been rendered permanently animated (as per the binder spell) and is capable of following the instructions of the person who triggers it. These instructions can be no longer than eight words in length. The rope can move with a snake-like motion, is capable of supporting a third of its length vertically (as a "rope trick") and can tie or untie itself. It is 1/2 inch in diameter. The rope is unbreakable, and permanently protected against both normal and magical fire. Value: 4800 sp Silvery metal comb ------------------ This 6" comb has the magical property of instantly untangling any hair or fur it is used to comb. Knots and snarls are thus removed quickly and painlessly. Value: 800sp -- Keith Smith ([k--i--h] at [ihug.co.nz]) ---------------------_D_Q_ _A_R_C_H_I_V_E_----------------------- ================================================================= [Archive ftp site is at: ftp.netcom.com in the pub/dr/drache directory. [ftp://ftp.netcom.com/pub/dr/drache] Archivist and ftp Guru: Drake Stanton ([d--ac--e] at [netcom.com])] There is no archive entry for this month. However, we have received several large submissions, including a small adventure, and these will start getting sent to the archive in the next few weeks (once I again have time for such things). -- ED. ------------------------ADVERTISEMENTS--------------------------- ================================================================= Hex Form -- Cut & Paste and use at will! ___ ___ ___ ___ ___ ___ ___ ___ / \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ / \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ / \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ / \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ ================================================================= Wanted: Man or Beast Small newsletter dedicated to supporting nearly extinct, out-of-print role-playing game needs submissions for Character Corner and Beastiary columns. These columns feature characters (PCs or NPCs) and new creatures for use with the game system. Please send your submissions today! ================================================================= DragonQuest URLs: --DragonQuest Home Page http://www.st.nepean.uws.edu.au/~dallbutt/dq/index.html --DragonQuest Newsletter Page http://miamiu.muohio.edu/~psproefr/dqn.html --DragonQuest Archive ftp://ftp.netcom.com/pub/dr/drache ########################################################### ### End of DragonQuest Newsletter v3/n4 -- April 1996 ###########################################################