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Re: [Re: [[dq-rules] Re: Real life and DQOS]]
This is exactly what I would like to see done. Now I think that what would be
most efficient is to get a leader to bother of these divisions (if you will,
factions, guilds, goals, etc.) That way we know who is working on what. It
is the only way I can ever imagine anything like this getting done. We may
already have leaders that I don't know about so I would like any additional
infomation. Once we have kinda consuls of these divisions set up then they
can probaly make their own egroups account and stay subscribed to the current
one.
dqn@bignet.net wrote:
I see two parts to DQOS at this point. Eventually, I think they can
converge. But for now, I think one side of things is the
development of a set of rules interpretations. (Someone had a cool
name for this, but I don't recall it offhand.) Basically, we have fuller
explanations of rules interpretations. We don't have only one
answer, necessarially. But we try to remain internally consistent,
and to present alternatives. A sort of handbook for GMs. Things
like 'How do Illusions Work?' falls under this category.
The second part of the DQOS is the development of new skills,
colleges, etc. Here, the idea is to keep the editorial pressure on
each other to stay true to the original spirit of DragonQuest. Sure
you can come up with rules for Ninja Turtle combat for DQ, but is
that really something that adds to DragonQuest?
The two start to come together when we start re-writing the original
rules. I don't think that there is a lot of call for that, but we have put
in a lot more playtest time now than the original designers ever
had, and ther may be some reasonable tweaks to be made to the
system.
That is my view of the DQOS project, anyhow. I think that it is also
open to interpretation. Do you have a different take on what you'd
like to see happen, or what you would like to contribute?
--RT
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