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Re: [dq-rules]
Thought I would share my experiences with this. I've GM'd two long running
campaigns and I've had vastly different experiences with both. The first I
ran while I was in the military and ran for 2 1/2 years with pretty much
the same group of friends. We played 5 nights a week (yes, that's
correct), Monday through Friday from 10:30pm until 6am. Needless to say
after 2 1/2 years, all my players were very high level. We actually had to
create a fair amount of new rules to handle the situation. In that
campaign, there was very little blending of characters and it was one of
the best campaign experiences I have ever had the pleasure of being
in. Sure there was a little blending, but nothing where you ever wondered
who was the thief in the group, who was the mage, etc.
The second group I ran (still playing with this group, although we started
the campaign over for reasons I'll list below). I ran this group for
somewhere around 8 to 10 years playing every other weekend for the first
3-5 years, then about once a month or so after that. This group was quite
a bit different. EVERYONE in the group was a mage by the time the campaign
ended. Which definitely caused a breakdown in the system from my
perspective. Having a group of 6 players who are all fairly accomplished
in one area (ie. fighting, thieving, etc,and then throw on top of that 6
fairly powerful spell casters and I started having problems. The one spell
that I finally had to end up modifying and reducing the power of quite a
bit was the ability of the party to fly where ever they wanted to do with
the shadow wings spells. A shadow mage with this spell at say rank 10-15
can fly at 40 to 45 mph for hours at a time can make for the ability to go
long distances. Try keeping up with a group that can fly all over a
continent at great speeds whenever they want. Makes for a nightmare when
it comes to GM'ing! When I restarted my campaign, the one rule I put in
was that only one person in the group could start out as a mage, and I plan
on making learning a new college for non-mages difficult so the unbalance
hopefully doesn't happen again.
In the end, I ended up going to a more class-based system I guess. We call
still call it DQ and it's core is still very heavy into DQ, but the classes
are more defined now, though I also added in a skill system, so if a
fighter wants to have some thieving skills it is easy to do (my skill
system is based on Role-masters skill system). Mages, other than how
damage works are 100% DQ as is combat.
At 11:19 AM 1/24/03, you wrote:
>--- davis john <jrd123@hotmail.com> wrote:
>>
>> i think this is also a weakness of the system in
>> that given enough time
>> every character is pretty much the same..everyone
>> has similar combat, spell,
>> social etc capability give or take a little bit.
>> Guess thats one bad issue
>> of a 'class/order/occupation less' system.
>>
>> John
>
>I wondered that myself when I first looked at the
>system. However, I never really noticed that
>happening in my groups. Now, we all diversified a
>bit. Everyone had some weapons they were good at,
>some skill, and a lot of us were mages. However,
>everyone also had their specialty and their niche in
>the group.
>
>Part of that, I think, is built in. The division
>between non-mage and mage tends to stick, since
>someone who starts a fighter tends to give their MA a
>5 and someone who starts a mage is commensurely less
>physically gifted. Among mages, specialization is
>maintained by the College system. We were also real
>strict with the "you use to use a skill/spell/weapon
>during the campaign (at least once) to Rank it after"
>rule. That kept people on the straight and narrow,
>once they had invested Ranks in certain things
>already.
>
>You see much the same thing in D&D 3rd ed. Most
>people end up taking two or three levels in an
>off-class, but mostly they stick to one class. As a
>friend of mine found out, being a 5th level Cleric and
>a 5th level Ranger in a 10th level party means your
>really just 5th level. In a 10th level party.
>
>Everyone in my old DQ group had a pretty distinctive
>character, even as we hit Hero level. However, I've
>never played in a really "high level" campaign with
>DQ. I could see the homogenization thing being a more
>serious problem once characters are getting such high
>XP awards. It would be comparitively easy to increase
>stats, etc. Does anyone have experience with this
>type of campaign?
>
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Jason Winter
Alarian@harbornet.net
http://www.darkrealms.com/~alarian/