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121
From: dbarrass_2000 <david.barrass@e...>
Date: Mon Aug 25, 2003 9:30am
Subject: Re: The Golden Rule(s)
 
 
> And yet while this seems to be so obvious and clear from the
> material presented in the game, it's amazing how many players and
folks
> who run the game don't see this. Sometimes this is the sort of
thing
> that can really drive a GM or player crazy, but I guess when it
comes
> down to it, there aren't a lot of GMs who actually use religion or
> think religion through in roleplaying games. And because of the
> manner in which religion has been portrayed in rpgs in the past,
there
> is a stereotypical attitude of how to bring it into one's rpg and
all.

I see religion as an essential part of a Roleplaying world and I'm
guessing you see it the same. Whatever you think of religion it has
had increadible influence on our culture and has been the impetus
behind some of the great (and terrible) events of this world. I
would like it to have a similar role in my world.

> >> Beats me...but it makes for interesting speculation, doesn't
> >>it? I suspect the priestess associated with (a form of)
> >>witchcraft would be more what was in mind for the pagan
> >>temples and that aspect of this, but there is no real way to
> >>know.
> >
> >Agreed - I see it as two forms of religion
>
> While one can argue that it is two forms of religion, I think
> that it can be seen as two aspects of the same way in which
religions
> are dealt with.

We may just have to agree to disagree on that :--) nothing wrong with
pluralism - after all this isn't a religion with absolutes :--)

> Besides, most people don't associate paganism with
> religion per se.

An interesting idea. I myself described the Pagan religions more as
bargening with the Deities, but I think most Pagans would describe
their beliefs as a true religion, even if the basis of interaction
was different.

> >> And where do you fit shamanism into the equation? <g>
> >
> >See my spritis and religion document in the files section, this
has
> >Shamans in. They, in my system, are mages interacting with
spirits
> >in this and other dimensions.
>
> Yes, I've seen the article in question, and you've defined the
> Shamans and their form of magic quite nicely. I have something of a
> variant on the College of Shamanism, which is the last College I
intend
> to bring into the game for a while (giving a total of 24 Colleges
of
> Magic).

Ohh let's have a look. I've been prompted to check out some of your
colleges. I've only skim read Witchcraft so far and I'm impressed.

> I'm looking forward to seeing the new draft of the material,
btw.
> :)

still on course for later this week

David
 
122
From: dbarrass_2000 <david.barrass@e...>
Date: Wed Aug 27, 2003 6:02am
Subject: Re: JohnK's Priest Skill (Long)
 
 
Hi John,

I've lots of questions on your priest write up, which on the whole, I
like.

1) How do you gain Devoutness (I understand how it's generated
in the first place and how it's lost), is it that if you do something
devout the GM awards you with some points?
2) Devoutness seems under used, but if you don't spend XPs on it
I guess that's not a biggie
3) I don't understand this paragraph:-
"Note that the priest cannot raise his Knowledge Rank if the
character's Priest Rank is not equal to or exceeds the character's
desired KR value."
4) Your calling; would it be possible to buy additional callings
at rank 10, the same way as you can buy extra terrains as a rank 10
ranger for example?
5) Does the priest pay Ft to cast the spells of the colleges, or
does he lose KR (or even DV) instead as he is drawing on the Deity's
power?
6) Section 166.14 � divine items
A "grievous" success KRx1.5, is this round up or down?
In the last bit you mention damage, what would be the effect if you
wanted to increase success chance instead?
7) 116.13 miracles. I don't understand some of the modifiers:-
" Miracle attempted by this person in the past year +2
Miracle attempted by this person in the past six months -2"
Why is one a bonus and the other a penalty?
"Area is a high mana area -(Mana x 3)"
What does the (Mana x 3) mean?
"High Holy Day of the Power supplicated -5"
Why is this a penalty?
"Supplicant has demonic ties (deals with Demons often, travels with a
Black Magician or Greater Summoner, has been granted a boon by a
demon, etc.) -15"
Presumably for PoD priests consorting with creature of light is a
penalty and the above not a penalty
" Supplicant is on a holy Geas -5
Supplicant is under attack -3"
I would have thought these would make it more likely that the appeal
would be heard
8) The biggie. If you're a priest of a Fire god or the Ocean
god (for example), wouldn't it be more appropriate to take your
spells and rituals from the college of Fire magics or Water magics
respectively? Why did you decide against it? What distinguishes one
of these priests from any other?

That will do for now :--)

Thanks
David
 
123
From: John M. Kahane <jkahane@c...>
Date: Wed Aug 27, 2003 7:15am
Subject: Re: Re: Spells in Religion
 
 
Hullo, David,

On Mon, 25 Aug 2003 08:27:58 -0000, dbarrass_2000 wrote:

><snip as this thread is getting too long>

Agreed. It was getting too long. :)

>> Frankly, I don't think that there is a need to split it into pagan
>> and PoL, to be honest. The Priest skill, if handled right and
>>worked with by a GM and player who both have a good grasp
>>of what they're doing, should be able to use the same skill to
>>do this. Besides, in most pagan religions one tends to have
>>shamans, witches, and the like, rather than priests, so...
>
>The split into two is based on the DQ book, where concecrated
>ground:-
>"Barrows, pagan temples (those in which magic forms part of the
>ritual) <snip> can never be consecrated ground."
>
>I would much rather have had one skill, but I felt this precluded it

See, this is where I differed from you, in that I didn't see them
being mutually exclusive at all. When it comes right down to it,
whether the religion is based on pagan beliefs or the Powers of Light,
it's still a religion, and needs to follow a set of generic rules.

>The Pagan religions of Greece, Rome, Egypt all had priests and
>preistesses presiding over a complex religion. Do you classifiy
>these as a PoL (or PoD) or pagan religion?

Powers of Light/Powers of Darkness would have covered the Greek,
Roman, and Egyptian mythologies quite nicely. Complexity of the
religion has nothing to do with whether it is pagan or PoL/PoD in form
and style.

><snip again>
>> >That is a good point
>>
>> What bugs me about this is that most people just assume that
>>the Thieves' World material is canon for the DRAGONQUEST
>>game system, and not specific rules for the Thieves' World environment.
>
>true, but it was writen by DQ people for DQ so it must give some
>clues to what they were thinking. Just how much is the question.

Actually, it was written by Eric Goldberg (who had his hand more
into the 1st than 2nd Editon of the game) for people who wanted to use
the concepts out of Thieves' World in the DRAGONQUEST system. In many
ways, it was more of a DQ "adaptation" to a specific set of fantasy
literature than it was a clarification or modification of DQ rules to
be used in the standard, normal DRAGONQUEST game.

[stuff snipped]
>> Ah, but remember this was the 1980s, the period when D&D
>>was being accused as contributing to the murder and the like by
>>kids who were playing the game, and when witchcraft was
>>considered an evil, and its real life wiccan practicioners were all
>>in hiding and the like. The game's focus was similar to that, and
>>hence the College of Black Magics was very much a menace
>>within the context of the game and the game world. Frankly, I
>>wouldn't use a Black Mage to simulate a witch or warlock or
>>whatever, not the way the first two editions set them up.
>> Of course, one doesn't have that worry with the 3rd Edition. :)
>
>sadly not :--(

Something that I never really understood, to be honest. There
was no need for them to have chopped that material out of the 3rd
Edition.

[stuff snipped]
>...consider the College of Black Magics a terrifying justification
>of their acts, I belive - and I fully accept your right to dissagree -
>that this type of witchcraft was the basis of the College. Sadly
>there is no way of knowing now :--( Quite possibly it was both
>influences. The degree of scollarship that went into the original
>DQ is one of the things I love about it.

As you point out, there is no way that we will ever know, unless
one of the DQ designers becomes active here on the list (which I doubt
is going to happen). So, yes, we will just have to agree to disagree
on this point. But that was one of the reasons I created the College
of Witchcraft to begin with. :)

[stuff snipped]
>> I guess you need to tell me whether the Priest skill that I've
>> just presented addresses that question at all. :) Of course, like I
>> said, I suspect people will either hate what I've done for the
>>skill or like it.
>
>I have read it and it looks promicing but I have some questions that
>I'll ask in another post :--)

Good. I'm looking forward to having *someone* comment on it. :)

>This is one of the things I like and dispare about DQ. The lack of
>cannonic rules makes life frustrating when you need a quick answer
>to deal with a situation. But its also liberating, feel there's a gap
>in the rules? Make your own, who's to stop you?

Yep, some of us have been dealing with that stuff for 20+ years
now. It's one of the things I like about DQ and one of the things I
dislike about the game - but at the same time, running DQ means one
doesn't have to buy umpteen game supplements at what pass these days
for "reasonable prices".

>As long as your group is happy to play the're not going to
>have the headache of transfering their characters to someone
>else's game world.

Yep, another good point. :)

>You, like me and others, are making our ideas available to DQ world
>to the benfit of all. That has to be a good thing, and your record
>of contribution is one that I would be proud to have.

Aww, shucks, you're making me blush, David. :) Thank you for the
kind words. :)

That said, I do wish that others would make the material that
they've added to the vision of DRAGONQUEST available for all to share.
Wordly Endeavour and Poor Brendan's Almanac are both worthy products
that folks have done up for the game, and I've got scenarios sitting
here that I would kill to pdf, but just don't have the software to do
so. I'm hoping that my DQ webpages add something to the DQ fan
community as well, although I'm so busy with other projects for the
game right now (including writing a large scenario) that I haven't had
time to do the work on the webpages that I wanted to do.

....."Oh, I don't have any problems. Well, except for that bounty hunter from Skellar
IV who's been after me ever sicne I stole the prize possession of the planet's president." - Charma Ventaxis, thief-cum-archaeologist

JohnK
e-mail: jkahane@c...
web page: http://www.comnet.ca/~jkahane
 
124
From: John M. Kahane <jkahane@c...>
Date: Wed Aug 27, 2003 8:02am
Subject: Re: Re: Spells in Religion
 
 
Hullo, David,

On Mon, 25 Aug 2003 10:35:38 -0000, dbarrass_2000 wrote:

<lots of stuff snipped>

>The part time priest I think is covered by the fact that it is a
>skill rather than a character class.

That would certainly be my consensus on the subject. :)

>Perhaps there is an arguement for a rank 0 priest being the state
>most worshippers acheive in the personal relationship religions -
>I'll have to think of the implications. In my draft rules, which I
>will post hopefully later this week, I've changed the PoL priest
>rules to include priest, monk and <Layman>, the latter for this
>purpose, but there's always that can be done
>To stimulate debate I'll included this rule change in this post:
>
>[110.1] point 3 added
>Laymen do not proceed into the highest reaches of the clergy, and so
>do not have the power of the other two, but similarly do not have
>some of the restrictions. They generally are spiritual guiders in
>small communities not large enough to justify a priest, or in
>religions that do not hold with interactions with the powers via
>priests, encouraging a more personal communication with the Powers
>
>added to [110.17]
>A Layman does not gain any of the abilities in sections [110.18] to
>[110.20] (nor can he collect followers), but he does keep and can
>improve the abilities gained before rank 3

Certainly an interesting thing to consider, and gives me some
ideas. I've sent you a private post on this matter.


.....I'd love to chat, but I must get back to the ritual sacrifice.

JohnK
e-mail: jkahane@c...
web page: http://www.comnet.ca/~jkahane
 
125
From: John M. Kahane <jkahane@c...>
Date: Wed Aug 27, 2003 8:11am
Subject: Re: Re: The Golden Rule(s)
 
 
Hullo, David,

On Mon, 25 Aug 2003 15:30:49 -0000, dbarrass_2000 wrote:

>> And yet while this seems to be so obvious and clear from the
>> material presented in the game, it's amazing how many players and
>>folks who run the game don't see this. Sometimes this is the sort of
>>thing that can really drive a GM or player crazy, but I guess when it
>>comes down to it, there aren't a lot of GMs who actually use religion
>>or think religion through in roleplaying games. And because of the
>> manner in which religion has been portrayed in rpgs in the past,
>>there is a stereotypical attitude of how to bring it into one's rpg and
>>all.
>
>I see religion as an essential part of a Roleplaying world and I'm
>guessing you see it the same. Whatever you think of religion it has
>had increadible influence on our culture and has been the impetus
>behind some of the great (and terrible) events of this world. I
>would like it to have a similar role in my world.

I think that religion belongs in a roleplaying game only if the
GM and players feel that it should be there and that it will have some
relevance to play. I don't know whether I'd call it essential, since
some players will use it and some players won't even give it a second
thought - but in my campaign, the player character merchants always pay
a visit to the temple of Denarius, the God of Trade and Travel, and
make a sacrifice or donation to the temple before heading out on a new
venture. :) I do feel the same as you do for the most part about
this, and agree with you about the influence of religion on society and
cultures.

>> >> Beats me...but it makes for interesting speculation, doesn't
>> >>it? I suspect the priestess associated with (a form of)
>> >>witchcraft would be more what was in mind for the pagan
>> >>temples and that aspect of this, but there is no real way to
>> >>know.
>> >
>> >Agreed - I see it as two forms of religion
>>
>> While one can argue that it is two forms of religion, I think
>> that it can be seen as two aspects of the same way in which
>>religions are dealt with.
>
>We may just have to agree to disagree on that :--) nothing wrong
>with pluralism - after all this isn't a religion with absolutes :--)

Exactly. Agreeing to disagree on this is the way to go. :)

>> Besides, most people don't associate paganism with
>> religion per se.
>
>An interesting idea. I myself described the Pagan religions
>more as bargening with the Deities, but I think most Pagans
>would describe their beliefs as a true religion, even if the
>basis of interaction was different.

Yes, I would have to agree with this. :)

>> Yes, I've seen the article in question, and you've defined
>>the Shamans and their form of magic quite nicely. I have
>>something of a variant on the College of Shamanism, which is
>>the last College I intend to bring into the game for a while (giving
>>a total of 24 Colleges of Magic).
>
>Ohh let's have a look. I've been prompted to check out some of
>your colleges. I've only skim read Witchcraft so far and I'm impressed.

The College of Witchcraft for me was a labour of love, and there
is only one difference between the one I'm using these days and the one
that's posted up to the web. The MA requirement for the one on the web
is about 26, iirc. and that's not good if you want a player character
Witch. I moved a few of the Generals into the Specials, and have a
terrific list of spells for the College that are not found as part of
the basic Gs or Ss of the Witchcraft College. Got about 150 spells for
the various other Colleges as well, some that I've done up, some that
my players have done up, all using the Spell Creation rules from AW.

>> I'm looking forward to seeing the new draft of the material,
>>>btw. :)
>
>still on course for later this week

Good news. Looking forward to it...like I don't have enough to
read. :)

....."So," said the 'bot, "just how user-friendly *are* you?"

JohnK
e-mail: jkahane@c...
web page: http://www.comnet.ca/~jkahane
 
126
From: John M. Kahane <jkahane@c...>
Date: Wed Aug 27, 2003 7:20am
Subject: Re: Re: Spells in Religion
 
 
Hullo, Bruce,

On Mon, 25 Aug 2003 18:28:13 +1000, Bruce Probst wrote:

>>Besides, in most pagan religions one tends to have shamans,
>>witches, and the like, rather than priests, so...
>
>This is a bit of an over-simplification. "Pagan" generally means
>"non-Christian", so this isn't really true. Lots of "pagan" religions
>had perfectly structured priesthoods, they just weren't (or aren't)
>*Christian* priests.

Yes, I realised that it was an over-simplification, Bruce, but to
be honest, some folks have complicated certain aspects of the
DRAGONQUEST rules system and some of the mechanics that don't exist for
the game too much. You have to start simple. And if one is going to
go and do up a Priest skill (or any other skill for that matter) along
the lines of Troubadour, Thief, or whatever, one has to start simple
with something that works for *all* Priests. One can add complicated
elements to it later.

>I think the distinction should really be between "structured" religions
>and "non-structured" ones. In a "structured" religion being a priest
>is pretty much all you do. In a "non-structured" religion being a priest
>is something you do in addition to whatever else you normally do.

Agreed. Within the DQ system, I can see where the character
would take Priest skill and other skills to represent their normal
lives for the "unstructured" religion, but this isn't ruled out by the
DQ mechanics and Skill system (like it is in so many other rpgs).

>You can break it down even further ... in some "non-structured" religion
>you have "part-time priests", in others they don't even have that -- the
>religious worship is something that you do as an individual, and you
>have no "flock" to care for or guide.

Good point to remember. :)

>Any religious "rules" ought to be able to cope with one extreme as well
>as the other.

Agreed.

So, any comments on my Priest skill that I posted up here? :)

.....I have a mind like a steel...umm, what's it called?...you know...

JohnK
e-mail: jkahane@c...
web page: http://www.comnet.ca/~jkahane
 
127
From: John M. Kahane <jkahane@c...>
Date: Wed Aug 27, 2003 9:09am
Subject: JK Priest Skill Questions and Answers (Long)
 
 
Hullo, David,

On Wed, 27 Aug 2003 12:02:08 -0000, dbarrass_2000 wrote:

>I've lots of questions on your priest write up, which on the whole, I
>like.

Glad to hear it..and to be honest, I expected a few queries about
the Priest skill as a whole. I'm just surprised no one else has
commented on this material at all..

So let's get into them...

>1) How do you gain Devoutness (I understand how it's generated
>in the first place and how it's lost), is it that if you do something devout
>the GM awards you with some points?

As a general rule, that is correct. One of the basic guidelines
that I use from hand written notes is that the normal person who
believes very strongly in his or her deity will have a Devoutness below
7 or 8. The equivalent of a Paladin or something like the holy
avengers would have DVs in the 10-15 range. As you noticed, Priests
have a DV minimum of 25.

Devoutness can be purchased at a rate commensurate with some of
the other Characteristics, but being a Secondary Characteristic, I
didn't like the idea of it being "bought up" with XPs. Any behaviour
and actions that reinforce one's DV will probably give the GM reason to
increase DV by 1 to 3 points; it works the reverse as well.

>2) Devoutness seems under used, but if you don't spend XPs on it
>I guess that's not a biggie

Exactly. :)

>3) I don't understand this paragraph:-
>"Note that the priest cannot raise his Knowledge Rank if the
>character's Priest Rank is not equal to or exceeds the character's
>desired KR value."

What this means is it's a goof from an earlier version of the rules
on Knowledge Rank. The line should actually read, "Note that a priest
cannot raise his Knowledge Rank to more than twice his (Priest Rank +
1) in value." Sorry about the confusion on this. I had a post-it
note in the document about the change, but had forgotten to make the
change and delete the post-it note.

>4) Your calling; would it be possible to buy additional callings
>at rank 10, the same way as you can buy extra terrains as a rank 10
>ranger for example?

Yes, I see no reason why this would not be possible. As a
general rule, I cannot see a reason why a Priest should not have as
many Skills as he or she wishes to take, but to be honest, one's
function within the priesthood in terms of one's Calling might be more
limited. Once one reaches the higher rank and wishes to buy additional
Callings, there is no reason not to do so. Unlike Ranger, however,
these are not sub-skills of the Priest, but actual skills that they
have or are trained for, so they would be bought at normal costs -
although one could modify the rule and state that the Calling skills of
a Priest cost slightly less in XPs, say three-quarters the cost to
progress Ranks.

>5) Does the priest pay Ft to cast the spells of the colleges, or
>does he lose KR (or even DV) instead as he is drawing on the Deity's
>power?

No, one doesn�t use KR or even DV for the purpose of being the
channel of the divine/demonic source�s power. Suffice it to say one
uses Fatigue (and then Endurance) as the deity�s power is not meant to
be channelled this way through one�s mortal body, and as such can do
lasting harm to the priest in question. This is one of the additions
to the game system that I made in terms of how the Priestly �Magic�
would work, and I�ll post this up to the forum (or do you want it in
personal e-mail?) soon as I get onto the laptop where the data is
stored.

>6) Section 166.14 � divine items
>A "grievous" success KRx1.5, is this round up or down?

This would be round normally, but I usually do this as rounding
down. (Otherwise, the Priest might get too big for his britches.) :)
However, I expect that most GMs will use this in whatever resolution
format they prefer.

>In the last bit you mention damage, what would be the effect if you
>wanted to increase success chance instead?

Since the modification to the item in terms of its holiness or
unholiness is always based on KR, the same rule would still apply.
One can�t split the KR between the damage the item does and its Strike
Chance, however; this would require two separate creation attempts,
although I suppose that one could split the bonus to damage and SC
betwen the KR value that one has, and the doubling or tripling of the
effect would be beneficial in such a case. Making an item holy or
unholy is not the same thing as enchantment per se, even if the
�effect� works similarly. I am curious as to what alteration you
might make in this?

>7) 116.13 miracles. I don't understand some of the modifiers:-
>" Miracle attempted by this person in the past year +2
>Miracle attempted by this person in the past six months -2"
>Why is one a bonus and the other a penalty?

The idea here is that Miracles are meant to be rare, they're not
supposed to be common. The more often the Priest calls upon the deity
in question for a Miracle, the more less likely it is to occur.

>"Area is a high mana area -(Mana x 3)"
>What does the (Mana x 3) mean?

Okay, the game system defines cities as being low in mana and some
places as being high in mana. Bear in mind that Priests were meant to
be the opposite of magic in the game, and so places with high mana were
meant to be anathema to using priestly abilities. As a general rule,
the mana rating of an area is defined by a factor (ie., 1,2,etc) which
defines how much Fatigue it costs or doesn�t cost to use a spell or
whatever. Take that number, and multiply by 3 before subtracting it
from the chance of a Miracle occuring. Does that clarify it any
better?

One could even argue that there are places with a high divine aura
to them, which would have the same effect on the use of magic that
magic has on the use of priestly abilities/magic.
.
>"High Holy Day of the Power supplicated -5"
>Why is this a penalty?

Because on the Holy Days of the given religion, the deity or
divinity in question is meant to be being infused with the strength of
belief of the worshippers. When the Priest attempts a Miracle on this
holiest of days, the deity's power is weakened, and the deity must
sacrifice its own "well-being" for that of the Priest. (This is how I
understood the modifier from what I remember of the designer notes for
the Religion and Priest material.)

>"Supplicant has demonic ties (deals with Demons often, travels with a
>Black Magician or Greater Summoner, has been granted a boon by a
>demon, etc.) -15"
>Presumably for PoD priests consorting with creature of light is a
>penalty and the above not a penalty

Yep, correct. One Priest's PoL is another Priest's PoD, and vice
versa. :)

>" Supplicant is on a holy Geas -5
>Supplicant is under attack -3"
>I would have thought these would make it more likely that the appeal
>would be heard

Okay, in the first case, one needs to remember that the Geas is an
act or quest that one is performing as a service to the deity, not the
other way around, If you need the Miracle in order to serve the
deity, then there's a problem with your relationship with the deity.

In the second case, there is a chance that the deity would grant
the Miracle, but remember, the Miracle system here isn't like what one
finds in other fantasy rpgs or games that deal with religion. And you
generally can't ask for a Miracle on the spur of the moment, and combat
is definitely a short enough period of only 5 seconds...unless one
would like to Pass for say, oh five rounds perhaps... :)

>8) The biggie. If you're a priest of a Fire god or the Ocean
>god (for example), wouldn't it be more appropriate to take your
>spells and rituals from the college of Fire magics or Water magics
>respectively? Why did you decide against it? What distinguishes one
>of these priests from any other?

Okay, I knew this one was going to come from someone... What is
important to remember is that DRAGONQUEST�s Religion supplement was
going to keep magic separate from priestly abilities, since they didn�t
want to have a �clerical� system as is so common in fantasy. Being a
deity�s Priest *doesn�t* give you magic, unless the GM wants to run the
religion system and the priest skill that way - what it does give you
is the Miracle system (but Miracles aren�t meant to be common in the
world, as they are similarly in our own). The modification to allow
priests to be able to use magic from certain Colleges, essentially
section 166.6, is one that the GM makes as the deity in question.
Priest skill was never about magic and was never intended to be about
magic, although who knows what the final version of the Religion
supplement would have had in it.

I would suggest the use of pagan magics would allow the Priest to
wield Fire Magics, Water Magics, or whatever magics the GM permits
(depending on how she views the deities and what they allow their
followers). One could even set it up where the priest is granted an
ability (like Resistance to Magical Fire) or a series of abilities
(perhaps like three of the Fire Magics abilities related to resisting
and seeing fire) or whatever by the deity as a Talent. Whether this
would completely unbalance the game from that point of view and priests
vs. mages is another matter entirely.

The main thing that distinguishes a priest from another priest
is, when it comes right down to it, the deity they worship and their
belief in the deity and their religiious practices, not the magic or
spiritual abilities or whatever one wants to call it that they use.
The mechanics are very much based along the lines of priests in real
life, with a bit of the miracle element thrown in. Whether one uses
magic with priests or not is an entirely different subject that I think
is more in the hands of the individual GM and how they see it. The
Priest skill that I created was based on the original vision for this
in DQ, but of course, it has to be subjective as well.

I�m glad you liked the skill, and am glad that you raised some of
these points. :)

.....A seed hidden in the heart of an apple is an orchard invisible. (Welsh proverb)

JohnK
e-mail: jkahane@c...
web page: http://www.comnet.ca/~jkahane
 
128
From: John M. Kahane <johnk-thinkpad@c...>
Date: Wed Aug 27, 2003 5:55am
Subject: JK Priest Skill Addenda
 
 
Hullo, folks,

Here's the addenda pertaining to priests and magic

--------------------------------

[166.6] A priest may not become an Adept of any of the Colleges of
Magic, with the exception of Black Magics, White Magics, Shamanism,
or Witchcraft.
... These mindless ramblings have been brought to you courtesy of much caffeine.

JohnK
from the Lap of OS/2
johnk-thinkpad@c...
http://www.comnet.ca/~jkahane
 
129
From: Bruce Probst <bprobst@n...>
Date: Thu Aug 28, 2003 1:29am
Subject: Re: Re: Spells in Religion
 
 
On Wed, 27 Aug 2003 09:20:08 -0400, "John M. Kahane" <jkahane@c...>
wrote:

> So, any comments on my Priest skill that I posted up here? :)

Nothing specific, other than I'm not really happy with any of the treatments
I've seen. I am generally agreed that treating "Priest" as a "skill" is the
right treatment for DQ, but after that I get antsy with the specifics <g>.

Overall, I think it's too important a topic to try and break it down into
"generic" rules. A better (albeit much more difficult) approach would be to
develop a separate "Priest" skill for each religion, so that each may be
uniquely tuned. There would be some things in common, of course ... if this
sounds like a proposal for an adaptation of the RuneQuest "Cults" system,
that wouldn't be surprising, as I've yet to see a game do a better treatment
of diverse religions than that one.

----------------------------------------------------------------
Bruce Probst bprobst@n... ICQ 6563830
Melbourne, Australia MSTie #72759 SCA #80160
"Well, look at that. 'Breach hull, all die.' Even had it underlined."
ASL FAQ http://www.users.bigpond.net.au/mantis/ASLFAQ
 
130
From: John M. Kahane <jkahane@c...>
Date: Thu Aug 28, 2003 8:42am
Subject: Re: Re: Spells in Religion
 
 
Hullo, Bruce,

Boy, we seem to be having a lot of conversations about DQ at the
moment, don't we? :)

On Thu, 28 Aug 2003 17:29:02 +1000, Bruce Probst wrote:

>> So, any comments on my Priest skill that I posted up here? :)
>
>Nothing specific, other than I'm not really happy with any of the
>treatments I've seen. I am generally agreed that treating "Priest"
>as a "skill" is the right treatment for DQ, but after that I get antsy
>with the specifics <g>.

Well, at least you're honest about your opinion on the matter. :)
To be honest, religion is a very subjective thing, and I suspect that
this applies even moreso in rpgs where players (and GMs for that
matter) either want it in the game or don't want to see it there at
all. The Priest skill, since I agree with you that it fits in best as
a "skill" as DRAGONQUEST defines them, regardless of which version one
uses, will either be what folks want in the game or what they don't
want in the game at all. The old line about different strokes and
all...

>Overall, I think it's too important a topic to try and break it down
>into "generic" rules. A better (albeit much more difficult)
>approach would be to develop a separate "Priest" skill for each
>religion, so that each may be uniquely tuned.

I agree with you, in all regards, but I wouldn't want to spend
the sheer amount of time working on something like this. However, I've
always seen the Priest skill (perhaps because of that long-vanished
material on religion in DQ that was never published) as being more of a
"generic" skill that needs the religions to fit into it long-term, with
each religion being expounded on at a different point. Doing written
descriptions of the various deities along the lines of the write-ups
from the DQ book on the demons (minus the game mechanics and numbers,
of course, since they are gods!) would work, but still takes a lot of
time. Unless one has a very small pantheon. :)

>There would be some things in common, of course ... if this
>sounds like a proposal for an adaptation of the RuneQuest
>"Cults" system, that wouldn't be surprising, as I've yet to see
>a game do a better treatment of diverse religions than that one.

Agreed. :)

And thanks for your insight on this. :)


.....Courtesy is the lubricant of social interaction. (Robert A. Heinlein)

JohnK
e-mail: jkahane@c...
web page: http://www.comnet.ca/~jkahane
 
131
From: Bruce Probst <bprobst@n...>
Date: Thu Aug 28, 2003 10:39am
Subject: Re: Re: Spells in Religion
 
 
On Thu, 28 Aug 2003 10:42:20 -0400, "John M. Kahane" <jkahane@c...>
wrote:

> Boy, we seem to be having a lot of conversations about DQ at the
>moment, don't we? :)

Yeah, and I'm not even playing it any more these days <g>. But it was the
first RPG I ever owned and it's always been close to my heart <g>.

> I agree with you, in all regards, but I wouldn't want to spend
>the sheer amount of time working on something like this.

Neither would I, which is the main reason why I never did anything more than
think about it <g>.

----------------------------------------------------------------
Bruce Probst bprobst@n... ICQ 6563830
Melbourne, Australia MSTie #72759 SCA #80160
"I want to decide who lives and who dies."
ASL FAQ http://www.users.bigpond.net.au/mantis/ASLFAQ
 
132
From: dbarrass_2000 <david.barrass@e...>
Date: Fri Aug 29, 2003 2:18am
Subject: Draft Rules Version 1.1
 
 
Hi everyone,

The latest draft of my rules I promiced sometime this week is in the
files section of this news group. Its called Spirits and Religion
V1.1.pdf

The next draft will probably include ideas from John's priest skill,
but it may take some time :--)

To encourage those who haven't read it here's the contents from the
doc

X. Spirits
98. Physical World Spirits
99. Boundary Sprits
100. Other Plane Spirits
101. Faerie
102. Ego Combat
103. The College of Shamanism
104. The College of Fey Magics
XI. Religion
105. Magical Religions
106. Priests of Magical Religions
107. Religious Magic
108. Graeco-Roman Pantheon
109. Religions of the Powers of Light
110. Cleric of the Powers of Light

There is a changes document with it so you can see what's been changed

Enjoy

David
 
133
From: dbarrass_2000 <david.barrass@e...>
Date: Fri Aug 29, 2003 6:32am
Subject: Re: Spells in Religion
 
 
> > I agree with you, in all regards, but I wouldn't want to
spend
> >the sheer amount of time working on something like this.
>
> Neither would I, which is the main reason why I never did anything
more than
> think about it <g>.

See my new draft rules (in the files section), for a worked out
pantheon. It wasn't too bad given a rule frame work, you just have
to work out what applied and what didn't

David
 
134
From: John M. Kahane <jkahane@c...>
Date: Fri Aug 29, 2003 10:41am
Subject: Re: Re: Spells in Religion
 
 
Hullo, Bruce,

On Fri, 29 Aug 2003 02:39:58 +1000, Bruce Probst wrote:

>> Boy, we seem to be having a lot of conversations about
>>DQ at the moment, don't we? :)
>
>Yeah, and I'm not even playing it any more these days <g>.

I know. :(

>But it was the first RPG I ever owned and it's always been close
>to my heart <g>.

Still is close to mine. I've run a few other systems in the
fantasy genre from time to time over the years, but have always come
back to the DRAGONQUEST rpg. I still consider it to be the best
fantasy rpg out there, but others will disagree.

>> I agree with you, in all regards, but I wouldn't want to
>>spend the sheer amount of time working on something like
>>this.
>
>Neither would I, which is the main reason why I never did
>anything more than think about it <g>.

Well, I've done up the material on religion that I wanted to put
into the game, and it works for me and has been working for me for a
long time now, so no need to really add any new material in that
regard, other than material on the various specific deities and the
like. Thank the Goddess (of your choice) that most players don't
really have a desire to play priest types in DQ. :)

.....And through this deep and dreamless sleep, the silent stars go by. (A. Camus)

JohnK
e-mail: jkahane@c...
web page: http://www.comnet.ca/~jkahane
 
135
From: dbarrass_2000 <david.barrass@e...>
Date: Wed Sep 3, 2003 8:57am
Subject: Re: JK Priest Skill Questions and Answers (Long)
 
 
<snip of stuff that has been answered>

> >4) Your calling; would it be possible to buy additional callings
> >at rank 10, the same way as you can buy extra terrains as a rank
10
> >ranger for example?
>
> Yes, I see no reason why this would not be possible. As a
> general rule, I cannot see a reason why a Priest should not have as
> many Skills as he or she wishes to take, but to be honest, one's
> function within the priesthood in terms of one's Calling might be
more
> limited. Once one reaches the higher rank and wishes to buy
additional
> Callings, there is no reason not to do so. Unlike Ranger, however,
> these are not sub-skills of the Priest, but actual skills that they
> have or are trained for, so they would be bought at normal costs -
> although one could modify the rule and state that the Calling
skills of
> a Priest cost slightly less in XPs, say three-quarters the cost to
> progress Ranks.

not a bad idea, would he get cheep training from the religious
organisation?

> >5) Does the priest pay Ft to cast the spells of the colleges, or
> >does he lose KR (or even DV) instead as he is drawing on the
Deity's
> >power?
>
> No, one doesn't use KR or even DV for the purpose of being the
> channel of the divine/demonic source's power. Suffice it to say one
> uses Fatigue (and then Endurance) as the deity's power is not meant
to
> be channelled this way through one's mortal body, and as such can do
> lasting harm to the priest in question. This is one of the
additions
> to the game system that I made in terms of how the Priestly "Magic"
> would work, and I'll post this up to the forum (or do you want it in
> personal e-mail?) soon as I get onto the laptop where the data is
> stored.
>
> >6) Section 166.14 � divine items
> >A "grievous" success KRx1.5, is this round up or down?
>
> This would be round normally, but I usually do this as rounding
> down. (Otherwise, the Priest might get too big for his
britches.) :)
> However, I expect that most GMs will use this in whatever resolution
> format they prefer.
>
> >In the last bit you mention damage, what would be the effect if
you
> >wanted to increase success chance instead?
>
> Since the modification to the item in terms of its holiness or
> unholiness is always based on KR, the same rule would still apply.
> One can't split the KR between the damage the item does and its
Strike
> Chance, however; this would require two separate creation attempts,
> although I suppose that one could split the bonus to damage and SC
> betwen the KR value that one has, and the doubling or tripling of
the
> effect would be beneficial in such a case. Making an item holy or
> unholy is not the same thing as enchantment per se, even if the
> "effect" works similarly. I am curious as to what alteration you
> might make in this?

When ever I do this I allow a number of points which can be split
between increasing chances on a D100 roll, or a D10 roll. but I don't
make it a one for one eqivalence 1 point buys 1 extra success chance
to a D100 roll, but you need 3 to make it add one to a D10 roll

> >7) 116.13 miracles. I don't understand some of the modifiers:-
> >" Miracle attempted by this person in the past year +2
> >Miracle attempted by this person in the past six months -2"
> >Why is one a bonus and the other a penalty?

sorry I still don't understand why you get a +2 bonus if you've asked
for a miracle in the past year and -2 if within the past 6 months.
Is one a year the accepted amount, less than one a year and you're
not trying hard enough but 2 a year is plain careless :--) ?

Most of the rest of this section you've answered, but I'll probaly
return to pagan vs PoL in annother post

David
 
136
From: dbarrass_2000 <david.barrass@e...>
Date: Wed Sep 3, 2003 9:16am
Subject: PoL vs Pagan
 
 
was Re: JK Priest Skill Questions and Answers (Long)


> >8) The biggie. If you're a priest of a Fire god or the Ocean
> >god (for example), wouldn't it be more appropriate to take your
> >spells and rituals from the college of Fire magics or Water magics
> >respectively? Why did you decide against it? What distinguishes
one
> >of these priests from any other?
>
> Okay, I knew this one was going to come from someone... What
is
> important to remember is that DRAGONQUEST's Religion supplement was
> going to keep magic separate from priestly abilities, since they
didn't
> want to have a "clerical" system as is so common in fantasy. Being
a
> deity's Priest *doesn't* give you magic, unless the GM wants to run
the
> religion system and the priest skill that way - what it does give
you
> is the Miracle system (but Miracles aren't meant to be common in the
> world, as they are similarly in our own). The modification to allow
> priests to be able to use magic from certain Colleges, essentially
> section 166.6, is one that the GM makes as the deity in question.
> Priest skill was never about magic and was never intended to be
about
> magic, although who knows what the final version of the Religion
> supplement would have had in it.

Then why do you get the College of White or Black magics abillities?
wouldn't it be better to have other non-magic (or pseudo magical)
abillities for PoL priest. The miracles I like and they fit, be it
with work from the GM :--)

> I would suggest the use of pagan magics would allow the
Priest to
> wield Fire Magics, Water Magics, or whatever magics the GM permits
> (depending on how she views the deities and what they allow their
> followers). One could even set it up where the priest is granted an
> ability (like Resistance to Magical Fire) or a series of abilities
> (perhaps like three of the Fire Magics abilities related to
resisting
> and seeing fire) or whatever by the deity as a Talent. Whether this
> would completely unbalance the game from that point of view and
priests
> vs. mages is another matter entirely.

I think this fits, but you're getting to have different skills for
Pagan and PoL priests - like my system ;--)

> The main thing that distinguishes a priest from another priest
> is, when it comes right down to it, the deity they worship and their
> belief in the deity and their religiious practices, not the magic or
> spiritual abilities or whatever one wants to call it that they use.
> The mechanics are very much based along the lines of priests in real
> life, with a bit of the miracle element thrown in. Whether one
uses
> magic with priests or not is an entirely different subject that I
think
> is more in the hands of the individual GM and how they see it. The
> Priest skill that I created was based on the original vision for
this
> in DQ, but of course, it has to be subjective as well.

The priests in our society are non-pagan (for the sake of something
to call them - PoL), I feel that if we were Ancient Greeks, in a
fantasy environment, we would go to the temple of Poseidon if we
wanted someone to cast spells from the College of Water Magics - of
course this is pure speculation and has the advantage that it cannot
be tested :-)

David
 
138
From: <DragonQuestCathedral@yahoogroups.com>
Date: Wed Oct 22, 2003 0:36pm
Subject: New file uploaded to DragonQuestCathedral
 
 
Hello,

This email message is a notification to let you know that
a file has been uploaded to the Files area of the DragonQuestCathedral
group.

File : /Click here for a great jewish dating service
Uploaded by : nurinekuzi1769 <nurinekuzi1769@y...>
Description : Browse through jewish singles

You can access this file at the URL

http://groups.yahoo.com/group/DragonQuestCathedral/files/Click%20here%20for%20a%20great%20jewish%20dating%20service

Regards,

nurinekuzi1769 <nurinekuzi1769@y...>
 
139
From: Richard <demon_star2002@y...>
Date: Fri Nov 21, 2003 0:40pm
Subject: New Members!!!
 
 
Be sure and take a good look at Barrass's nifty religion rules in the
Files section (I think we can ignore the update, right David?) and
let us know what you think.

I know we'd both appreciate it.


Thanks,
R.
 
140
From: dbarrass_2000 <david.barrass@e...>
Date: Mon Nov 24, 2003 1:44am
Subject: Re: New Members!!!
 
 
It's good to see some activity here, it's amazing how things are
rattling along, then, bang it his the buffers

--- In DragonQuestCathedral@yahoogroups.com, "Richard"
<demon_star2002@y...> wrote:
> Be sure and take a good look at Barrass's nifty religion rules in the
> Files section (I think we can ignore the update, right David?) and
> let us know what you think.

Update, what update?

> I know we'd both appreciate it.

Yes please do. Any feed back, positive or negative, accepted

David
 
141
From: Richard <demon_star2002@y...>
Date: Tue Nov 25, 2003 1:02pm
Subject: Re: New Members!!!
 
 
--- In DragonQuestCathedral@yahoogroups.com, "dbarrass_2000" <
david.barrass@e...> wrote:

> Update, what update?
>

Changes to v1.0 or something like that. Wasn't that something of an update?


Later,
R.
 
142
From: dbarrass_2000 <david.barrass@e...>
Date: Wed Nov 26, 2003 1:29am
Subject: Re: New Members!!!
 
 
--- In DragonQuestCathedral@yahoogroups.com, "Richard"
<demon_star2002@y...> wrote:
> --- In DragonQuestCathedral@yahoogroups.com, "dbarrass_2000" <
> david.barrass@e...> wrote:
>
> > Update, what update?
> >
>
> Changes to v1.0 or something like that. Wasn't that something of an
update?

Oh, no its just a list of the changes made to the current version from
the previous, so people could make a note of what had changed and
could comment on the changes easilly

David
 
143
From: dbarrass_2000 <david.barrass@e...>
Date: Wed Nov 26, 2003 2:11am
Subject: Feed-back
 
 
Does anyone have any feed-back on the religion rules; does anybody
have things in it they hate, areas where it could be improved? Has
anyone used them?

Come on you guys there must be something :--) Give it to me don't
pull any punches

David
 
144
From: Richard <demon_star2002@y...>
Date: Thu Apr 29, 2004 1:14pm
Subject: Sayonara, suckers!
 
 
Due to a pronounced lack of activity on this group, I'm going to
delete it sometime tomorrow. Anybody who wants to continue this
subject can do so in the other DragonQuest groups.

Barras did too good a job on his religion rules to not have any
discussion about it. David, if ya wanna take over the group, just let
me know and I'll transfer the crown over to you.
 
145
From: Martin Gallo <martimer@m...>
Date: Thu Apr 29, 2004 2:14pm
Subject: Re: Sayonara, suckers!
 
 
Sorry - I wanted to get to it, but have not had a group to play with
and motivate me to look at DQ for a while.

>Due to a pronounced lack of activity on this group, I'm going to
>delete it sometime tomorrow. Anybody who wants to continue this
>subject can do so in the other DragonQuest groups.
>
>Barras did too good a job on his religion rules to not have any
>discussion about it. David, if ya wanna take over the group, just let
>me know and I'll transfer the crown over to you.

--


"If you haven't got your health, at least you have something to talk about."

"They say that everything happens for a reason. I am just tired of
that reason being to make me unhappy or embarrassed."

"You can't make a baby in a month using nine women, but it sounds
like it would be fun to try!"

"Does it ever occur to women that maybe it is their butts that make
their pants look big?"
 
146
From: dbarrass_2000 <david.barrass@e...>
Date: Fri Apr 30, 2004 1:13am
Subject: Re: Sayonara, suckers!
 
 
I think this group has served its purpose; it got people thinking and
produced a couple of "workable, logical, interesting, fun system for
gods, religion, and priests in the DragonQuest game" rule sets, time
to move on.

I'm working on another draft now, it's complete, but I want to think
about it and try the changes before I post. I'll post it in dq-rules

Thanks for setting up the group in the first place

David Barrass


--- In DragonQuestCathedral@yahoogroups.com, "Richard"
<demon_star2002@y...> wrote:
> Due to a pronounced lack of activity on this group, I'm going to
> delete it sometime tomorrow. Anybody who wants to continue this
> subject can do so in the other DragonQuest groups.
>
> Barras did too good a job on his religion rules to not have any
> discussion about it. David, if ya wanna take over the group, just let
> me know and I'll transfer the crown over to you.
 
147
From: dbarrass_2000 <david.barrass@e...>
Date: Sat May 1, 2004 4:11pm
Subject: End of Group
 
 
Of course if this group were to fold the info and discussions would no
longer be available; things such as my and John's rules (posted as a
message not a file so easilly lost). I have been back to some posts
to check the outcomes of what we discussed

Could we archive this somewhere and make it available as a static page
for all to see?

David
 
148
From: J. K. Hoffman <ryumaou@s...>
Date: Sat May 1, 2004 6:51pm
Subject: Re: End of Group
 
 
dbarrass_2000 wrote:
> Of course if this group were to fold the info and discussions would no
> longer be available; things such as my and John's rules (posted as a
> message not a file so easilly lost). I have been back to some posts
> to check the outcomes of what we discussed
>
> Could we archive this somewhere and make it available as a static page
> for all to see?
>
> David

Well, if someone wants to collect it all into text format, I'll HTMLise
it and put it up on fantasist.net along with the PDF of official Bantam
rules.

Thanks,
Jim

--
When I get a little money I buy books; and if any is left, I buy food
and clothes.
- Desiderius Erasmus
 
149
From: John Rauchert <john.rauchert@sait.ca>
Date: Sun May 2, 2004 1:45pm
Subject: RE: End of Group
 
 
 I have already captured all the messages from the group and the group files.

I was going to offer my website as a location for the archives, but it is usually a good thing to have a couple of locations as things tend to disappear off the net.

JohnR

-----Original Message-----
From: J. K. Hoffman
To: DragonQuestCathedral@yahoogroups.com
Sent: 01/05/04 6:51 PM
Subject: Re: [DragonQuestCathedral] End of Group

dbarrass_2000 wrote:
> Of course if this group were to fold the info and discussions would no
> longer be available; things such as my and John's rules (posted as a
> message not a file so easilly lost).  I have been back to some posts
> to check the outcomes of what we discussed
>
> Could we archive this somewhere and make it available as a static page
> for all to see?
>
> David

Well, if someone wants to collect it all into text format, I'll HTMLise
it and put it up on fantasist.net along with the PDF of official Bantam
rules.

Thanks,
Jim

--
When I get a little money I buy books; and if any is left, I buy food
and clothes.
  - Desiderius Erasmus


 

150
From: J. K. Hoffman <ryumaou@s...>
Date: Mon May 3, 2004 6:18am
Subject: Re: End of Group
 
 
John Rauchert wrote:
> I have already captured all the messages from the group and the group
> files.
>
> I was going to offer my website as a location for the archives, but it
> is usually a good thing to have a couple of locations as things tend to
> disappear off the net.
>
> JohnR
>
Well, I'm happy to be a mirror site, too.
All you need to do is send me what you have to put up. And be patient.
It might take a couple of days to get up and running.

Thanks,
Jim
--
When I get a little money I buy books; and if any is left, I buy food
and clothes.
- Desiderius Erasmus
 
151
From: John Rauchert <john.rauchert@sait.ca>
Date: Mon May 3, 2004 7:47am
Subject: RE: End of Group
 
 
Give me a couple of days to format the file, then I will package them up and send out.  I have a couple of websites to roll out in the next two days for work so I am currently burning all my spare time.

JohnR

-----Original Message-----
From: J. K. Hoffman [ryumaou@sbc...]
Sent: Monday, May 03, 2004 6:18 AM
To: DragonQuestCathedral@yahoogroups.com
Subject: Re: [DragonQuestCathedral] End of Group

John Rauchert wrote:
>  I have already captured all the messages from the group and the group
> files.
>
> I was going to offer my website as a location for the archives, but it
> is usually a good thing to have a couple of locations as things tend to
> disappear off the net.
>
> JohnR
>
Well, I'm happy to be a mirror site, too.
All you need to do is send me what you have to put up.  And be patient.
  It might take a couple of days to get up and running.

Thanks,
Jim
--
When I get a little money I buy books; and if any is left, I buy food
and clothes.
  - Desiderius Erasmus
 

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