================================================================
||                                                            ||
||   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.)
      psproefr@miamiu.muohio.edu

    David Nadler (Distribution Coordinator)
      nadled@uh2297p01.daytonoh.ATTGIS.com

    Drake Stanton (FTP Site Coordinator)
      drache@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  (psproefr@miamiu.muohio.edu)


 -----------------------------------------------------------------
CHANGES TO CHARACTER CREATION
 -- Russell Whyte  (russell.whyte@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@sheridanc.on.ca)


 -----------------------------------------------------------------
MAGICAL ITEMS
 --  Keith Smith (keith@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 (keith@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 (drache@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---------------------------
=================================================================
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=================================================================
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
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 --DragonQuest Newsletter Page
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 --DragonQuest Archive
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###   End of DragonQuest Newsletter v3/n4 -- April 1996
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