||   DRAGONQUEST Newsletter               Early Spring 1997
||   Volume 4 / Number 1

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.)

    David Nadler (Distribution Coordinator)

All articles are copyrighted property of their respective authors. 
 Reproducing or republishing an
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This site contains the most recent issue of the newsletter as well as links 
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C O N T E N T S  [v4/n1]


 Letters  -- David F. Wall
          -- Tyrone Johnston

 WOTC News Release

 Weapons Master -- Peter Wyche
 Fatigue Recovery-- Martin Gallo

  DQ ARCHIVE -- News from the Archivist



My apologies to all of you out there who are regular readers of the 
Newsletter.  It is now May, and I
am only just getting the first issue of the year out.  The Newsletter has 
languished for the past few
months, due in part to my very busy work schedule, but also due to the 
recent slack in submitted
material.  On the plus side, I'm going to be sending out a double issue, so 
look for more coming close
on the heels of this issue.

There is also big news in the gaming industry which may be of interest to 
fans of DQ:  I recently
received several letters with the news that TSR is being acquired by 
Wizards of the Coast.  The
question we'll all be asking now is "Does this mean good things for 
DragonQuest?"  I invite your
letters and opinions on this topic as a way to get some discussion going 
among this group.  What do
you think may be in the future for DQ?


   I'm writing this to you in your capacity as editor of the DragonQuest 
newsletter, a labor you may no longer undertake...
   [I've been slacking in this duty, but I still am the DQN Editor, and we 
_are_ still putting out the Newsletter.  -- ED.]
   As you may or may not have heard, Wizards of the Coast and TSR have 
released a letter of intent that says the former is going to buy the 
   I wonder if this means DragonQuest will get out from under TSR's 
draconian policies regarding derivative work.  My own venture into this 
area so far regards doing some work on data sheets to allow Bruce Kvam's 
Character Constructor application to do DQ things, but it seems there are 
other people out there who'd like to bring the game back out of the 

-- David F. Wall  (wall@amt.tay1.dec.com)


Hi, I'm a subscriber to the DragonQuest Newsletter. I guess you could call 
this a letter to the newsletter. I'm not actually looking for a personal 
response from you or the newsletter, but I am hoping some of the following 
issues will be brought up in the next newsletter:

Now that Wizards of the Coast is taking over TSR, does this mean anything 
for DragonQuest?

I'm personally hopings Wizards will sell DQ to someone else if they aren't 
going to do something with it themselves (which they probably won't). A 
plus here is that in the past Wizards of the Coast sold the
rights to all of its RPG games.

Also, does anyone have an idea how much DQ might go for if the rights were 
for sale?

and good gaming to everyone
Kron Darkbow (Tyrone Johnston)

-- Tyrone Johnston 

WOTC News Release
[Thanks to EBENSON for forwarding the entire text of this to us.  -- ED.]

News Release: Wizards of the Coast to Acquire TSR Inc.

April 10, 1997 (Renton, WA) -- Wizards of the Coast Inc and TSR Inc, the 
two leaders of the adventure game industry, announced today that a letter 
of intent has been signed by both parties for Wizards of the Coast to 
acquire TSR Inc. The transaction is expected to be completed in May 1997.

Wizards of the Coast is the publisher of the world's best-selling trading 
card game, Magic: The Gathering(r). Lake Geneva, Wis.-based TSR Inc. is the 
publisher of the world-renowned adventure game Dungeons & Dragons(r).

Founded 22 years ago in 1975, TSR Inc rose to a market leadership position 
that endures today with the introduction of Dungeons & Dragons. The 
internationally famous game further generated a wide variety of 
best-selling adventure and role-playing games and merchandise, including 
the New York Times best-selling book series, Dragonlance. The game Dungeons 
& Dragons was featured in an early scene of the 1982 Steven Spielburg hit 
movie, "E.T.: The Extra-Terrestrial."

"TSR Inc. is the pioneer of adventure games and carries an important 
industry legacy," said Peter D. Adkison, president and CEO of Wizards of 
the Coast. "We look forward to drawing on TSR's world-wide
reputation and established lines of popular games to complement our current 

Lorraine Williams, president and CEO of TSR Inc., added, "The synergies 
that already exist between Wizards of the Coast and TSR ensure a solid home 
and future for the vast library of intellectual property which TSR has 
created, and for its creative community."

Wizards of the Coast is a leading developer and publisher of entertainment 
products, including Magic: The Gathering. Since the game was released in 
1993, over two billion cards have been sold, and the game is available in 
nine languages. Other products published by the company include the trading 
card game Battletech(r) and the soon-to-be-released card game Corporate 
Shuffle(tm), based on the popular comic character DILBERT(tm). The company 
is headquartered just outside of Seattle, Washington in the city of Renton, 
and has international offices in the United Kingdom, Belgium, and France. 
For more information on Wizards of the Coast, visit the company's website 


-- Peter Wyche  (Peter.Wyche@hr-m.b-m.defence.gov.au)

  When one reads the Dragonquest rulebook one fairly fundamental thing 
becomes clearly evident, and
that is to create a really powerful DQ character the Player has to become a 
mage.  But what of the
player who does not want to be a mage?  Clearly there is a need for a skill 
which provides for an
alternative powerful character type to be developed.

  A question I think you will ask is if we are trying to create a non-mage 
type character, why then do
these rules allow for limited magic for the character?  The reason is that 
the mages in our Canberra
group have become heavily into investing items for use while campaigning, 
especially for use within
the fights.  As a consequence, it was seen that the weapons master when 
he/she has achieved higher
levels in the skill should be able to do these investments for 

  I am aware at least two articles have been published on this topic in the 
past.  However, here is our
groups answer to that problem, a skill we call weapons master.  I would 
appreciate any comments
about the rules via the Dragonquest Newsletter or directly to me via 
e-mail.  Enjoy!

  I wish to acknowledge the aid from Ken Ward and Clinton Moore-Crouch (the 
GM at the time these
were drafted) as they were involved in the discussions which lead to the 
drafting of the first set of
these rules.

An underlying fundamental tenet to the basic  Dragonquest rules is that all 
players will aspire to being
mages.  The most powerful characters within Dragonquest are the mages and 
non-mages are weak by
comparison.  The skill of weapons master allows players to take a different 
avenue of development
other than the one which is fundamental to the Dragonquest Rules; that is 
to develop characters which
are warriors by nature.  This does not preclude this player from eventually 
using limited magics to
support this line of development, but it does preclude that individual from 
ever becoming part of any
magic college.  Conversely, no member of a magic college can ever aspire to 
the skill of weapons
master.  In order to develop this skill, the weapons table which is 
currently broken into a number of
categories must be broken into a more diverse set of categories.  These are 
documented at the end of
this section.  The ability for a player to open this skill and advance in 
this skill is dependant upon the
number of weapons categories they have known weapons in and the relative 
ranks of those weapons.

The grouping of weapons is based upon the basic use of the weapon.  Hence, 
the breaking of swords
into stabbing versus edged swords.  The basic use of a stabbing sword can 
be applied to any of the
other stabbing swords even if the individual is not trained in the use of 
that particular weapons.  A
basic tenet of the weapons master training is the ability to adapt their 
knowledge of one weapon within
a category to use another weapon from within that category.

The cost in experience points for weapons master is
Rank    EP Cost
0       600
1       250
2       1600
3       3500
4       5800
5       8400
6       11400
7       14700
8       18500
9       22500
10      26750

A weapons master may use other weapons that the individual does has not 
been trained in providing
they are within one of the categories in which the weapons master has a 
known weapon at a rank of
weapons master Rank /3 rather than at the unskilled rank.  A weapon outside 
of the known categories
is still used as unranked.

To be able to open weapons master the player must have at least one weapon 
at rank 4.  If the weapon
in question has a maximum rank of less than 4 then it can only be counted 
for this purpose if it has the
highest max rank within its category.  To advance ranks in this skill the 
player must have additional
weapons in unique categories at rank 4.  To make rank 2, weapons must be 
known in 2 categories.
To achieve ranks 3, 5, 7 and 9, the character must have 1 additional 
weapons for each in a new
category at rank 4 or better.  Thus to achieve rank 9 the character must 
have weapons to rank 4 in at
least 6 categories.  No weapon may be used to meet the requirements in more 
than one category.

To achieve rank 10 the weapons master must have a shield and a missile 
weapons from these
categories.  These may be part of the 6 categories required for rank 9.  In 
addition, a weapons master
may take a weapon to one rank greater than the maximum allowed under the 
rules providing their
current weapons master rank is equal to or greater than the rank sought in 
the weapon.  The cost in
experience points for this rank is equal to the highest rank cost for that 
weapon even if this cost is not
for that weapons maximum rank.  If a character's strength is grater than 20 
then he/she may reduce the
experience cost in gaining ranks by 10%.  If the characters strength is 
less than 14 then he/she
increases the cost to gain ranks by 15%.  Being a weapons master will allow 
the character to use
knowledge from this skill to be used to make the learning of others that 
much easier.

There is a mutual relationship between weapons master and ranger.  The cost 
in experience points to
learn a new rank in the reciprocal skill is reduced by 50% if the current 
rank in that skill is less than its
partner.  The cost to open and subsequently learn healer is reduced to 75% 
of the original cost
providing the current weapons master rank is greater than the sought rank 
of healer.  If the player's
healer rank ever equals or is greater than their weapons master rank then 
that player may never learn
more ranks in weapons master.  At rank 3 or more in weapons master, the 
cost to learn military
scientist is reduced to 75% of the base figure, providing the military 
scientist rank being sought is less
than the current weapons master rank.

A weapons master gains benefits while fighting as part of this skill.  At 
rank 2 the weapons master
may increase his/her defence by rank.  At rank 4, the chance of a critical 
hit is increased by rank if
attacking from the front or side but not from the rear.  At rank 6 the 
chance of direct to endurance hits
is increased by Rank/2.  At rank 8 there is a decrease in the chance of a 
critical hit on the character by
Rank/3.  This negates the assassin critical hit skill.  At rank 10 the 
chance of direct to endurance hits is
decreased by rank.  Finally, a weapons master may use a select range of 
magics to aid them in the use
of weapons.  This ability becomes available at rank 8 and if the player has 
an MA of 15 or more.  Two
spells can be learned at rank 8 with 1 additional spell being available 
with each additional rank.  The
spells of Enchant Weapon,  Enchant Armour, Weapon of Flame, Weapon of Cold, 
Purification and Force Shield.  All of these can only be applied to the 
weapons masters own weapons
if cast during combat but any item can be invested at other times.

The Guild fees for this skill are 200 sp per weapons Master rank plus the 
purchase cost for each
weapon known multiplied by the known rank or 1,000 sp whichever is the 

The weapons groupings are as follows


Stabbing Swords
	Short Sword

Edged Swords
	Hand and Half

	Long Bow
	Giant Bow
	Composite Bow
	Short Bow

	Heavy Crossbow

Misc Missile Weapons

	Hand Axe
	Battle Axe
	Giant Axe
	Great Axe

	Giant Mace
	War Hammer
	War Pick

	Crude Club
	War Club
	Giant Club

Flails and Staves
	Morning Star

Assassin Weapons

Defensive Weapons
	Tower Shield
	Round Shield
	Kite Shield

Thrown Weapons
	Spear Thrower


	Giant Spear

	Giant Glaive


-- Peter Wyche  (Peter.Wyche@hr-m.b-m.defence.gov.au)

-- Martin Gallo  (martimer@mindspring.com)
  As fate would have it, I decided to try to start a DQ game with some 
friends.  I made the decision
Tuesday night (and actually got my stuff out of mothballs Wednesday night!) 
Thursday night, DQN
arrives!!  Now I know it is TIME.

  I read the article about FT recovery, and it reminded me that I never 
liked the FT recovery rules as
published because they were very harsh towards the characters and did not 
reflect my life's
experiences with exertion.  I always allowed about 5 FT to be recovered 
right after a fight if the
characters 'took a breather.'  Whenever I got winded in real life 
(shovelling, running, lifting or
actually swinging an SCA rattan sword) the act of sitting for about 5 to 15 
minutes really helped me
'catch my breath' and go on.  Needless to say, the recovery was not 
complete, and never got me
feeling any better than when I started the workout.  My FT recovery 
guidelines reflect this.  Dissenting
opinions are always welcome.

Martin Gallo's post combat FT recovery guidelines:

When a character completes a task that required great exertion and FT 
expenditure (combat is the most likely case, although running or climbing 
with a heavy load also qualifies) stopping, sitting and resting allows 
quick and incomplete FT recovery.  This is only allowed if the character 
expended/lost more than 10 FT during the exertion (exceptions abound - I am 
generous).  Resting for 10 to 15 minutes usually recovers about 1/3 of the 
lost/expended FT, unless the characters are engaged in wound binding, dead 
clearing, camp setup, etc. (for which I reduced the recovery to 1/4 the 
expenditure and doubled the time).  Round down for 10 minutes and up for 
15.  If only 5 minutes rest is taken, 1/4 FT loss (rounded down) is 

Example - Rolph just finished a fight with some nasty baboons and took 13 
FT damage and 3 EN.  If
Rolph sits down and does nothing, he can recover 3 FT in 5 minutes, 4 FT in 
10 minutes and 5 FT in
15 minutes.  After this, a point of diminishing return is reached, and the 
normal recovery rules apply.
If Rolph decides to do a little scouting, or moves away from the carnage 
(for fear of his safety) resting
for 20 minutes would recover 3 FT and 30 minutes recovers 4; note that this 
rest occurs AFTER
Rolph moves away from the scene.

If the combat was particularly vicious, I usually allowed a couple of FT 
recovered during camp setup
activities, etc. unless the group was doing something silly like setting up 
camp in the trees, or across a
river...  Remember that recovery is based on the amount of FT expended/lost 
DURING the exertion.

Other Campaign Thoughts
[Martin also added these thoughts toward a proposed campaign.  None of this 
is directly related to the
FT recovery rules, but I have included it because it may be of interest and 
may help provoke some
discussion.-- ED.]

On another note, I am thinking of making vast changes to magic in my world 
for this new go around.
Instead of just colleges of magic, I am thinking of adding deities (one per 
college per race or race
class).  Characters with magic are going to be priests or initiates to the 
various churches (or shamen or
something) and the spells that they can cast are going to be given to them 
by the gods, etc.  I am
mostly doing this because what worked for me in my youth, is really 
bothering me in my dotage
(being an engineer can sometimes really mess up a belief system!)  I am not 
going to force any
mysticism on the players, but am thinking of doing this to lend some 
credence to the opposed nature of
the colleges (and the jealousy and separation).  I am not going to involve 
the gods in the actual game or
require tithing and money raising, just use this as a background (and 
occasional scenario motivation).
{Darn lot of parentheses in this message!}

Another idea is to split the pantheon into good/bad or order/chaos groups 
(maybe adding a new set of
colleges - but probably just splitting off the summoners, which will tie in 
nicely with my world
setting) and using that as further scenario motivation.  I do not 
anticipate a RuneQuest-like ascension
path for the characters.

Another idea I am toying with is the thought of age.  A character can start 
off with no profession and
no magic at a young age (late teen to young adult) or can add a profession 
and/or college for some age
penalty (and stat loss).  This came about as I was trying to reconcile the 
problem that crippled my last
'campaign' when one of the players decided that if he joined no college, he 
should get the EXP to use
for combat skills - it ruined the whole thing for all of us.  I have not 
run through any numbers yet
(hopefully this weekend) but my current idea is to do this using the 
profession/college and attribute
EXP charts to try to balance it out.  I fear that the numbers are going to 
be non-linear, but this seems
like a good approach.  My current estimate is 2-3 years for a Rk 2 at a 
profession and maybe also for
the general knowledge spells/ritual in a college (5 years for both).  This 
seems like a good balance.

I do not expect to start the game for a few months (I am involved in other 
games) which will hopefully
allow time for feedback from the readership.

-- Martin Gallo  (martimer@mindspring.com)

---------------------_D_Q_ _A_R_C_H_I_V_E_-----------------------
--------------------News from the Archivist----------------------

First, I want to profusely apologize to the DQN community for the 
lapse in service on the archive.  I do not want to explain, except
to say that for the past several months, I have not been processing
any mail at all.  I have recovered most or all of that mail, and by
the time you read this, all submissions made in that period 
(including the Water adventure) should be on the archive.  Steps WILL
be taken to ensure this doesn't happen again.  Thank you for your 

Another minor change: I have changed the filenames of the newsletter 
back issues to "dqnvXnY", where X is the volume number and Y is the 
issue number.  If the issue number is single digit (1-9), I have 
inserted a leading 0.  For example, volume 3, issue 9 of the newsletter
has the filename dqnv3n09 in the archive.  This makes sorting and 
indexing easier.

PS: If anyone out there knows of a GOOD internet service provider to
whom I could go to as an alternate to NETCOM, please email me (I am 
recieving email again).  The provider would have to fill the following

* Full internet service, not just email.
* Interface compatable with MS-DOS, or Windows 3.1 (NOT Windows 95).
* A local access number in the South San Francisco Bay Area (San Jose area, 
area code 408).
* Unlimited storage, or at least a fair amount of storage (5MB minimum).
* A price range comparable with NETCOM ($19.50/mo. for unlimited time).
* A direct link to the internet, not just a gateway (no AOL or Prodigy 
style gateway)

I would be most grateful to find an alternative site for the Arhcive, 
perhaps even one that allows www
access (my NETCOM shell account does not, and I don't even want to think 
about Netcruiser).
Thanks again.

Drake Stanton
DragonQuest Archive Coordinator

DragonQuest URLs:
(If you know of any other DragonQuest related sites, please let us know.)

--DragonQuest Home Page
--DragonQuest Newsletter Page
--DragonQuest Archive
--DragonQuest Home Companion (and other files)
--Shannon Appel's RPG Archives (DQ Index)
--Surge's (Unofficial) Mirror Archive

###   End of DragonQuest Newsletter v4/n1 -- Early Spring 1997