Quest Digest 17/11/96 From: Joshua Gallagher <od88@dial.pipex.com> Date: Sun, 17 Nov 1996 00:00:00 +0000 ...___ _ / _ \ | | | |_| |UEST__| |IGEST \__ | / _ | | |_ | |_| | An e-mail discussion forum for the fantasy |_ / \___/ play by mail game; "Quest". Compiled by Josh Gallagher. Joshua@dial.pipex.com o This isn't one of those automatic list thingies, so could all articles be sent clearly marked with paragraphs initialled to me. o If you want off the list, just say! No hassle, no pressure. o All material here is the exclusive property of the author and may not be used elsewhere without their permission. ___ / _ \ Hello again! It's been a while, I know, and I must say at | __/DITORIAL this juncture that it will be a while before the next one \___| too. Due to personal circumstances I have very little access to this net account at present, though if anyone needs to contact me about anything I can be reached at: Joshua_Gallagher@scada.ccmail.compuserve.com This is my work address, so I can't maintain the Quest Digest from it, but when I can use this account more often we will get back to a regular Digest. Sorry for the inconvenience this has caused. Welcome to the many new additions to the mailing list from Peter's Ozzie Quest, known by a much more formal title I'm sure. Thank you Peter for sending people my way! Although I myself am an English KJC player I hope that everyone playing Quest with other companies will contribute just as much and benefit from the information they learn here. To those people who asked me to send them past issues of the Digest, I am truly sorry that I haven't had the time to do that this weekend. It's been a rush just updating the mailing list; netscape isn't too fast at that kind of thing. Thank you to everyone who has contributed. You can still send email to this account for inclusion in the Digest; indeed, it's the most certain way to get your contributions into the Digest. As I say though, the next issue will be subject to another delay. Well, on with the articles! ------------------------------------------------------------------------------- Date: Sun, 6 Oct 1996 05:07:29 -0400 From: PSykes6420@aol.com (Philip Sykes, Game #11) PS> I just thought you should know, my brother wrote to KJC at the end of September, complaining about the strength skill loophole for alliance members. He got a note from Kevin at the end of his turnsheet saying that KJC were well aware of the problem and something would be done about it soon. ------------------------------------------------------------------------------- Date: Mon, 14 Oct 96 17:05 +0100 From: Friedhelm-Franz@t-online.de (Thomas Franz) JPG> So to narrow the 'improvements' down a little bit, what improvements would best make the game better in role playing terms? TF> First of all I'd like to see some artifacts in the game. Their number should be limited, and other parties should be able to see them. A plus6 sword should be easily seen when a party meets another party in a settlement or if they just talk, and an artificial ring should be really hard to see. Oracle spells could tell you that a group is carrying something artificial. You might attack a party who is in possesion of a crystal axe, or you might just get out of they way very fast. TF> The NA option is not that bad at all, but I think there should be more benefits for partieswhich are not NA. Maybe NA parties should not be able to carry artifacts, because I think you don't need anything better than +3 weapons for monster slaying, but for party combat, it would be great not to know how well equipped the opponent is, besides the 'standard' +3 weapons and armour. TF> Where do all the monsters come from? I think it would be great to find a giant spider lair in a mountain or in a forest. Enter it and you can be sure to encounter large amounts of spiders, and maybe find something interresting. Or invade a goblin tribe, or go to a dwarven city and buy some fine chain mail. A dragon lair should be defended by some spells and the dragon should always have the initiative in his living room. Why not find a hidden elven town deep in a forest, and you are only allowed to enter if you have good alignment. If you tried to enter the elven city and were thrown out, the elves should not let you in again for a long time. TF> Artifacts could appear at random in special places like an elven city, a dwarven town, in a wizards tower, or even in regular shops, but always at very high prices, only one piece and maybe combined with a quest. ------------------------------------------------------------------------------- Date: Wed, 16 Oct 1996 11:48:30 +1000 (EST) From: Ian Sutherland <Ian.Sutherland@jcu.edu.au> G'day, I'm cuurently playing Quest in Australia and need some info on Official Alliances. The alliance I currently head have more than enough money to start, but we cannot see anything positive for starting one. The costs are ridiculously high, an good robbery in our game will get you 100gp. Any help would be great. Ian. ------------------------------------------------------------------------------- Date: Thu, 17 Oct 1996 10:03:37 +0100 From: Jonathan Burt <jonathan@jaburt.demon.co.uk> Hi! For all you players of Quest run by KJC in the UK, I have created a WWW page with regards to game 2, if you want to have a look and then tell me how rubbish it is go to: http://www.jaburt.demon.co.uk/index.htm Yours Jonathan ------------------------------------------------------------------------------- From: Al_Coleman@mon.bbc.co.uk Date: 18 Oct 96 12:45:00 EDT A cry for help from another Quest Player. Two of my (lesser) characters have been turned to stone by a cyclops in Dynamic Quest 5. Is this a temporary state or are they stuck like this forever ? Are there any spells or miracles which may help (eg Baldors Touch ?) The fight description says "No one in our party was killed or wounded", but this pair are hardly in a position to disagree. Any ideas ? ------------------------------------------------------------------------------- Date: Wed, 6 Nov 1996 16:30:29 +0000 From: Ian Mitchell <logjam@logjam.demon.co.uk> Re: 0% Flee Factor=No Combat Big deal! So now groups that went around on 0% will go around on 1% and still do cowardly sh*t. I say that anyone on less than 20% should not be able to engage another PC group. And if KJC are really serious, they should impose minimum and maximum flee factors for alignment extremes - can you imagine a Sundonak fanatic bottling it on 1%??!!! Re: Major Improvements Agree with Ewan about more Quest variety. How about setting up trade routes between various towns and cities, with trade caravans travelling between them? Start to add some much needed life to the game World, and add scope for robbing or protecting stuff (whether on a mission or not). Could add Merchant's Guilds to the cities or get hired by individual shops... I would also like to see the order flexibility increased. I personally could really use a 'H <char> 99 <item>' order. I would also like to see wider use of the 97/98 (Priest/Mage) groupings, and have them extended to fighters and thieves. eg 'B <all fighters> <shop> <weaponskill>' or 'C <all Priests> <healing> <party>' >RJT> How do you buy a journey to a town you know from a town you do > not know the market of? If a group started from town A and in one > turn, bought a journey to town B, how do they get back in the same > turn. Since they do not know the market of town B, they do not know > what the journey number is!Another possible improvement? The ability to buy Journeys by destination settelement ID#??? >From: <Roy.Thomas@ubs.com> >Date: Wed, 2 Oct 96 10:57:02 +0100 >My group has fighters with 100% Melee skill, 64 SK increased further >by strength miracles wielding +3 Axes and protected by +3 Armour! If >they cannot even get a hit in, how can you hope to kill a monk? Weird... I've killed 9 Monks of Fleyshur. I didn't have a single Plus weapon and nowhere near your combat skills (although I was using Enchant Weapons III most of the time). >From: <stuart_2@tds.bt.co.uk> >Date: Wed, 2 Oct 1996 14:36:32 +0000 >Call Monster works, Ythcals Touch seems to work only occasionally. >This happened last time the party fought a Jinx. Both times the >party's alignment couldn't be any closer to Ythcal. Does anybody have >any ideas why it hardly ever works? Some monsters seem to have partial spell immunity (including Monks), which seems to protect them from directly offensive spells (blasts and drains). Perhaps Call Monster is not classed as one of these? You actually managed to kill the last Jinx without resorting to death spells? I got a good first combat in, but mine's been fleeing ever since - time for Engulfing Globe methinks. ------------------------------------------------------------------------------- From: <PSykes6420@aol.com> Date: Tue, 12 Nov 1996 15:29:51 -0500 PS> I enjoy reading Quest Digest very much, so I thought I'd better send a contribution of my own in so here it is: PS> One of my groups that haven't got Death Spells recently fought a Valkyrie. They cast 5 magic blasts and 5 call monsters at it over roughly 6 battles and only lightly wounded it. They couldn't get a hit in on it in missile or melee and took 40+ damage per hit from it. Therefore, I would advise anyone not to attack a Valkyrie unless they've got Death Spells! Does anyone know of any other tough-to-beat monsters? I've heard a Jinx can be nasty. And also some of the undead underground. PS> Does anyone have any info on what the new monsters do in a battle. I know about Monks and Sky Rays, which pack a punch but can be beaten eventually by casting lots of spells at them (if you haven't got death spells or aren't very good in melee like me). I've fought a Farmer and killed the poor bloke in missile fire! But what do the others do? PS>Does anyone know exactly how much KJC have scaled down Temple Quests? The biggest one I've had scince is for 640 gold each. PS>I think the point raised by Dieterly, Arthur C in Quest Digest 7/9/96 on race/class limits is a very good one. It does seem a bit unrealistic to be able to have an Elf with the same tougness as a Dwarf. I would like to see race/class limits as the next major improvement to Quest. ---------------------------------------------------------------------------- JPG> That's the lot for the moment. Thank you all for your patience. Paul Noble, could you in particular email me at the above address? Cheers! Oh, and Chris Clarke in response to the email I sent last night (to Bill's account. :-) JPG> Until next time, which I will try and make sooner rather than later; Happy Questing! -- >>-Josh-> "I never saw it as the start; it's more a change of heart" -- Ocean Colour Scene Up