Quest Digest 21/5/96 From: ">>-Josh->" <J.P.Gallagher@durham.ac.uk> Date: Tue, 21 May 1996 00:00:00 +0000 ___ _ / _ \ | | 21st May 1996 | |_| |UEST__| |IGEST \__ | / _ | | |_ | |_| | An e-mail discussion forum for the fantasy |_ / \___/ play by mail game; "Quest". Compiled by Josh Gallagher. J.P.Gallagher@durham.ac.uk 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. ___ / _ \ Welcome to the new additions to the list, yet again! | __/DITORIAL This is, I believe, the first issue in a long time to \___| come out precisely one week after the last issue. I now feel a lot more justified in calling it a weekly production. In this issue we have news on a couple of pub meets, more stuff about undead and more about monks, spells, OA's, NA's... oh, I dunno! Everything really... -------------------------------------------------------------------------- From: Roy.Thomas@ubs.com > TS>What the advantages of ENGULFING GLOBE on the TOTAL DEATH ? > TS> With TD you kill one PC,NPC, or monster (in France, but I think > in England too) for only 8 points ! what the effects of the EG > exactly ? > TS> do you know exactly the power of each spells ? > for example, the number of damage than do a FireBall... RJT> I never use Total Death!! If you come across a large group, total death uses up a lot of power to kill one, while Engulfing Globe uses up much less (both take similar amounts of basic power to cast but Total Death costs something like 8 point extra power per enemy character while Engulfing Globe costs much less). Against everything I have come up against Fire Elemental to Dragon, Engulfing Globe has successfully killed one of them. Monks are said to be different though. RJT> Someone on the internet has a list of spells and their power, and their damage. I think I found it via Josh's Home page links... RJT> On a lighter note, does anyone know the relationship between group stats and the quests you are given? It always seems to get better and better if you stay at one place and complete quests, but I get the impression that group stats come into it too. How about Charisma playing a part in the quest amount you get... -------------------------------------------------------------------------- Date: Tue, 14 May 1996 19:16:45 +0100 From: Geoff Blakey <geoff@gtblakey.demon.co.uk> GB> Well, as it seems two of the current topic is "Monks" and "Undead", here's my two penneth: GB> My 90 turn old group "Sisters of Flame" in Game 13, have wiped over 15 Monks in the last 2 turns! Engulfing Globe (7 mind you), just sucks them all in. Black Void funnily enough does exactly the same thing. Never a character lost, or a hit received :-) GB> My oldest group in game 13, have encountered many many undead - all of which have been in dungeons. In *one turn*, I wiped, A Vampire, A lich, 5 Ghouls and a couple of wights - not to mention a Balrog as well! Wights are pretty nasty when they hit you - draining 1 from each of Sk, To, Aw and Ch with each hit! GB> In the spell phase, a lich casts a spell, which usually appears to be Magic Dart or similar. Mind you I haven't fought one of these since the monsters were upgraded... Anyone know if they're tougher now? -------------------------------------------------------------------------- Date: Tue, 14 May 1996 21:30:52 +0100 (BST) From: "Andrew.Russell.Locker" <ca5alo@isis.sunderland.ac.uk> AL> Has a history for Game 13 been written? -------------------------------------------------------------------------- From: N Olver <np-olver@csm.uwe.ac.uk> Date: Wed, 15 May 1996 01:49:29 +0100 (BST) NIK> I thought I had better tell the story of my groups encounter with six Monks of Phyloqure, as nobody has meintioned them yet. I'm trying to get together some money (wink, wink) by robberies mainly, with temple quests as a side line. Well anyway, I was offered 320 each for six monks of phyloqure just two sectors away..... Who could refuse? Well they cast sleep spells in the magic phase and when they hit you in combat, they put you to sleep. None of my group hit them, but they did get damaged by my Call Monsters etc. -------------------------------------------------------------------------- Date: Wed, 15 May 1996 07:08:44 EDT From: "Chris Oswin" <chris_oswin@technology.britishsteel.co.uk> CJO> Can I have a game 14 history as well please. CJO> Best Quest was for 3200gp to kill eight monks. Four were taken out by EG and the rest by melee, Enchant Weapons 3, allowed me to hit them no problem. CJO> The reply to a member of the BKA said KJC> 'Following your letter, I printed out a list of all the positions in game 14....looking at all active positions over turn number fifty. There were 54 parties in total but only 16 had the NA option switched on.......Only eight of the NA parties had had over 100 turns. CJO> Only 54 parties over 50 turns old not many I wonder how many groups in the whole game. No wonder its so quite. Both my game 14 groups are in the BKA. They have seen a total of 1 Non-NA group in the last 10 turns. I investigated them saw they had 13 members so went to do a steal next turn since we were in a city and they had gone NA between turns. Who is from Game 14 on this list ? (JPG> A fair few!) ----------------------------------------------------------------------------- Date: Wed, 15 May 1996 15:47:56 +0100 (BST) From: Oooh Aaah just a little bit <roger.littlefair@unn.ac.uk> Roj> some uninteresting info apart from the poor quality computers in the business school... Minions of Lord Soth are about 124 turns old and non-NA Lawgivers are about 110 turns old and non-NA Chosen Few are about 110 turns old and non-NA There`s three, but rather idle. About 8 months+ now! -------------------------------------------------------------------------- Date: Wed, 15 May 1996 18:15:48 +0100 From: Paul Noble <editor@elbon.demon.co.uk> >JN> Now, does anyone know why game 6 is so under-developed? >Or rather - it is the way Quest ought to be: It is almost impossible >to create power-groups, you almost never succeed in robbery, >and I have yet to see a well-paid Temple Quest. >Or have I just been unlucky (for 130 turns...)? PN> The way I see it is that 6 and 9 were there to cater for the foreign players and thats one of the reasons it has developed slowly, it *is* strange that the games mentioned are slow in development - it's the same with all the 15 day turns that I've found but G15 & 16 both started off with alot of experienced players who did indeed come from G6 and G9 like I did. PN> Perhaps a 15 day turn around just doesn't appeal to the faster more experienced players. >Anyway, I'm just cheesed off 'cos one of KJC's new tougher type Jinxs' >has just cost my 158 turn old group three characters (sob :-() PN> Jinx ain't new, and they fall to an engulfing globe - Use Enchant Weapons 3 and you'll be sorted. >JPG> Someone was asking about the preset alliance idea. The reason this PN> I think preset alliances would be a good laugh - it would force certain players to try out other areas of the game rather than just stick to one plan - it's a lot more difficult being a goody and actually keeping money than I thought it would be. -------------------------------------------------------------------------- Date: Wed, 15 May 96 21:02 BST-1 From: albert@cix.compulink.co.uk B> Just thought I'd throw something into this discussion on undead; one of my groups in game 16 got slaughtered by a Mist Reaver(900) and the blurb said, "Mist Reavers are powerful undead monsters". I did not have the chance to try kill undead or any other undead eating spells so I don't know how powerful it really is (except it killed one of my best characters with one hit!). The funny thing is, I fought it one sector from a city! Who said undead were only underground?! -------------------------------------------------------------------------- Date: Thu, 16 May 1996 14:15:49 +0100 From: Paul Noble <editor@elbon.demon.co.uk> PN> I have just been informed of a pub meet that should be going ahead in Birmingham on the 27th of May which is a Monday. It is run by Phil Innamorati from game one with about 10 other game one players pledging to make an appearance - players from all other games are most welcome. It is supposed to start around 12.30 onwards. PN> Main Details: Location: Birmingham, Saint Martin pub which is located 100 metres from the newstreet station to get there leave the station via the main gates (not the esculators) and turn left - it should be 100 metres down the road. Date: Monday the 27th of May, 12.30 onwards. Contact: Phil Innamorati on 0121 325 1428 for more details - phone on the sunday before to confirm the details (just in case anything happens - like a celtic game is on ;) ). (JPG> I feared for my life wading through that lot... and to show you how good I am with football... I though Celtic were an Irish team. Still, the pub we ended up in was nice enough. :) PN> On Pub meets the leeds pubmeet will be on the 20th of June not the 19th as advertised (the 19th is the friday). Contact Gerry Duffy for more details. -------------------------------------------------------------------------- From: Skeltem@aol.com Date: Thu, 16 May 1996 14:08:35 -0400 PK> I know this is coming a bit late, but in Germany the OAs are a rather young phenomenon. I'd like to know (and this also includes you, Juergen), if you don't think that the OAs are shifting the game from an intended Role-playing game to a kindof ... Simulation. In my opinion the spirit of Quest is lost, when your only chance of survival in a game is to found an OA and abuse it as often as possible. This is just a thought, but I'd like to know, how you out there who are turn 150+ players think about this. I think freelancin' should be an option, without remaining forever NA (which I think is *very* dull, even without being a Hunter) in fear of those '20 turns - 100 TO' officials. PK> I know you're there, PeterStevensers. Engage! -------------------------------------------------------------------------- From: Sinclair James Manson <9503290m@student.gla.ac.uk> Date: Mon, 20 May 1996 10:52:19 +0000 SM>8 groups! Hey, suddenly I feel important. Can anyone stop the BKA? And is it right that one alliance should basically be able to run an entire game? -------------------------------------------------------------------------- JPG> Thanks again to all those who've contributed. Much appreciated! Anyone with questions, interesting observations, answers to questions; don't hesitate to write to me! JPG> KJC recently sent me copies of the histories for three games; 14, 3 and... well, I forget the last one. I was impressed with what I read... going to have a go for Game 11. Paul, Philip, Simon - competition can only be good! JPG> Now that I'm pottering about with an official alliance, would someone care to tell me exactly how these money spinning things are working? An example: We offer strength skill at 200 gold, costing 20,000 to start up and 1000 maintenance. This requires at least 5 purchases a turn, which is sustainable I suppose, but needs a lot more to actually end up having made a profit. I have never been very clear on this point, but feel sure it was mentioned that money from somewhere kept plowing back into the alliance account. Was the money being referred to just what people pay for use of the skill or buying an item? Please let me know - we had half hoped the 20,000 wouldn't disappear, which doesn't appear to have been the case. JPG> Well, I've got a hell of a lot of revision to do now, so I'll leave you all in peace. Until next time, Happy Questing! JPG> Oh yeah, and I _might_ try and make it to the Leeds pub meet... :) >>-Josh-> "You can't always get what you want, But if you try sometimes, you just might find, you get what you need" -- Rolling Stones Up