Quest Digest 14/2/95 From: ">>-Josh->" <J.P.Gallagher@durham.ac.uk> Date: Wed, 15 Mar 1995 01:08:19 +0000 ____________________________________________________________________ | | | THE QUEST DIGEST | | The forum for the E-mailing Quest-players | | Compiled by Josh Gallagher: J.P.Gallagher@durham.ac.uk | | Date: 14 March 1995 | |____________________________________________________________________| o This is not an automatically generated compilation, so if all contributions could be sent to me in a seperate e-mail with paragraphs initialled, I would appreciate it a lot. o Please do not use this list for your own purposes; people do not appreciate thousands of pieces of mail arriving a day! o If you ever want taking off the list, just say, and I will be happy to do so. I don't want telling off for any nuisance mail! o All material here is the exclusive property of the author and may not be used elsewhere without their permission. JPG> Here again is the digest... I am leaving Durham for holidays for 5 weeks from tomorrow. I am uncertain yet as to whether I will be able to get adequate net.access during the break to carry on the digest, but if I can't I am going to ring Chris Dickson and he will take over from me for the period. If this is the case, then posts for inclusion may have to be resent to Chris. Please bear this in mind when sending material... sorry for the inconvenience.. JPG> Our mini-pub meet yesterday went down pretty well... we bounced a lot of ideas around. I now have the monstrous job of copying them all to a digest! As I compile this thing, I am going to go first! :-) JPG> Firstly, items that we would like to see implemented: Mage Prisms, Shining Helms, Mage Robes, Crystal Balls (Glass orbs, whatever), Religious Book, Magic Book. Even just some of these as magical would be nice. JPG> Along the same lines, Mirrors should be usable against petrification spells cast by monsters or mages. They always are in the best fantasy books. :-) It should either stand a chance of negating the spell or even reflecting it back. JPG> A new item that would be useful in encouraging unarmed combat (suggested by your friendly geordie, Paul Noble)... Knuckle Dusters! JPG> New classes... I bring this up now because of the unarmed combat business... A ninja would be a nice idea, or some kind of unarmed combat specialist. The four classes we have at the moment can be a little restrictive. I realize this would also require a not insubstantial amount of programming, but it would be nice to see. Another possible class would be an Assassin. If anyone else has ideas, please let us know. JPG> New races might include Ogres and Trolls. It would cost a *lot* to enlist a troll into your group, but it would be worth the money for the incredible physical attributes. JPG> Some new mage spells discussed now. Firstly, and simply, we felt Healing IV was not really a powerful enough place to stop, so Healing V should be available with decent power. JPG> Stoneskin would be another good spell, working much the same as the D&D equivallent, and protecting character(s) from a random number of hits from anything physical (missile, melee, not magicin general). If implemented, it shouldn't be cummulative IMO. JPG> Mirror-self:- create an illusion of a character of the entire party (different level spells?). The effects of this spell would be to make beserk fail immeadiately and and spell casting / melee combat would only have a half chance of hitting first time around, until the enemy find which version of you is real. Target Illusion would nullify the spell. JPG> New Priest Spells. Yes, we felt that priests do not have anywhere to go after a certain amount of turns and P 0's... They need new spells. Priests have a lot of power though, so these spells would need to be difficult to get to. For this reason, we propose that the following spells be 70 (yes, 70!) point powers, and only accessible to those parties who have an allignment inside the box of the god they are using the spell of. Phyloqure - Protective Aura: Protects groups from all non-magical melee weapons, destroying weapons that come into contact. (Remember folks, you have to be ultra peaceful to be able to get this!) Garthrana - Holy Avenger: This spell can be cast on one character, and will turn them into a paladin style character, giving their melee weapon a +5 bonus, and causing the character to attain a glowing aura around them. (Just for effect) Molwanh - Deform This spell will physically deform the flesh of some living creature in a way determined partially by the priest and paritally by luck. When cast on others it would deform the limbs and bodily parts into useless hulks of flesh, twisted and gortesque. It would mean the recipient could not fight or cast spells, and it would heal over time, like a disease. Baldors touch would cure it. When cast on someone in the casters own group, it would greatly enhance the body's power by strengthening muscles and increasing stature. It would effectively produce a person with the power of an avenger (see Garthrana), but just without the magic weapon. Fleyshur - Blood Boil This spell will raise the temperature of the blood going through a creatures veins to above boiling point. Irreversible damage may be inflicted, and this will genereally just cause lots of damage. We just reckoned it was a cool idea for a spell. Netural - Convert This spell would be a 50 point power, but would still have to have the party over into one of the corners of the allignment box. It would move the target 5 points closer to the casters allignment. JPG> Miscellaneous stuff: And Investigate All order for dungeon rooms where you don't want to have to waste an order on every chair being pulled out from under a table. The way to stop dungeons getting cleared out much faster would be to make it cost about 6 movement points or something. JPG> Fighters with rock hard weapon skills should be able to knock holes in locked cupboards even if the thief can't open them! JPG> Okay, that is the end of the notes I got down on the back of my Quest envelope.. :-) Comments will be very welcome! Now on with the rest of the posts. -------------------------------------------------------------------------- From: The Hamster <godfrey2@coventry.ac.uk> Quest Helpline service. This helpline is chaired a by a panel of experienced Quest players, who will be available to answer any queries or solve any problems to do with Quest. Send e-mail to <godfrey2@cov.ac.uk> and give "Quest help" as the subject line. Contact me if you want to join the panel. -------------------------------------------------------------------------- Date: Sat, 11 Mar 1995 11:17:13 GMT To: J.P.Gallagher@durham.ac.uk RoJ> Along the lines of what Paul said (?) about living up to your groups name ie Lords of Death, but running away at any oppotunity. Well I`ve finally decided to send in a party profile card for my G14 group since it can virtually live up to it`s description now. My groups 1571 if any1 is interested and Chris......HAPPY NOW ?!?!!?!? Just a note to prove I am still alive :) RoJ> Silly party names....Is Jolly Green Dragons a silly name? How can parties have 20 characters in their name and alliance only 16? Looks like we`re going Yorkshire lads.....T` New Beginning! RoJ :) JPG> Know the feeling RoJ... T' Confederation... doesn't have the same ring though... -------------------------------------------------------------------------- Date: Sat, 11 Mar 1995 13:07:12 +0000 (GMT) From: Rogerio Fung <l41186@alfa.ist.utl.pt> RF> MP, I disagree with you with some points. 1) wilderness travel is boring enough as it is, creating this system with higher values for movement cost only makes it even more boring, imagine calculating with those numbers... 2) Although it is unrealistical that diagonal movement costs as much as any other movement, one thing you have to take into account is that , sometimes, ppl dont want to move diagonally, but if they do, I dont mind if it isnt more expensive for that... 3) movement as it is, allows you to go up to a max of 6 squares in wilderness, I havent calculated the new maximuns with your numbers, but if diagonal cost is higher, movement will be even more limited.. 4) there are so many things to impro=ove, why bother with this..?:) RF>If metal armours are 'an obstacle to the flow of mana', then, as said before in here, powerfull mages should still be able to cast spells, only that it would be more difficult. So, what I say is that armour above leather should have its defense value multiplied by five, seven, or any other number, and this would be subtracted from the skill of the mage, therefore, high skilled mages would still be able to cast spells, even with big armours..afterall, arent they hevy hitting , mana moving persons?besides, 99skill for a mage alows for almost nothing, except for the mana they get have to cast spells, this would be a way to make use of this extra skill..and, I think this method would create a balance of wether you put armour to better protect your mage, or dont put it, and have more skill to use..as it is, there isnt much diversity in the decisions you make, and , taking away some fanatic fantasy players, who wont put metal on their mages, I guess everyone , provided they have the money to do it, will use the biggest armour they cant fit in..it is this type of decisions that make the game have more diversity. -------------------------------------------------------------------------- Date: Sat, 11 Mar 1995 12:49:00 +0000 (GMT) From: "C.H.E.B." <ctc@coventry.ac.uk> CC> Paul Noble asked the G7 turn around. It's 10 days. JPG> I ought to just have told him that on Monday and not wasted 7 lines on it here. :-) -------------------------------------------------------------------------- Date: Sat, 11 Mar 1995 13:07:50 +0000 (GMT) From: "Bill the Hamster, The Internet's resident rodent." <godfrey2@coventry.ac.uk> An article... (for one edition only) BTH> A quick appeal for people to get on the Quest Help panel. There currently stands only four people on this panel. If you feel that you are good at the game of Quest and you have plenty of experience in any matter, please mail me and get put on the list. Panelists are not obliged to answer every question that comes in, so please don't feel put off applying if you don't know absolutely everything about the game. -------------------------------------------------------------------------- Date: Sun, 12 Mar 1995 03:15:11 +0100 From: magnuz.aemp@medstroms.se (Magnus Cassersj\v) > PN>...it makes me sick, the amount of people that rabidly follow Tokien and never let anything bad said about the 'master of fantasy' and name there groups, there char... MC> Could agree that it's sad if they rip right off but still, master of fantasy or not, Tolikien was a master of language and to some extent the creator of fantasy as we know it today. But why extremely aggressive over the Tolkienfans? Hrmph... I know a lot of so called authors of fantasy that would really deserve to be dragged in the mud, rather than Tolkien. And no - I don't call my groups after names from the trilogy. (But I have done a namegenerator once, of Tolkien-elve-names that can generate over 7M names! :) >NB> I thought this would be really funny, I called my group "Unknown Party"... MC> Well, I think it was an amusing idea... -------------------------------------------------------------------------- Date: Sun, 12 Mar 1995 10:03:38 +0000 (GMT) From: Allan Hooper <A.O.Hooper@herts.ac.uk> > SA> I can only agree. I have offered 1000-2600 gold for recruits and noticed > no difference in the recruits showing up, I have almost had greater luck AH> Ok ok ok I agree , in fact my latest turn more than proves I'm wrong. AH> <Warning. Whinge mode on!> My biggest gripe is with the current combat system and multiple E's or S's - why a group would fight against someone they had already lost to *in the same day!* while they still have the wounds to remember it by is totally beyond me .It would also reduce the number of crippled parties drastically by stopping these. I think cutting down *ALL* damage would be sooooooooooooooo much better - like you might actually get into melee and it might last longer than 1-4 rounds. Also Call Monster is so bloody good that anyone with even slightly decent priests can do the magic and missile tactics - in fact with good priests it hard not be doing this as the CM's they cast are so powerfull, unless you want to die horribly by casting strength and the like. I mean CM is only a 30 point miracle, Ythcals Touch is so pathetic its untrue , when I tried using it nothing tougher than a melon was effected by it, indirectly CM is probably responsible for more deaths than anything else and when my group gets attacked by something like 5 elves as a result of a CM it does a fair bit of damage - I mean pardon my characters if they dont wet their undergarments in horror but elves of the monster variety die in one or two blows these days without touching one of my characters. <Whinge mode off> > IGO> To AH. Phyloqure would allow their priests to cast evil miracles in > behalf of knowledge! Like in a dungeon exploration is knowledge. Ok! > Phyloqure objects fighting that is why he only lets his followers use > fighting miracles to a certain limit therefore call monster is a week > spell cast by a phyloqurean. AH> Call may be weak for Phyloqureans to begin with but once you have 70+sk priests alignment starts to make less and less difference. Ask yourself why does Phyloqure have slumber? because it gets them out of combat without bloodshed - remember to Phyloqure combat of any kind is the worst kind of folly. I also think that TQ's should only be given to devoted followers of the god whos temple it is an no-one else. Does anyone else have any feelings on this or am I the only totally rabid religious nut here?<BEG> > IGO> Wouldn't you all like to see an order to set the ASL of all > characters in your party: A 99 (ASL level) for that occasions when you > don't want to tottaly trash a novice party with spells, but can't be > bothered to spend 10 orders rising your ASLs ? AH> I would like to see an order to get a character to hand *all* his equipment to another character - for use when kicking someone out. Also how about a Quest from a society of assasins to go kill an NPC? It could be sort of 'go to another town where he was last seen , chat in a few taverns with his name on your chatlist, find where he is/lives and rip his lungs out.' These would be especially good if they were used with (Stefans?) NPC ideas. AH> Last another of my questions:- How goods gambling ? What are the profits/losses like? Is it worth it or is ripping off the local jewler for 1500+ more profitable? > MC> I'd say that it's not the physical hinderence of the weight that would > stop a mage from wearing metal-armour, rather some metaphysic disturbance in > the universal powerflow that would stop the mage from using metal. Far out, > eh? However - different wievs of fantasy states different ways of looking at > it... I don't really expect that anyone wouldn't put a chainmail on their > weak but still powerful mage in game that permits such actions. AH> What I was trying to (but didnt) say was that although I was restricted I could still move but not as acurately as I would otherwise. It goes against realism to say mage cant wear armour but a chance of mis-casting whilest wearing bulky armour is not unfair. > I think these are correct but am unsure of G7 and G4, > G1,3,6,8-10, 13-17 are 100% correct (I think ;) AH> Looks like it could be G14 then - is that the Kharne with the Black Knights ? Call me a product of a failed society if you like <G> but I always have to play the bad guys. Also to keep up with NB in the roleplaying stakes they may well be 100% halfblooded (once I start TQing anyway) , called Skulking Vermin and with an image that matches. > PN>Yep thats unfair for a large amount of alliances, have more > than 2 or 3 words and you have to abbreviate your name! AH> And on the official forms as well! All the new groups wont know who they are and go "SoG? what a name for an alliance! They sound crap!". > PN> I like names that are a> snappy and catchy b> totally > original, none of these film lisence groups c> actually portray > some quality with in the group, so if you're called Lords Of > Death then you should fight like one, rather than run away all > the time. AH> Black Death is a rather cliched name but I play them as evil but with a pestilence incarnate image which goes with the name. The leader of the Sword of Garthrana had groups called Lords of Chaos and Assasins of Death , how truly garthranian , but then again he might not have chosen an allignment when he started and just chose hard sounding names. > From: Bensey <9365040@mull.sms.ed.ac.uk> > NB> Good point, and to be quite honest, I'm not sure. But I'ld like > to think that if they are role-playing an evil group that they can > ROLEPLAY. So I'm sure something could be worked out - i.e. a battle > arranged or something. AH> Challenge them for all to see in the newsletter and asking for a public reponse agreeing to some rules (if you want to set any). If you play with a 100% flee then challenge them to a Battle Lusted fight to the death - that would make it a winner takes all fight if ever there was one. Of course if they are role-playing an evil/chaotic group then they may agree to but decide not to abide by the rules (one of the advantages of being evil I'm afraid). Whilest on cities and role-playing can I just say the rulebook SUCKS as a scene setter. What do you get? a bit at the front which vaguely floats over the past , mentions some Sigmaund or somebody and a city called Garienburg - the only city with some built in background and its not even in the game! For history your much better off asking an old player for some back issues of the newsletter. > From: kryten@menageri.demon.co.uk (Kryten) > > When buying thief skill I find the following table very handy :- > > 100 Experience => +2 Skill > 200 Experience => +3 Skill, +1 Awareness > 300 Experience => +4 Skill, +2 Awareness > 400 Experience => +5 Skill, +3 Awareness > AH> I know Chris has a FAQ but does anyone keep a list of all these general usefull bits of information that keep apearing? -------------------------------------------------------------------------- From: Bensey <9365040@mull.sms.ed.ac.uk> To: ">>-Josh->" <J.P.Gallagher@dur.ac.uk> Quest Maps in ascii ============== NB> Does anybody keep quest maps in ascii? If so, what symbols do you use? I've got my own little system but can't think of anything sensible to use for barren or desert. Anyone think of any suitable keystrokes? I use "f" for forest and "F" for dense forest, and so on, so I'd like to use a letter and it's capital for barren and desert. Any clues? -------------------------------------------------------------------------- JPG> That's the lot for the moment. I can't say whether I will be back or not before the Wednesday after Easter, but if not, as I say, Chris Dickson has offered to continue the list over the holidays. JPG> I will get Chris to resend out the voting forms and subjects, so that replies can be made to him. We have over 70 people on the list (last time I counted) and we have had just over 20 votes back so far. Please send your votes in... 20/70 is not such a wonderful response so far! But thank you very much to those who have responded! JPG> Farewell for now! Happy Questing! :-) >>-Josh-> "Dreamer... Nothing but a dreamer..." Up