Talk:Campaign Guidelines
Is there an Exp reward for scribe notes? If so how much and is it a scale?
--Jono Bean 23:08, 28 Nov 2005 (NZDT)
They are included as part of http://www.dragonquest.org.nz/dqwiki/index.php/Experience
ErrolC 08:24, 29 Nov 2005 (NZDT)
Thanks, rather than duplicate the information in the wiki I've linked to the Experience page. The full page will be included in the GM's guide.
Martin Dickson 20:43, 29 Nov 2005 (NZDT)
My 5 cents worth;
Item Limitations
Make it clear for the next GM
Make sure others can understand your item by making it easy to understand. Before you write the item up take some time to think about what you are about to create. And, make it clear to the next GM what your intention is.
"Use by" dates;
Not every item needs to expire on, say, The Day of Thunor or some such. But, those that have such a limitation encourage characters to use them before they lose them. It also helps to maintain a more balanced game economy and gives characters added motivation to adventure. If you wish to introduce a long-lasting item then it is a good idea to require it to be recharged, which might be an opportunity for a further adventure.
Give items charges and make the item not work all the time.
A GM must consider how involved the process of using the item is. If it takes a lot of time and effort, then a character will most likely not use it in situations when they are under time pressure, i.e. combat.
Consider the range and type of actions that are available to a player, and under which circumstances the item must be used.
Perhaps it is always on, or turns on at the discretion of the character's player whatever the condition of the character. Perhaps it requires a Free action. Perhaps, it can replaces a Fire action, or maybe it may only be used when the user is taking a magical pass action.
Against this, the GM must consider how effective the action is and the relative power of the item in question. If an item can be used as a free action, then it is reasonable to assume that the effectiveness of the item is not likely to be great.A free action is often needed if the item is meant to be triggered and is a minor effect. Otherwise, the item often will simply not be used by a player/character because of the time pressure they are under when they're in in combat.
Make the item use something to stay active.
If this restriction is too harsh then players/characters will simple let the item lapse. Nevertheless, it is often a good idea to assign a running cost in cash (simple) or items (less simple) to keep the item active.
Put a rank cap on it.
Don't let the item effects take attributes, skills or spells etc beyond the normal limit.
Items that give extra actions.
Think once, think twice, think slow the game down, then if you must give out additional actions make sure that they don't increase the administrative workload of the GM. For example, an effect that gives a character an attack against the same target, if they missed previously. This kind of thing means that there are no new numbers to work out.
Every additional action doubles the amount of time the GM takes to administer the character. This often detracts from the enjoyment of the game. Other players are forced to sit around and wait for one character to take their actions.
--Jono Bean 02:04, 30 Nov 2005 (NZDT)
Velcanthus
Ta Jim it reads better - thanks for that. --Jono Bean 00:00, 1 Dec 2005 (NZDT)