Here are some initial notes for the campaign I'd like to run. It would be a Malory-style Arthurian setting (armored knights, tournaments, magic, and all that), as opposed to a historical 5th/6th century setting. However, we would include characters from all levels of society, not just knights and their ladies. Player characters could come from almost any part of society. The typical male/female roles from the Malory stories would be present, but player characters can do what they want. A female knight, for example, would be considered anything from perfectly normal to mildly surprising to offensive, depending on who you're talking to, but for the most part it's not going to be a problem to run such a character. All the usual DragonQuest character races are available, with one small exception -- I'd use a lion shape changer instead of a tiger shape changer, just because you find lions but not tigers in the Arthur stories. To get things started, you guys could pick whatever races you want, but for additional players I'd roll three times on a table (below), then I'd give the player a choice of the races I rolled up. Being human would always be an option even if I didn't roll it up. The table (d100): 01 cloud giant, 02-13 dwarf, 14-28 elf, 29 fire giant, 30 frost giant, 31-37 halfling, 38-87 human, 88-97 orc, 98-99 shape changer (type determined by homeland), 100 stone giant Here's what I'm thinking for characteristics. You get 100 points to use for PS, MD, AG, EN, MA, and WP, but the higher scores cost more. This seems easier and more flexible than the regular method. Let me know what you think. Score Cost 5-17 cost=score 18 19 19 21 20 23 21 25 22 27 23 29 24 31 25 33 Racial modifiers are applied after you go through this process. For female characters, you can apply the DQ modifiers (rule 6.1) or not, but it's all or nothing. Characters come from various kingdoms, counties, and duchies in Britain, Ireland, or France. Humans would be Britons, Saxons, Irish, Picts, French, Occitanians, or Romans (French = Franks from northern France, Occitanian = Gauls from southern France, Roman = remnants of the Roman Empire still thriving in Britain). Each of these human "races" has its own characteristic modifiers. A player can choose to have a randomly assigned homeland. If you want to come from a particular place that's okay too, except that for campaign reasons, certain locations won't be for player characters. All player characters would be able to speak British in addition to their native language, just for playability. Most of the campaign will take place in Britain, which is divided up among Arthur's kingdom, his allies, and his enemies. Britain is full of unsettled areas containing monsters and non-human races. Adventures might occur among settled human areas or in the wilds. Human characters would have religions, either Christian, Wotanic, or pagan. In the DQ rules, Christianity would be like the Powers of Light (+50 magic resistance on consecrated ground, etc.). For the Wotanic religion (Wotan, Thor, and those guys), their "priests" would just be members of the College of Rune Magics. Pagan "druids" would be members of one of the elemental colleges of magic (different colleges in different homelands). For initial skills, I'd continue our previous method, namely, you would pick the "profession" you were raised to become: knight, druid, peasant, thief, etc. This would give you an initial set of skills and equipment, and you'd have the chance to round it out with some additional skills. Different backgrounds are available in different areas. There's one overriding exception for the character creation process. Any new character can choose to be related to an existing player character (whether the player wants you or not!), in which case you have the same race, homeland, religion, and background. Family ties will be relatively important in this campaign. For the rules, I'd use DQ 3rd Edition, pretty much by the book. Some exceptions include: - The character creation process would be as described above. - For experience, instead of multiplying experience costs by the experience multiplier, I'd divide the experience award by the multiplier. It's easier that way. - Instead of awarding experience for days off (rule 90.4), I'd use automatic winter skill increases (according to your profession) like we used to do. We wouldn't worry about things like practicing certain skills at least one day a month or whatever. - There is no Adventurer's Guild unless you start one during play. - We can use aspects or not, but let's pick one way or the other now. - We can use herbal lore (rule 51) or not -- also your call. Jim