The more and more I have thought about it and fooled around with it lately, I am now pretty sure I am going to restart the EW.
It will be a soft reboot. Most of the history of the EW will remain intact, a number of the events that happened in the EW's lifetime will have already happened, others will be reimagined in the future. Alot will stay the same, other stuff will change.
Anything that was created and run by people that are no longer involved will be tweaked to not step on toes. Sylvan will already be in the east, but if Tabby isn't around, I am not going to play with his toys so it would be reestablished based around the foundation he built for it, but with different faces and details.
I am currently overhauling the magic and LSS systems. Also looking at guilds and new types of locations.
Changes I have in mind already.
> Can start with character already a member of a guild.
> Spells above level 7 only accessible to mages.
> 12 Arts now - Light, Shadow, Earth, Storm, Fire, Water, Mental, Physical, Plant, Beastial, Spirit, Dynamic. One new art, and multiple arts are being redefined.
> Each art gets 1 Pet/Mount LSS, One Weapon LSS, One Form LSS, one Misc LSS. Plus Battle LSSs based on fighting style.
> Armor and Weapon material modifiers matter
> Clearly define odds of success/effect on certain spells and abilities for easy die-rolling outcome determination.
So the big question, how do I go about this? Whose permission do I need? Do I need a new subforum made? Is there an existing subforum thats been abandoned I can use and get renamed once it is ready?
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
Nai's the guy to talk to about getting a subforum made and you put in as WM. I'm sure his permission will be forthcoming.
Private Mod Note
():
Rollback Post to RevisionRollBack
Sing lustily and with good courage.
Be aware of singing as if you were half dead,
or half asleep:
but lift your voice with strength.
Be no more afraid of your voice now,
nor more ashamed of its being heard,
than when you sang the songs of Satan.
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
As far as I can tell, Nai is easily capable of creating and modifying subforums, as he's an admin, so you got all the permission you need right there.
> Can start with character already a member of a guild.
> Spells above level 7 only accessible to mages.
I understand the balance, but where's the in-game logic? How about doing it this way: Spells above level 7 are complicated, and require training in order to master each spell. The Mages offer training services for members, but there might be other ways to achieve this training (quest rewards, shady dealings, etc.)
12 Arts now - Light, Shadow, Earth, Storm, Fire, Water, Mental, Physical, Plant, Beastial, Spirit, Dynamic. One new art, and multiple arts are being redefined.
I'm not sure I like the names "Mental" and "Physical". I think "Mind" and "Force" worked fine, and were more descriptive of how the art worked. Were you just trying to clean up, or is there a more deliberate reason for the change?
Is Dynamic the opposite to Spirit? What's it's flavor?
Each art gets 1 Pet/Mount LSS, One Weapon LSS, One Form LSS, one Misc LSS. Plus Battle LSSs based on fighting style.
I don't think the new EW should start with LSSes, as it's adding a layer to the game that I don't feel is necessary right away. LSS are an efficient way of distinguishing characters, but in a brand new universe distinction is not hard to achieve. Maybe 1 LSS per art would be okay, but I think they can wait until after everything else is done and ready to go.
Also, while the designer in me appreciates the LSS symmetry, I can't say I'm a fan of the idea. I'd rather see each art have LSSs unique to it both in effects and theme. Of course, there should be some LSS themes common to multiple arts, but applying the same theme to all of them feels unnecessary to me.
> Armor and Weapon material modifiers matter
YESSSS
> Clearly define odds of success/effect on certain spells and abilities for easy die-rolling outcome determination.
Do you plan on implementing die rolls just for some effects, or also for attacking, etc?
While I loved the open ended nature of EW roleplay, it was frustrating how a lot of the non-magic effects often became forgotten and ignored (ie strength and agility increases)
Changes I have in mind already.
> Can start with character already a member of a guild.
Neat, awesome.
> Spells above level 7 only accessible to mages.
I agree with Dawn_ on this one. MTG:RPG has a system where you can only use one color of magic, but you can access other ones by way of questlines. I think you should try this to unlock new levels of spells for non-mages, and Mages get them natively.
> 12 Arts now - Light, Shadow, Earth, Storm, Fire, Water, Mental, Physical, Plant, Beastial, Spirit, Dynamic. One new art, and multiple arts are being redefined.
Also agree with Dawn_ that the old names felt more... Real to what they do, really. They're also snappier. Mind over Mental. Force over Physical.
In my last attempt at the EW, I did a little swapping around of how the trees should go for spells, made a few changes that felt like they made more sense. Lemme know if you want it my notes.
> Each art gets 1 Pet/Mount LSS, One Weapon LSS, One Form LSS, one Misc LSS. Plus Battle LSSs based on fighting style.
As long as Emergence is a thing? I'm groovy.
> Armor and Weapon material modifiers matter
Hot. That's all I can say.
> Clearly define odds of success/effect on certain spells and abilities for easy die-rolling outcome determination.
I agree with this in theory, but it does pretty strongly restrict those characters who don't want to be strict brawlers or strict mages. What if non-mage characters could only reach 10 in one art?
Private Mod Note
():
Rollback Post to RevisionRollBack
Sing lustily and with good courage.
Be aware of singing as if you were half dead,
or half asleep:
but lift your voice with strength.
Be no more afraid of your voice now,
nor more ashamed of its being heard,
than when you sang the songs of Satan.
> I totally agree on magic That is the in game logic of restricting them and the the granting access to spells as loot from quests.
The reason I want to do this is that, outside or rare quest prizes, it feels wrong that anyone who has the money can access spells as strong as a dedicated mage. I think level 7 is a fair enough cut off.
> Those names for magic arts are place holders. Light-and Shadow are becoming more focused on actual light and darkness. They are losing their healing and sicken effects as it doesn't real make in-game logic. Physical is the new art. It revolves around healing, sickening, shape/size alteration, buffing and debuffing. Now opposite of Mind magics. Beastial is a reworking of Summoning. Its now about controlling/luring/repelling/altering real and/or summoned animals. Dynamic is just a temporary rename of Force magics. It is now the opposite of Spirit. It represents the physical plane while Spiritual represents a higher plane. Unfortunately Physical is taken as an art name.
> I gotta disagree on LSSs. They not only make for character diversity, they also help balance characters with clearly defined abilities that we can be sure will remain useful to the char as it evolves, but won't get out of control. And Yes, Emergence will still be around.
> I am thinking the disparity between modifiers of weapons and modifiers will equate to a percentage chance of the weaker item breaking. IE, you hit wooden armor with a steel mace it has X percentage odds of breaking. Hit it with a -insertrarematerial- it has a 100% chance. There would be a caveat that weapon and armors with innate magics are by nature more resistant, so people don't get all their special items smashed by an ******* with a unobtainium sledgehammer.
> Dice will only be used for spells or abilities that specifically state a chance of success. No rolling for damage or for every attack. Its will be a tool for balancing effects. Also, see about regarding materials.
> Other idea I had. Metals interfere with magics, so mages cannot where or wield anything metal bigger than a dagger. This balances out mages by magic sure their weapons and armors are weak but can be worked around if they hunt down rare materials like ironwood or dragonbone.
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
And hey, just a thought, since it looks like we're all on...
My AIM SN is Senseabsolutism. Let's get a chat going.:)
I'm still thesenori
Private Mod Note
():
Rollback Post to RevisionRollBack
Sing lustily and with good courage.
Be aware of singing as if you were half dead,
or half asleep:
but lift your voice with strength.
Be no more afraid of your voice now,
nor more ashamed of its being heard,
than when you sang the songs of Satan.
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
> I totally agree on magic That is the in game logic of restricting them and the the granting access to spells as loot from quests.
The reason I want to do this is that, outside or rare quest prizes, it feels wrong that anyone who has the money can access spells as strong as a dedicated mage. I think level 7 is a fair enough cut off.
You mean having low level characters that run into large sums of money and buy into high levels spells well before proper character growth? I wouldn't know anything about that.
> Physical is the new art. It revolves around healing, sickening, shape/size alteration, buffing and debuffing. Now opposite of Mind magics.
The image coming to mind is voodoo/shamanism.:D Could still fit the anti-Miind aspect, what with their zombifying, which is all about mindlessness.
> I gotta disagree on LSSs. They not only make for character diversity, they also help balance characters with clearly defined abilities that we can be sure will remain useful to the char as it evolves, but won't get out of control. And Yes, Emergence will still be around.
Oh, I agree that LSSes are good, just that having that many all at once at the start might be a bit overwhelming to new players.
> Other idea I had. Metals interfere with magics, so mages cannot where or wield anything metal bigger than a dagger. This balances out mages by magic sure their weapons and armors are weak but can be worked around if they hunt down rare materials like ironwood or dragonbone.
While magic does have to be balanced out, I don't think that it should be done in a way which makes characters that mix Might and Magic impractical. Maybe if spell level determined interference, so spells above level 5 couldn't work with metal objects around. And the more exotic materials have a higher breaking point, so that coral lets you use 6, ironwood 7, dragonbone 8, etc. and 10 just can't be used with heavy items, period.
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
Hey, it's Supermouse! I forgot the password to my old Account. My AIM name is still Super42mouse but I also forgot the password to that. :/ You might be noticing a pattern.
I say, forget balance, let's just be upfront with people and call it "Magic is good land". Magic has always been better than non-magic in EW. If you don't cast a lot of spells, you better roll with a pile of Magic Items. Also, make Magic Cheaper because it's all I want to buy.
Epic World! Because seriously! It's the awesome!
And don't forget to do your shopping at The Newe Haberdashery, the finest vendor of magic items and oddball services ... Ever!
Hey, it's Supermouse! I forgot the password to my old Account. My AIM name is still Super42mouse but I also forgot the password to that. :/ You might be noticing a pattern.
I say, forget balance, let's just be upfront with people and call it "Magic is good land". Magic has always been better than non-magic in EW. If you don't cast a lot of spells, you better roll with a pile of Magic Items. Also, make Magic Cheaper because it's all I want to buy.
Oh, so you think you can ignore my attempt at contacting you through facebook to tell you about this and then just waltz on in here and pretend like everything's okay?
Well, I got news for you pal!
You can!
And magic must be downsized. That way, when you do get a powerful mage character, there aren't a lot of other powerful mages to challenge him!
Epic World! Because seriously! It's the awesome!
And don't forget to do your shopping at The Newe Haberdashery, the finest vendor of magic items and oddball services ... Ever!
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
I've got a hectic year ahead of me but I'll be damned if I miss a chance at a proper rebooting. I'll try and get some of my ideas from the last reboot to you VB, since I thought they were good.
I've got a hectic year ahead of me but I'll be damned if I miss a chance at a proper rebooting. I'll try and get some of my ideas from the last reboot to you VB, since I thought they were good.
Guess I have a reason to boot up Trillian again.
Finally! Do you know how much effort I put into trying to find you!XD
Hey, it's Supermouse! I forgot the password to my old Account. My AIM name is still Super42mouse but I also forgot the password to that. :/ You might be noticing a pattern.
Then make a new AIM account! It's not like they charge you for it.:p
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
Wish I could have posted in the Retired EW forum -- retired before I even knew it existed! -- since someone mentioned me in one of the last posts on the OOC thread. But, here I am. Thought of you all tonight because of the season finale of Westworld. Reminded me of the old days writing EW. How did the nEW go when it was active? New Sylvan storylines?
(Needed to make a new account because whatever email address I used for MTGS, it is long gone and forgotten.)
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It will be a soft reboot. Most of the history of the EW will remain intact, a number of the events that happened in the EW's lifetime will have already happened, others will be reimagined in the future. Alot will stay the same, other stuff will change.
Anything that was created and run by people that are no longer involved will be tweaked to not step on toes. Sylvan will already be in the east, but if Tabby isn't around, I am not going to play with his toys so it would be reestablished based around the foundation he built for it, but with different faces and details.
I am currently overhauling the magic and LSS systems. Also looking at guilds and new types of locations.
Changes I have in mind already.
> Can start with character already a member of a guild.
> Spells above level 7 only accessible to mages.
> 12 Arts now - Light, Shadow, Earth, Storm, Fire, Water, Mental, Physical, Plant, Beastial, Spirit, Dynamic. One new art, and multiple arts are being redefined.
> Each art gets 1 Pet/Mount LSS, One Weapon LSS, One Form LSS, one Misc LSS. Plus Battle LSSs based on fighting style.
> Armor and Weapon material modifiers matter
> Clearly define odds of success/effect on certain spells and abilities for easy die-rolling outcome determination.
So the big question, how do I go about this? Whose permission do I need? Do I need a new subforum made? Is there an existing subforum thats been abandoned I can use and get renamed once it is ready?
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
Nai's the guy to talk to about getting a subforum made and you put in as WM. I'm sure his permission will be forthcoming.
Be aware of singing as if you were half dead,
or half asleep:
but lift your voice with strength.
Be no more afraid of your voice now,
nor more ashamed of its being heard,
than when you sang the songs of Satan.
Already done, Bane. Let me know if there's anything else you need.
My helpdesk should you need me.
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
> Can start with character already a member of a guild.
> Spells above level 7 only accessible to mages.
I understand the balance, but where's the in-game logic? How about doing it this way: Spells above level 7 are complicated, and require training in order to master each spell. The Mages offer training services for members, but there might be other ways to achieve this training (quest rewards, shady dealings, etc.)
12 Arts now - Light, Shadow, Earth, Storm, Fire, Water, Mental, Physical, Plant, Beastial, Spirit, Dynamic. One new art, and multiple arts are being redefined.
I'm not sure I like the names "Mental" and "Physical". I think "Mind" and "Force" worked fine, and were more descriptive of how the art worked. Were you just trying to clean up, or is there a more deliberate reason for the change?
Is Dynamic the opposite to Spirit? What's it's flavor?
Each art gets 1 Pet/Mount LSS, One Weapon LSS, One Form LSS, one Misc LSS. Plus Battle LSSs based on fighting style.
I don't think the new EW should start with LSSes, as it's adding a layer to the game that I don't feel is necessary right away. LSS are an efficient way of distinguishing characters, but in a brand new universe distinction is not hard to achieve. Maybe 1 LSS per art would be okay, but I think they can wait until after everything else is done and ready to go.
Also, while the designer in me appreciates the LSS symmetry, I can't say I'm a fan of the idea. I'd rather see each art have LSSs unique to it both in effects and theme. Of course, there should be some LSS themes common to multiple arts, but applying the same theme to all of them feels unnecessary to me.
> Armor and Weapon material modifiers matter
YESSSS
> Clearly define odds of success/effect on certain spells and abilities for easy die-rolling outcome determination.
Do you plan on implementing die rolls just for some effects, or also for attacking, etc?
While I loved the open ended nature of EW roleplay, it was frustrating how a lot of the non-magic effects often became forgotten and ignored (ie strength and agility increases)
Neat, awesome.
I agree with Dawn_ on this one. MTG:RPG has a system where you can only use one color of magic, but you can access other ones by way of questlines. I think you should try this to unlock new levels of spells for non-mages, and Mages get them natively.
Also agree with Dawn_ that the old names felt more... Real to what they do, really. They're also snappier. Mind over Mental. Force over Physical.
In my last attempt at the EW, I did a little swapping around of how the trees should go for spells, made a few changes that felt like they made more sense. Lemme know if you want it my notes.
As long as Emergence is a thing? I'm groovy.
Hot. That's all I can say.
You mean for stuff like Daze?
My helpdesk should you need me.
I agree with this in theory, but it does pretty strongly restrict those characters who don't want to be strict brawlers or strict mages. What if non-mage characters could only reach 10 in one art?
Be aware of singing as if you were half dead,
or half asleep:
but lift your voice with strength.
Be no more afraid of your voice now,
nor more ashamed of its being heard,
than when you sang the songs of Satan.
The reason I want to do this is that, outside or rare quest prizes, it feels wrong that anyone who has the money can access spells as strong as a dedicated mage. I think level 7 is a fair enough cut off.
> Those names for magic arts are place holders.
Light-and Shadow are becoming more focused on actual light and darkness. They are losing their healing and sicken effects as it doesn't real make in-game logic.
Physical is the new art. It revolves around healing, sickening, shape/size alteration, buffing and debuffing. Now opposite of Mind magics.
Beastial is a reworking of Summoning. Its now about controlling/luring/repelling/altering real and/or summoned animals.
Dynamic is just a temporary rename of Force magics. It is now the opposite of Spirit. It represents the physical plane while Spiritual represents a higher plane. Unfortunately Physical is taken as an art name.
> I gotta disagree on LSSs. They not only make for character diversity, they also help balance characters with clearly defined abilities that we can be sure will remain useful to the char as it evolves, but won't get out of control. And Yes, Emergence will still be around.
> I am thinking the disparity between modifiers of weapons and modifiers will equate to a percentage chance of the weaker item breaking. IE, you hit wooden armor with a steel mace it has X percentage odds of breaking. Hit it with a -insertrarematerial- it has a 100% chance. There would be a caveat that weapon and armors with innate magics are by nature more resistant, so people don't get all their special items smashed by an ******* with a unobtainium sledgehammer.
> Dice will only be used for spells or abilities that specifically state a chance of success. No rolling for damage or for every attack. Its will be a tool for balancing effects. Also, see about regarding materials.
> Other idea I had. Metals interfere with magics, so mages cannot where or wield anything metal bigger than a dagger. This balances out mages by magic sure their weapons and armors are weak but can be worked around if they hunt down rare materials like ironwood or dragonbone.
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
My AIM SN is Senseabsolutism. Let's get a chat going.:)
I'm still thesenori
Be aware of singing as if you were half dead,
or half asleep:
but lift your voice with strength.
Be no more afraid of your voice now,
nor more ashamed of its being heard,
than when you sang the songs of Satan.
I'm okay with Light and Dark losing Healing/Sickness, but I still think Force should be Force.
And I still use Teqoli, as I have since before the EW.
My helpdesk should you need me.
And yeah, in the end the modifier thing will probably be used for reguarding NPCs than other players.
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
You mean having low level characters that run into large sums of money and buy into high levels spells well before proper character growth? I wouldn't know anything about that.
The image coming to mind is voodoo/shamanism.:D Could still fit the anti-Miind aspect, what with their zombifying, which is all about mindlessness.
Oh, I agree that LSSes are good, just that having that many all at once at the start might be a bit overwhelming to new players.
While magic does have to be balanced out, I don't think that it should be done in a way which makes characters that mix Might and Magic impractical. Maybe if spell level determined interference, so spells above level 5 couldn't work with metal objects around. And the more exotic materials have a higher breaking point, so that coral lets you use 6, ironwood 7, dragonbone 8, etc. and 10 just can't be used with heavy items, period.
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
I say, forget balance, let's just be upfront with people and call it "Magic is good land". Magic has always been better than non-magic in EW. If you don't cast a lot of spells, you better roll with a pile of Magic Items. Also, make Magic Cheaper because it's all I want to buy.
Colt Wyrmbane
Olivar'Romov
Detective Taskmage
Darby, Esteemed Adventurer
Mike, the Situation
Herschell Ratliff, Merchant of Finery
Yaagh, the Pummeler
And don't forget to do your shopping at The Newe Haberdashery, the finest vendor of magic items and oddball services ... Ever!
Oh, so you think you can ignore my attempt at contacting you through facebook to tell you about this and then just waltz on in here and pretend like everything's okay?
Well, I got news for you pal!
You can!
And magic must be downsized. That way, when you do get a powerful mage character, there aren't a lot of other powerful mages to challenge him!
Colt Wyrmbane
Olivar'Romov
Detective Taskmage
Darby, Esteemed Adventurer
Mike, the Situation
Herschell Ratliff, Merchant of Finery
Yaagh, the Pummeler
And don't forget to do your shopping at The Newe Haberdashery, the finest vendor of magic items and oddball services ... Ever!
And don't worry, I know how fun magic is, and it will remain so. Just want to give the other people a fightin' chance
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
I've got a hectic year ahead of me but I'll be damned if I miss a chance at a proper rebooting. I'll try and get some of my ideas from the last reboot to you VB, since I thought they were good.
Guess I have a reason to boot up Trillian again.
Finally! Do you know how much effort I put into trying to find you!XD
I responded to your message on tumblr but I got no reply back. You didn't mention the forum otherwise I'd have been here days ago.
Then make a new AIM account! It's not like they charge you for it.:p
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
(Needed to make a new account because whatever email address I used for MTGS, it is long gone and forgotten.)