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Author Topic: Interesting thing about Magic: Necromancy  (Read 7947 times)

Ampersand

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Re: Interesting thing about Magic: Necromancy
« Reply #60 on: January 12, 2009, 02:58:02 pm »

I put that disclaimer there for a reason. Norse dwarves can go caress their plump helmets, Tolkien's influence over modern fiction destroyed the influence of the myths of old

If we're going to bring in Tolkien's influence into this debate, was there not a vast army of the dead that was called to help save the world in the end?
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!!&!!

bjlong

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Re: Interesting thing about Magic: Necromancy
« Reply #61 on: January 12, 2009, 03:53:05 pm »

madrain: Yeah, my idea was more of a general magic suggestion. I'd have to think long and hard on it to come up with something workable. Also, you should play KQ.

Perhaps Necromancy requires certain objects/rituals which just aren't viable to use or carry in the battlefeild? More likely, it's probably difficult, but doable.
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I hesitate to click the last spoiler tag because I expect there to be Elder Gods in it or something.

SirHoneyBadger

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Re: Interesting thing about Magic: Necromancy
« Reply #62 on: January 12, 2009, 06:33:20 pm »

I don't have any problem with certain cases of objectively benign or neutral undead, although there's still the question of how dwarfs would be expected to react to such, *as* undead.
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Flaede

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Re: Interesting thing about Magic: Necromancy
« Reply #63 on: January 12, 2009, 07:34:47 pm »

Perhaps Necromancy requires certain objects/rituals which just aren't viable to use or carry in the battlefeild? More likely, it's probably difficult, but doable.

ah! like a Black Cauldon (workshop). You have to dump the dead into it, in order for them to come back as shambling monstrosities.
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Toady typically doesn't do things by half measures.  As evidenced by turning "make hauling work better" into "implement mine carts with physics".
There are many issues with this statement.
[/quote]

Mikademus

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Re: Interesting thing about Magic: Necromancy
« Reply #64 on: January 12, 2009, 07:40:31 pm »

Perhaps Necromancy requires certain objects/rituals which just aren't viable to use or carry in the battlefeild? More likely, it's probably difficult, but doable.

ah! like a Black Cauldon (workshop). You have to dump the dead into it, in order for them to come back as shambling monstrosities.

What is it with the onslaught of Disney references here lately?  (Or perhaps rather, Lloyd Alexander, for those preferring books over films)
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If I wanted to recreate the world of one of my favorite stories, I should be able to specify that there is a civilization called Groan, ruled by Earls from a castle called Gormanghast.
You won't have trouble supplying the Countess with cats, or producing the annual idols to be offerred to the castle. Every fortress is a pale reflection of Ghormenghast..

Flaede

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Re: Interesting thing about Magic: Necromancy
« Reply #65 on: January 12, 2009, 08:12:38 pm »

Perhaps Necromancy requires certain objects/rituals which just aren't viable to use or carry in the battlefeild? More likely, it's probably difficult, but doable.
ah! like a Black Cauldon (workshop). You have to dump the dead into it, in order for them to come back as shambling monstrosities.
What is it with the onslaught of Disney references here lately?  (Or perhaps rather, Lloyd Alexander, for those preferring books over films)

Well, he stole it from actual myths, but yeah, Lloyd Alexander by a long sight.
Not his best, but good.

internal revolutions and breakable vials (molotov coctails) are required to stage THAT one.
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Toady typically doesn't do things by half measures.  As evidenced by turning "make hauling work better" into "implement mine carts with physics".
There are many issues with this statement.
[/quote]
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