Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Magic system: request for non-insane comments  (Read 1061 times)

irmo

  • Bay Watcher
    • View Profile
Magic system: request for non-insane comments
« on: December 08, 2008, 05:19:58 am »

Because the other magic-system thread has dissolved into chaos, I'm starting a new one:

How do you think magic should work in DF?

That is, stock DF. The question is not "what do you want to be able to mod in".

Nor do you need to ritually disclaim that other people may want something different. That's true of everything, and those people can express their opinions also. But when you picture it in your head, what do you think of?

For example:
- Who should have access to magic?
- What kinds of things should magic be able to do?
- What determines which workers of magic get access to which powers?
- What resources should working magic require, and what limitations apply to it?
- How does magic interact with combat?
- How does magic interact with construction?
- Any other mechanics or Power Goal-like scenarios that you think would be interesting.
Logged

Pilsu

  • Bay Watcher
    • View Profile
Re: Magic system: request for non-insane comments
« Reply #1 on: December 08, 2008, 06:19:46 am »

Think we just about covered in the last 9 pages
Logged

Mikademus

  • Bay Watcher
  • Pirate ninja dwarves for great justice
    • View Profile
Re: Magic system: request for non-insane comments
« Reply #2 on: December 08, 2008, 09:09:33 am »

Just what we need, yet another bloody magic thread.
Logged
You are a pirate!

Quote from: Silverionmox
Quote from: bjlong
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..

Tormy

  • Bay Watcher
  • I shall not pass?
    • View Profile
Re: Magic system: request for non-insane comments
« Reply #3 on: December 08, 2008, 09:17:41 am »

"request for non-insane comments".

Talk about subjectivism... ;D
Logged

Neonivek

  • Bay Watcher
    • View Profile
Re: Magic system: request for non-insane comments
« Reply #4 on: December 08, 2008, 10:10:25 am »

Yeah this is kinda the suggestion boards... Toady doesn't have to pick one person's suggestion and ignore all others...

Toady can pick and chose, as well as not pick and chose, elements out of suggestions that he likes or even dislikes but feel is nessisary.

We don't need another magic thread because we would just be repeating.
Logged

texmith

  • Bay Watcher
    • View Profile
Re: Magic system: request for non-insane comments
« Reply #5 on: December 08, 2008, 10:34:42 am »

Urist McCheesemaker has been possessed! He wanders around babbling strange words and as the grip of insanity takes hold of his mind, he hides away in the loneliest corners of the dungeon, the other dwarves doing their best to stay away from him lest he cause nightmares.

A few weeks go by and urist returns! At first glance he seems fine, but he speaks with a strange voice and the other dwarves eye him suspiciously. Little do they know that Urist now follows a demonic master. Magic crackles inside him waiting to be freed.. what will happen next to Urist 'insane' McCheesemaker?
« Last Edit: December 08, 2008, 10:36:36 am by texmith »
Logged

varkarrus

  • Bay Watcher
  • Insanity and a knife go well together.
    • View Profile
Re: Magic system: request for non-insane comments
« Reply #6 on: December 08, 2008, 04:03:52 pm »

Logged
Dip Stick! The newest candy! Just dip it, then lick it!
Or try FUBAR! The best chocolate bar ever!
And you can't eat them, either, sadly. Even though it'd make sieges so much more fun; dwarves lining the walls, drooling and carrying sharp knives and forks, ready for the upcoming meals.