Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Magic Levels  (Read 1217 times)

GiantCaveMushroom

  • Bay Watcher
  • Born Pessimist
    • View Profile
Magic Levels
« on: April 19, 2013, 09:27:54 am »

Although there isn't any magic yet in DF, what if the level of of magic in a world can be changed?
I mean that during world building, the levels of magic can be changed from none to high and from rare to frequent. similar to changing the amount of megabeasts and mineral frequency in current DF
For example In a low magic world, the most a mage can do will be to conjure a block of ice, pick it up, and hurl it at a goblin causing the goblin's lower jaw to sail off in an arc. In a high magic world a mage can call thunders to strike down ravens and summon demonic cows to impale bogeymen. A world with no magic will use good old fashioned magma pits or dismemberment.
For frequency, in a world where magic is rare, master wizards are the only people that will use magic and they live in secluded towers like necromancers possibly taking apprentices that become masters themselves as the world progresses and teach others to prevent the magic art from becoming permanently lost. Meanwhile, in a world where magic is common, entire academies are devoted to teaching people magic with the result that even that kobold thief your legendary weaponsmith encountered out in the wilderness can conjure a flying giant sponge.
This can probably create an interesting combination of worlds where magic is used for everyday purposes like cooking (low magic, high frequency), where magic is rare and powerful (high magic, low frequency), or where everyone you see in the game can bend realities to their will without anyone batting an eye (high magic, high frequency).
Logged

Matoro

  • Bay Watcher
  • if you drive alone you drive with hitler
    • View Profile
Re: Magic Levels
« Reply #1 on: April 19, 2013, 12:42:34 pm »

That kind of magic wouldn't fit much to Dwarf Fortress like it is now. I think the way how DF now uses magic is far more interesting and mystic: it's not something generic fantasy RPG-mage-thing but mystery. No one really knows how magic works or why it works. Everyone just sees magic's consequences: necromancers, vampires, werebeasts, demons.
Logged

Helari

  • Bay Watcher
    • View Profile
Re: Magic Levels
« Reply #2 on: April 20, 2013, 02:48:41 pm »

That kind of magic wouldn't fit much to Dwarf Fortress like it is now. I think the way how DF now uses magic is far more interesting and mystic: it's not something generic fantasy RPG-mage-thing but mystery. No one really knows how magic works or why it works. Everyone just sees magic's consequences: necromancers, vampires, werebeasts, demons.

That's not necessarily how it's going to be.

Magic is probably still a long way off though, considering the new version with non-lethal combat and revolutionaries isn't yet released and after that there's going to be a version about inns and mercenaries and such(?)

Time between big versions seems to be a year or something so I fear magic is far (years) down the line.
Logged

fractalman

  • Bay Watcher
    • View Profile
Re: Magic Levels
« Reply #3 on: April 20, 2013, 10:40:41 pm »

I think i gave a (somewhat abstract) thing about tying magic loosely to a biome; not only would there be a global magic-intensity setting, but local variations in the availability of magic, as well as the unpredictability of that magic. 
Logged
This is a masterwork ledger.  It contains 3719356 pages on the topic of the precise number and location of stones in Spindlybrooks.  In the text, the dwarves are hauling.
"And here is where we get the undead unicorns. Stop looking at me that way, you should have seen the zombie deer running around last week!"

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Magic Levels
« Reply #4 on: April 20, 2013, 10:52:25 pm »

This is planned. Cado's Magical Journey is a fairly long example of what's planned for this kind of thing.

Neonivek

  • Bay Watcher
    • View Profile
Re: Magic Levels
« Reply #5 on: April 21, 2013, 07:42:41 pm »

This is planned. Cado's Magical Journey is a fairly long example of what's planned for this kind of thing.

No, Threetoe stories are not to be taken as power goals. They are at best brainstorming and at worst just a story that Threetoe wrote.

This is substantiated further by Animalmen which Toady even after the story was written outright said "I don't know what to do with them".
« Last Edit: April 21, 2013, 07:44:58 pm by Neonivek »
Logged

Mesa

  • Bay Watcher
  • Call me River.
    • View Profile
Re: Magic Levels
« Reply #6 on: April 22, 2013, 08:25:04 am »

This is planned. Cado's Magical Journey is a fairly long example of what's planned for this kind of thing.

BTW, why has it been 2 years since Threetoe's last story?
Was the concept dropped or something?
Logged

Trif

  • Bay Watcher
  • the Not-Quite-So-Great-as-Toady One
    • View Profile
Re: Magic Levels
« Reply #7 on: April 22, 2013, 09:23:03 am »

This is planned. Cado's Magical Journey is a fairly long example of what's planned for this kind of thing.

No, Threetoe stories are not to be taken as power goals. They are at best brainstorming and at worst just a story that Threetoe wrote.
If you look at the bottom of each story page, there is an analysis by Toady and ThreeToe about how elements of the story could be incorporated in DF. Not exactly power goals, but pretty clear plans.

This is substantiated further by Animalmen which Toady even after the story was written outright said "I don't know what to do with them".
I'd like to see a quote on that. Root had animal people as independent, but not very powerful factions. There's lots of stuff to do with them.

BTW, why has it been 2 years since Threetoe's last story?
Was the concept dropped or something?
Zach: "I mainly do story rewards now. I'm thinking about doing an amalgam of story rewards for the next one."
Logged
Quote from: Toady One
I wonder if the game has become odd.

Neonivek

  • Bay Watcher
    • View Profile
Re: Magic Levels
« Reply #8 on: April 22, 2013, 09:51:51 pm »

Quote
If you look at the bottom of each story page, there is an analysis by Toady and ThreeToe about how elements of the story could be incorporated in DF. Not exactly power goals, but pretty clear plans

That is just Toady brainstorming on possible features that could be derived from that story.

They aren't announced features.
Logged

GreatWyrmGold

  • Bay Watcher
  • Sane, by the local standards.
    • View Profile
Re: Magic Levels
« Reply #9 on: April 24, 2013, 07:18:51 pm »

So? It's still showing where Toady intends to take the game. Maybe not the specifics of the story, but certainly the notes at the bottom.


The biggest issue I have with this suggestion is basically wondering if magic is going to be "simple" enough for a sliding scale to work well. Basically, while a high/low slider will be useful for magic when there's actually...magic, any details finer than "it should exist," including "it will be pretty easy to grasp" or maybe even "it is possible" are up in the air.
Logged
Sig
Are you a GM with players who haven't posted? TheDelinquent Players Help will have Bay12 give you an action!
[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.

Xantalos

  • Bay Watcher
  • Your Friendly Salvation
    • View Profile
Re: Magic Levels
« Reply #10 on: April 24, 2013, 07:21:52 pm »

Huh. PTW; I'll add my thoughts later.
Logged
Sig! Onol
Quote from: BFEL
XANTALOS, THE KARATEBOMINATION
Quote from: Toaster
((The Xantalos Die: [1, 1, 1, 6, 6, 6]))

Gargomaxthalus

  • Bay Watcher
    • View Profile
Re: Magic Levels
« Reply #11 on: May 24, 2013, 06:59:12 am »

That kind of magic wouldn't fit much to Dwarf Fortress like it is now. I think the way how DF now uses magic is far more interesting and mystic: it's not something generic fantasy RPG-mage-thing but mystery. No one really knows how magic works or why it works. Everyone just sees magic's consequences: necromancers, vampires, werebeasts, demons.

That's not necessarily how it's going to be.

Magic is probably still a long way off though, considering the new version with non-lethal combat and revolutionaries isn't yet released and after that there's going to be a version about inns and mercenaries and such(?)

Time between big versions seems to be a year or something so I fear magic is far (years) down the line.

http://www.bay12forums.com/smf/index.php?topic=50380.0 

Heres a taste of things to come.  :o
Logged
Well lets see... at least half of what I say is complete bullshit. Hell the other half tends to be pretty sketchy...

OOOOHHHH,JUST SHUT UP AND LISTEN TO WHAT I HAVE TO SAY AND MAYBE I'LL GO AWAY!!!!!!!!!!

javascript:void(0)
javascript:void(0)

10ebbor10

  • Bay Watcher
  • DON'T PANIC
    • View Profile
Re: Magic Levels
« Reply #12 on: May 24, 2013, 10:50:14 am »

It's a 3 year old trait, orchestrated by a banned user. No real value.
Logged