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Author Topic: Experiments in Magic: A perplexicon Game: All good things must come to an end.  (Read 31080 times)

mastahcheese

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Re: Experiments in Magic: A perplexicon Game
« Reply #105 on: August 29, 2013, 03:36:30 pm »

PM time, Blast it!
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Angle

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Re: Experiments in Magic: A perplexicon Game
« Reply #106 on: August 29, 2013, 10:31:20 pm »

Rules Change: The words per turn limit has lowered from 20 to 10 + spd roll. If you want to cast a spell that has more words than this, you can cast it over multiple turns.
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Angle

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Re: Experiments in Magic: A perplexicon Game
« Reply #107 on: August 30, 2013, 02:42:16 pm »

Spoiler: Terrain Key (click to show/hide)

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Spoiler: mastahcheese (click to show/hide)

Spoiler: TCM &kj1225 (click to show/hide)
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GreatWyrmGold

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Re: Experiments in Magic: A perplexicon Game
« Reply #108 on: August 30, 2013, 02:43:33 pm »

Attempt to telekinetically manipulate the bones at me feet.
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Toaster

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Re: Experiments in Magic: A perplexicon Game
« Reply #109 on: August 30, 2013, 06:32:13 pm »

Hmm... odd.  It's as if something is missing, here.

Grab the dagger, go up the tree, climb a branch, and drop down in front of the door.  Head out.
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
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TCM

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Re: Experiments in Magic: A perplexicon Game
« Reply #110 on: August 30, 2013, 06:41:36 pm »

Go back to the other room with that Wizard guy. Start kicking down the warped section of the wall he's contained in.
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mastahcheese

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Re: Experiments in Magic: A perplexicon Game
« Reply #111 on: August 30, 2013, 06:48:05 pm »

That's... not what I expected. Try reversing the order of the words, aim at stick instead of wall to be safe.
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Oh look, I have a steam account.
Might as well chalk it up to Pathos.
As this point we might as well invoke interpretive dance and call it a day.
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Angle

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Re: Experiments in Magic: A perplexicon Game
« Reply #112 on: August 30, 2013, 10:53:51 pm »

Spoiler: Terrain Key (click to show/hide)

Spoiler: kj1225 & TCM (click to show/hide)

Spoiler: GreatWyrmGold (click to show/hide)

Spoiler: Toaster (click to show/hide)

Spoiler: mastahcheese (click to show/hide)

Spoiler: HFS (click to show/hide)
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kj1225

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Re: Experiments in Magic: A perplexicon Game
« Reply #113 on: August 30, 2013, 10:56:05 pm »

I'll let you take Kyle as an NPC and make another character later.
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HFS

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Re: Experiments in Magic: A perplexicon Game
« Reply #114 on: August 30, 2013, 11:16:04 pm »

Observe the tentacles. Are they doing anything? Moving? Is the ring expanding or contracting?

After that, say words.
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GreatWyrmGold

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Re: Experiments in Magic: A perplexicon Game
« Reply #115 on: August 30, 2013, 11:20:12 pm »

Try to shape bones into shapes. Maybe make some sort of awesome walking stick. Also see if I can recolor the bones or so domething else to make them less...bone-like.
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Re: Experiments in Magic: A perplexicon Game
« Reply #116 on: August 30, 2013, 11:37:56 pm »

Do you guys think I should add some kind of reward for killing people, other than the chance to loot their body? I had originally thought that the loot would be enough, but now I'm not so sure. I'm thinking of using a level system, where when you kill some body, you gain 100% * (Their Level / Your level) Experience. You can also get exp for good roleplaying and other accomplishments. Each 100% gets you to the next level. When you go up a level, the experience above 100% is halved. Thus, if you have 10% and you get 100%, you go up a level and have 5%. Each level gets you another skill, or plus one to a skill you already have, and every three levels gets you an attribute point. What do you think?
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Re: Experiments in Magic: A perplexicon Game
« Reply #117 on: August 31, 2013, 07:42:36 am »

Well, is it PvP or PvE?  That should guide your answer.

Thrakor looks about.  Hmmm... dagger in hand, magic in the head, surrounded by statues.  Way forward is locked, way back is a tree.  Hmm.

Poke the nearest statue with the dagger.  Be prepared to run.
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.

Angle

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Re: Experiments in Magic: A perplexicon Game
« Reply #118 on: August 31, 2013, 09:06:43 am »

Well, is it PvP or PvE?  That should guide your answer.

Whichever people make it, of course. I want there to be about as much incentive to kill each other as their is to work together, so people can do whichever they like.
« Last Edit: August 31, 2013, 11:26:03 am by Angle »
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GreatWyrmGold

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Re: Experiments in Magic: A perplexicon Game
« Reply #119 on: August 31, 2013, 10:03:59 am »

Do you guys think I should add some kind of reward for killing people, other than the chance to loot their body? I had originally thought that the loot would be enough, but now I'm not so sure. I'm thinking of using a level system, where when you kill some body, you gain 100% * (Their Level / Your level) Experience. You can also get exp for good roleplaying and other accomplishments. Each 100% gets you to the next level. When you go up a level, the experience above 100% is halved. Thus, if you have 10% and you get 100%, you go up a level and have 5%. Each level gets you another skill, or plus one to a skill you already have, and every three levels gets you an attribute point. What do you think?
Sounds like a thing.
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