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Author Topic: Illustrated fantasy strategy in vein of Master of magic. Has some art now.  (Read 2645 times)

Hatman

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Greetings.
It has come to my attention that I would like to try running a game, and that my attempts to learn to draw aren't going to make progress unless I have some sort of an obligation. So to that end I created this thread.

If you have suggestions for races/cultures/schools of magic post them in the thread. I retain veto power over any suggestions, but will likely only exercise it if something is blatantly imbalanced or insufferably special. Overlap between schools of magic is fine; schools are more clusters of spells people project associations onto then immutable bits of magical law.

Spoiler: Races/Cultures (click to show/hide)
Spoiler: Magic Schools (click to show/hide)

If you wish to suggest a race culture or school of magic post comment in the thread. If you wish to participate pick a race, 2 schools of magic and PM me. Your race will be common knowledge to anybody participating in the thread, as will your location, but your magic will be known only to you and whoever you use it on.


Spoiler: Players (click to show/hide)
As I now have 6 players to make art for and keep track of, I will not be accepting more signups at this point in time. I apologise to those of you who were piecing together submissions, and I am sincerely flattered that you took interest in this project.
« Last Edit: February 05, 2014, 11:21:25 pm by Hatman »
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escaped lurker

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Re: Interest Check: Illustrated fantasy strategy in vein of Master of magic.
« Reply #1 on: December 29, 2013, 11:14:14 am »

Seeing as the Klackons were pretty much my favourite vanilla race in the father/brother franchise MoO, I figure asking can't hurt... ;з
Yeah, they might be a bit hard to balance if you use a homebrew application of the game, and actually take the magic part out of the game somewhat ... actually, this idea is sounding worse by the minute...

More important, how are you going to implement the game onto the forum? The gameplay-mechanics would be of the greatest interest actually. Else, the idea would sound great so far thou.
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Hatman

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Re: Interest Check: Illustrated fantasy strategy in vein of Master of magic.
« Reply #2 on: December 29, 2013, 06:38:50 pm »

Mechanics of combat are as they were in MoM - every "attack" if effectively a number of attacks equal to the "attack strength", which have a base chance to hit of 40% (for units - spells are more varied) and defence has a similar 40% base chance of working, though if you are on terrain your race favours it is increased, and it decreases on disfavourable terrain. Plains, for example, are very exposed and count as disfavourable for everybody except humans. Certain races and units have bonuses to hit, evade and resistance rolls.

If anything I intend to add more magic than MoM had, hence the increased number of schools, but I don't want to carbon copy every spell in MoM.

Klackons were basically entirely specialised around production weren't they? Shouldn't be impossible to balance, the easiest thing would be to make libraries available early so that their lack of research ability hurts them compared to the literate races.
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Remuthra

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Re: Interest Check: Illustrated fantasy strategy in vein of Master of magic.
« Reply #3 on: December 29, 2013, 06:44:53 pm »

Hmm... Let's see here...

Could I play as Mind Flayers of Thoon?
« Last Edit: December 29, 2013, 07:49:11 pm by Remuthra »
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Hatman

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Re: Interest Check: Illustrated fantasy strategy in vein of Master of magic.
« Reply #4 on: December 29, 2013, 08:11:19 pm »

If you can boil them down to where they like to live, how they operate in combat (guessing illusiony mind magics are involved?) and what kind of culture/technology you want for them, yes. I can draw squidheads. Well, to the extent that I can draw at all.
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RAM

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Re: Interest Check: Illustrated fantasy strategy in vein of Master of magic.
« Reply #5 on: December 29, 2013, 09:12:11 pm »

What about some slime-folk who appear as mounds of fluid with extreme surface-tension and contain solidified scaffolding chemically formed as the need arises and are massively into recycling? Buildings would be made of slime-matter, possibly harvested from dead slimes or composed of living slimes and could be converted into different buildings at little cost other than time. Military units would largely be the product of combining and specialising slimes. They could therefore be voluntarily split into their component parts, and would likely do similar, although to a lesser extent, when destroyed. They would likely be extremely omnivorous, but their metabolism would be an unknown quality, so would be a decent element to use for balancing. To make them really interesting they could use a population-based economy, expending population for constructions and population growth for more subtle expenditures, but that would likely be more trouble than it is worth.
 As for military units, they could have basic slimes, with spiked crusts and fairly balanced stats. Centa-slimes with four elongated legs and a spike for cavalry, these could be used to construct Centi-slimes that are massive ramming units with many legs that would be fast and powerful, but very easy to hit... Then there could be spear-slimes, with long spikes to use at a distance, which could combine, maybe three of them would stick their spears together and form a catapult with two holding the ground and one holding a rock and the whole thing flipping over to throw the rock as a ranged weapon. The shape owuld be ungainly, and they would need to plant themselves into the ground to get leverage, so their speed would likely be abysmal, at least when shooting...The defensive line of units would likely just get larger and crustier, probably resorting to hammer-style weapons and getting increasingly slow. If they need an ultimate unit, perhaps just a giant slime that can throw basic slimes at the cost of health...
 Socially, they would likely be utilitarian and communal to an extreme degree, though their amorphous forms would make artistic expression extremely easy, probably resulting in the prevalence of fashions, but little in the way of permanent art. Likely a sort of hive mentality considering that anyone might have cause to form a gestalt for the good of the community. IT would make a strong sense of individuality very impractical. Prejudice would seem difficult to maintain, although if all the copper-miners turned green, that would be an example of an obvious opportunity... hierarchies would likely be fairly mundane, with layers of authorities each organising their responsibilities and in turn being organised by the layer above them...
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Remuthra

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Re: Interest Check: Illustrated fantasy strategy in vein of Master of magic.
« Reply #6 on: December 29, 2013, 09:32:42 pm »

Spoiler: Stuff. (click to show/hide)
« Last Edit: December 29, 2013, 09:35:53 pm by Remuthra »
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Hatman

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Re: Interest Check: Illustrated fantasy strategy in vein of Master of magic.
« Reply #7 on: December 30, 2013, 01:22:03 am »

Ram: Slimes should be doable, if odd. What makes a slime wizard?
Escaped lurker: Klackons will likely strain my meagre artistic skills, but If you wish to play as them I suppose I shall just have to improve.
Remuthra: That is a lot of focus on infiltration, which is not really a thing at present. Also, I was not aware that mindflayers had so many melee troop options. My thoughts on balancing them had been to just make all there troops capable of magical ranged attack but liable to be turned into headboots in melee, but if that is to work it will be a departure from the fluff you are referencing.
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zacen299

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Re: Interest Check: Illustrated fantasy strategy in vein of Master of magic.
« Reply #8 on: December 30, 2013, 01:43:34 am »

Can we have Therianthropes or Were-creatures? As in say wolves for their average soldier. Boars or elephants for cavalry. Hawks and other birds for harassment. Bears for their defensive line. Among whatever else you can think of. They'd also be able to go into any form between human and animal taking on their qualities. In more of a gameplay sense they'd be skirmishers and forest fighters. For their society it would be something along the lines of a council. Except to get on it you need to prove to the entire city or nation that you are better than everyone else you are competing against for the position. (If you like the idea at all I'll fluff it out more tommorow)
Assuming of course that this makes any sense or even fits at all considering I'm half asleep right now.
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I (somehow) wield a marble coffin that i fill with the corpses of all I have slain (to make an already heavy object even heavier) in one hand, and the other holds a book made out out of fucking platinum. The book can crush skulls, and the coffin grows ever stronger and now that is has a few dead dragons in it, it sends people flying a mile backwards to explode in a pile of gore. Gore which I then place into the coffin,

Hatman

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Re: Interest Check: Illustrated fantasy strategy in vein of Master of magic.
« Reply #9 on: December 30, 2013, 01:50:13 am »

Sounds more like nature magic than a species, really.
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Remuthra

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Re: Interest Check: Illustrated fantasy strategy in vein of Master of magic.
« Reply #10 on: December 30, 2013, 08:47:00 am »

Ram: Slimes should be doable, if odd. What makes a slime wizard?
Escaped lurker: Klackons will likely strain my meagre artistic skills, but If you wish to play as them I suppose I shall just have to improve.
Remuthra: That is a lot of focus on infiltration, which is not really a thing at present. Also, I was not aware that mindflayers had so many melee troop options. My thoughts on balancing them had been to just make all there troops capable of magical ranged attack but liable to be turned into headboots in melee, but if that is to work it will be a departure from the fluff you are referencing.
Go ahead and do so, whatever makes the game work :P.

As far as the abundance of melee troops, they come from a melee-focused game, so that's sort of to be expected.
« Last Edit: December 30, 2013, 09:59:24 am by Remuthra »
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zacen299

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Re: Interest Check: Illustrated fantasy strategy in vein of Master of magic.
« Reply #11 on: December 30, 2013, 11:11:01 am »

Sounds more like nature magic than a species, really.

I totally see that now, and that's why I really shouldn't post when I'm half asleep. I'll think of something different in a little bit.
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I (somehow) wield a marble coffin that i fill with the corpses of all I have slain (to make an already heavy object even heavier) in one hand, and the other holds a book made out out of fucking platinum. The book can crush skulls, and the coffin grows ever stronger and now that is has a few dead dragons in it, it sends people flying a mile backwards to explode in a pile of gore. Gore which I then place into the coffin,

Lukeinator

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Re: Interest Check: Illustrated fantasy strategy in vein of Master of magic.
« Reply #12 on: December 30, 2013, 11:33:26 am »

I have a race Idea. The Fishmen would not need  boats, who would also be able to breathe on land. The lower tier soldiers would wear shell or coral armor, the higher tiers would wear scale. Their magic would mainly consist of using waves and storms to damage boats and coastal settlements, and hardening water and making structures, weapons, and armor out of it. They would be diurnal, and be good at fighting in the ocean.
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http://www.bay12forums.com/smf/index.php?topic=135480.0 My second FOOTBLEED game.
This thread is Bay12 incarnate.


Like the mermaid bones farm and the Kill-your-baby machine.

mastahcheese

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Re: Interest Check: Illustrated fantasy strategy in vein of Master of magic.
« Reply #13 on: December 30, 2013, 12:30:10 pm »

Since I seem to have this sort-of race that has popped up in a couple games, I guess I'll throw them out here.

Mysterious Travelers: About the size of a human, they come from across the regions that maps don't reach, often from across oceans and mountain peaks. They are always fully covered in robes with a hood, and their face cannot be seen, even with magical lights. Should one be uncovered, and the hood removed, they mysteriously vanish, leaving only an empty robe in it's place, and they have been reported to be seen again, as if being unmasked transports them back to their home, unharmed. They similarly vanish when killed, only they don't return. They can't voluntarily remove their hoods, nor the hoods of other travelers. They employ strange, advanced weapons, and are often magically inclined. They are expert sailors and craftsmen, and can create devices beyond the scope of the normal world.
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RAM

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Re: Interest Check: Illustrated fantasy strategy in vein of Master of magic.
« Reply #14 on: December 30, 2013, 01:00:08 pm »

Well, I guess on the rare instances that a slime does come into a strong sense of individuality, society and its own nature would take it to slight madness, which would be a natural point to furnish them with magic. If a sufficient quantity of slime felt that magic was of value to slimefolk, then you have the beginnings of an empire...
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Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
Read the First Post!
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