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Author Topic: The Book of Swords  (Read 821 times)

Granite26

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The Book of Swords
« on: January 29, 2009, 12:22:42 pm »

The First Book of Swords starts out with the forging of the 12 swords of power.  Everything that follows is effectively a chronicle of their effects on the world.

To a lesser extent, a significant portion of Tolkien's works were the story of the Rings of Power (where a large number of the powerful NPCs had one)

Imagine a game/world gen mode that starts with a set number of (random or not) extremely powerful artifacts.  Track these artifacts as named items and characters in their own right, without(at least largely) personality or goals, but sufficiently powerful to affect any situation that they are thrust into.  Tweak the code such that they move around (it's hard to keep one for more than 10 years) and watch what it does to world generation and the legends mode.

Mikademus

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Re: The Book of Swords
« Reply #1 on: January 29, 2009, 12:33:25 pm »

Lol, you beat me to it! Due to the recent developments in the Named Weapons thread, I've been meaning to link to this book series myself, though I'd done so in that thread :)

Anyway, rather mediocre books, but a very interesting take on magical weapons and their political effects.
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Granite26

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Re: The Book of Swords
« Reply #2 on: January 29, 2009, 12:41:32 pm »

Yeah, it'd been percolating in my mind for a bit due to the named weapons too.

I agree with your take on the books.

Sunday

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Re: The Book of Swords
« Reply #3 on: January 29, 2009, 02:00:23 pm »

Noooo!  Swords will cut your fucking hands off!

http://www.youtube.com/watch?v=Q_RpbaUU7NI&feature=channel_page
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Capntastic

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Re: The Book of Swords
« Reply #4 on: January 29, 2009, 05:01:43 pm »

I'm pretty sure that having 'magical items that people find and fight over' during world creation is something Toady's considered.   It's probably one of the key reasons it tracks people so well as it is.
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Mel_Vixen

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Re: The Book of Swords
« Reply #5 on: January 29, 2009, 05:27:24 pm »

From the consilidated Dev page:

Quote
Toady one's Devpage

WORLD GENERATION PARAMETERS: Allow some degree of control over the world and the more sweeping aspects of play. Possibilities include control over terrain, magic, religions, random vs. stock creatures, fantasy vs. a more 'historical' (ie human) feeling. Ideally, the variability would allow you to move between standard fantasy, fairy tales, mythic fantasy and gothic fantasy, for example. If there are concepts like planes or dimensions implemented, you'd have control over that as well. You could also set the mood -- there's no reason the game needs to be violent at all, for example, assuming the rest of the game can carry it at that point. The world could be generated completely underwater or with no water at all. You could be the first or last sentient creature. There are lots of ways this could go. Related to Bloat150, Bloat217 and PowerGoal125.

Markings of the for this thread important parts by heph


So if you want only a few but very powerfull artefakts you can get this by the Gen later on. Maybe not in this dev cicle but in the next or overnext.

You can also have LOTR, MTG or Mundane feeling by the worldgen.
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Granite26

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Re: The Book of Swords
« Reply #6 on: January 29, 2009, 07:43:24 pm »

That's nice, but none of it says anything about 'create the world with powerful artifacts already in existance that can't be duplicated.'

i2amroy

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Re: The Book of Swords
« Reply #7 on: January 29, 2009, 09:41:54 pm »

This was one of the things mentioned by me in the named weapons tag, page three I think.
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Granite26

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Re: The Book of Swords
« Reply #8 on: January 29, 2009, 09:58:07 pm »

The problem is really the history of the weapon. Currently the only real options (that don't include some massive computing or changing of the past after it happens, talk about paradox) are these.

1. Wait until an individual does something cool, and then look at their weapon. Record the history of the weapon from then on.
2. Wait until an individual does something cool, and then look at their weapon. At this point create a few events, such as 'Was created by (god's name) god of (sphere) at the beginning of time.' and 'Was gifted to (hero) by (god's name) in (insert year of cool event)' for the weapons history. Record the history of the weapon from then on.
3. A couple of weapons are created at world gen by whatever. These are then placed in the hands of certain people. These weapons are the only legendary ones and are tracked all through world gen. No new weapons can be created.
4. Have a really rare random event that can create a weapon, the weapon can then use method 1 or 2 for its history.
5+. Any combination of methods 1, 2, 3, or 4.

Tormy

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Re: The Book of Swords
« Reply #9 on: January 30, 2009, 08:00:00 am »

I'm pretty sure that having 'magical items that people find and fight over' during world creation is something Toady's considered.   It's probably one of the key reasons it tracks people so well as it is.

Hm, that sounds interesting and fun if it's true..[I don't remember that Toady has mentioned this, but that means nothing of course.  :)]
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Mikademus

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Re: The Book of Swords
« Reply #10 on: January 30, 2009, 09:51:41 am »

I'm pretty sure that having 'magical items that people find and fight over' during world creation is something Toady's considered.   It's probably one of the key reasons it tracks people so well as it is.

Actually, if there are things that people or civilisations fight over in worldgen, then it would be programatically pretty trivial to generalise this to several things: faiths, vengeance, insults or items.
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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..