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Author Topic: Kohaku's Yet Another Magic / Wizard Rant!  (Read 8339 times)

BlazingDav

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Re: Kohaku's Yet Another Magic / Wizard Rant!
« Reply #15 on: March 15, 2010, 06:47:43 pm »

One thing I found interesting when reading the post (yes I read the whole thing, won't guarantee i'll remember it though).

I like the idea of magic pools for fortress scale magic, but more importantly the whole business of necromancy and displacement of souls and what not has reminded me of a consequence that should quite naturally occur with all this soul business, ghosts.

If you use souls in your magic, you effectively preserve them so if you were to kill stuff and dump it on altars and store it as an energy source then random possessions, levitations and other ghost antics should be anticipated, conveniantly I'd say that the range with which this energy can be transferred should be short doesn't seem right to have long corridors of engraved flooring channeling funny lights around the place (now lasers on the other hand that can set stuff on fire...)

Anyway with a short range of transport these ghosts should quite naturally never be able to get too far and cause too much trouble and they'd never attack the structure that makes them so they'd wait to grapple with anyone that wants to approach, naturally these should be wizards that want to tame these souls and put them in dolls...

Admittedly you could just use the stored energy if you want them extinguishing =P

Also a use I'd propose would be that such industrial energy production should be aimed at the processing of metal at our forges and smelters and a must for adamantium I must say (magma + magic + ore = adamanitum?)

Though debatably if you are storing energy what are you storing it in? Stone specially kissed by the prettiest virgin she goat a dwarf ever saw? The ooze and blood of your enemies? The finest booze? Who is to say none of it shouldn't be possible?

Obviously for challenge purpose though it should have a fixed material and I guess gems seem somewhat cliche appropiate and maybe some special crystal that dwarves need to painstakingly cultivate for many months on end (especially if we want to bounce light beams around the place vaporising all that they touch... plus ghosts hanging around said beams...)

Though what about our plucky adventurer that runs about the countryside in anything from 5 cloaks to a full suit of armor?

For our adventurers we might need to consider some 'scale of power' or rather a hybridisation curve

To make combat exciting you should always be able to have a close fight all things being equal, so if you take 1 pure fighter, 1 pure mage and 1 perfect hybrid. Then who wins should be anyones guess

Though this should apply for all the inbetweens

So if you have a pretty serious fighter who minimally invests in magic to defend and heal himself (like a sterotypical paladin or ranger I guess) then if he can't store magical energy naturally then obviously among the many items he'd carry he would probably have lots of specially engraved runes.

A pure mage by comparison would not nearly have the strength to carry all this (presumably anyway, we shouldn't we working under the current stat system =P) he studies and travels sure, but he typically carries light probably, so carrying lots of heavy runes on a long journey also swift movement may be better for a mage anyway. Then if he can't carry runes would he just carry energised scrolls?

And so this is a point to consider for adventurer power balancing between fighters (I consider fighting to be both range and melee, they are united in wit and strategy they just do the physical differently) and mages is encumbrance, sure mages can cast more powerful magic, but if they can only carry so much they had better be powerful. Also a Morul approach should be rewarded by finishing as a grand master off the curve and making a square, though good strategy is important enough as in pure warrior or mage aspects they are no better than their peers.
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NW_Kohaku

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Re: Kohaku's Yet Another Magic / Wizard Rant!
« Reply #16 on: March 15, 2010, 08:19:43 pm »

I think I remember something in the devlog about wanting to make ghosts, although I don't want to go hunting for that one thing right now. (I believe it was restricted to abandoned forts, however.)

One of the things I wanted to say was that, in opposition to the way nenjin wanted to handle some things, that if magic is random, that the randomness should be, in some way, containable.  DF has random things now, but those random things should be something you can prepare for and hopefully forestall. 

Something like a ghost contained within a set radius of the point where they died (and possibly only if much death occured there) could be a good way of doing that.  Butcheries would become natural haunting points, and you would need to isolate them (or perhaps graveyards, if they are tied to bones... which would make bone bolts possibly come with negative side-effects).

Ghosts, however, would require exorcists or the like to respond to them.  After all, if you create a threat, you naturally also create its counter.

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Though debatably if you are storing energy what are you storing it in? Stone specially kissed by the prettiest virgin she goat a dwarf ever saw? The ooze and blood of your enemies? The finest booze? Who is to say none of it shouldn't be possible?

I'm kind of fond of the idea that your mana pool is an actual pool of glowing goo.  Preferably of the sort that dropping a living creature into it from a great height would involve the creature being absorbed into the goo.  I guess that to achieve that, you'd have to say it was some kind of agressive microorganism or maybe a semi-domesticated slime monster that can be cultured and "milked" for mana like a battery.

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To make combat exciting you should always be able to have a close fight all things being equal, so if you take 1 pure fighter, 1 pure mage and 1 perfect hybrid. Then who wins should be anyones guess

Actually, unless you're a really sneaky type, what I'm suggesting would make the "pure wizard" very likely lose.  You want armor user and shield skill and other defensive abilities, regardless.  You probably want at least perfunctory weapon skill, just to keep the low-level beasts off you.

This is why I went into what was involved in a "Elder Scrolls" style of game, where you can learn any skill pretty freely.  Generally speaking, players are going to mix-and-match to their playstyle, without much regards for being "pure" in any way, since "purity" isn't often rewarded, just how far one has advanced on a given skill is.  An adventurer with 2 legendary skills is going to be more flexible than an adventurer with only 1 legendary skill, after all.
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The Bismuth

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Re: Kohaku's Yet Another Magic / Wizard Rant!
« Reply #17 on: March 15, 2010, 11:31:14 pm »

I think I remember something in the devlog about wanting to make ghosts, although I don't want to go hunting for that one thing right now. (I believe it was restricted to abandoned forts, however.)

One of the things I wanted to say was that, in opposition to the way nenjin wanted to handle some things, that if magic is random, that the randomness should be, in some way, containable.  DF has random things now, but those random things should be something you can prepare for and hopefully forestall. 

Something like a ghost contained within a set radius of the point where they died (and possibly only if much death occured there) could be a good way of doing that.  Butcheries would become natural haunting points, and you would need to isolate them (or perhaps graveyards, if they are tied to bones... which would make bone bolts possibly come with negative side-effects).

Ghosts, however, would require exorcists or the like to respond to them.  After all, if you create a threat, you naturally also create its counter.

Battlefields are a pretty common gathering point for ghosts. I doubt a butcher's or slaughterhouse would be. Most cultures that believe in that sort of thing have rituals to prevent the spirits of meat animals coming back to haunt them.

Exorcism is one possible response to a ghosts. It depends on the culture and the nature of the spirit. Some folks like having the spirits of their anscestors around. Friendly spirirts help to keep the bad spirits at bay.

I'm kind of fond of the idea that your mana pool is an actual pool of glowing goo.
Please don't.
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NW_Kohaku

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Re: Kohaku's Yet Another Magic / Wizard Rant!
« Reply #18 on: March 15, 2010, 11:38:07 pm »

Battlefields are a pretty common gathering point for ghosts. I doubt a butcher's or slaughterhouse would be. Most cultures that believe in that sort of thing have rituals to prevent the spirits of meat animals coming back to haunt them.

Exorcism is one possible response to a ghosts. It depends on the culture and the nature of the spirit. Some folks like having the spirits of their anscestors around. Friendly spirirts help to keep the bad spirits at bay.

I was just taking the logical step of "things dead here means ghosts" to where the most things die.  Your fortress gates are likely places for plenty of ghosts... who will probably be screaming "OH WHATEVER THING IT IS I PRAY TO! THE MAGMA! I'M ON FIRE! IT BURNS!", but those automated butchery drop towers don't really seem very Kosher, either.

Of course, if we're talking about blessing animals so they don't haunt you, then we really ARE talking about Kosher, aren't we?

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I'm kind of fond of the idea that your mana pool is an actual pool of glowing goo.
Please don't.

Heh.  I don't suppose I can get you to elaborate on what you think a mana pool should or shouldn't be?
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Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
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Kilo24

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Re: Kohaku's Yet Another Magic / Wizard Rant!
« Reply #19 on: March 16, 2010, 12:14:03 am »

Hmm... about the prepared-spell-components magic, I'm somewhat ambivalent.  On one side, it gives a lot of reason to explore the world and the different animals, so that you can find new sources of magic.  Searching for the elusive Panther of Logorrhea to cast a long-lasting enchantment to fireproof your house could be interesting. On the other hand, it can lead to a lot of juggling inventory, which is rather painful with DF's interface and not fun in its own right.  And repeatedly grinding for wolf tongues will get old if it's poorly implemented.

I guess that I mostly look at it from a game design perspective, rather than a flavorful one, and tend to dislike expendable items.  In terms of balance, expendable items must be more powerful/versatile than the alternatives (otherwise no one would use them.)  It's not as big an issue in DF as in other games (since a procedurally generated world will not guarantee a constant difficulty level) but still should be noted.

About illusions, I'd be rather leery of interface screws like false orders because they can be very frustrating for the player.  A savvy player will be constantly encouraged to pause, recheck all his orders to make sure nothing is out of the ordinary, and unpause.  New players will wonder what the hell is happening and get frustrated.  Neither one is particularly fun, especially when the only thing it takes to counter it is excessively reissuing orders.  Dwarf behavior is something I'd far prefer to mess with, with maybe some descriptions like " wanders around in confusion" to make sure that the player knows that something else other than a poor UI is causing the problem.

I'd be tempted to tie the probability of spawning ghosts to the intelligence/emotional state of the victim when he died.  Necromantic magic might be able to force a specific one to spawn, but I don't think that a working butcher shop should spawn hordes of ethereal cows under normal circumstances.  Maybe have unusual deaths be more likely to spawn ghosts as well.

And to reiterate Capntastic's point, it's pretty early to have a good idea about what a procedurally generated magic system will incorporate, and it's a pretty long way to being implemented.  It can still be fun to talk about, though.
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The Bismuth

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Re: Kohaku's Yet Another Magic / Wizard Rant!
« Reply #20 on: March 16, 2010, 02:39:26 am »

Heh.  I don't suppose I can get you to elaborate on what you think a mana pool should or shouldn't be?

According to the book of Exodus, manna is white, like Coriander seed. (Just to crib a little from wiki)

Well, mana pools may be suitable for certain types of magic if you want to take it in that direction. I am not so bothered by that. I was more bothered because you seemed to be looking in your special effects box for explanations of how the world works..
Although DF does have a pretty impressive special effects budget, maybe it should dangle in rings, or menace as spikes.

We have been talking about exorcists already. I would presume that would not involve mana pools, so much as a battle of wills between the priest and the evil spirit. Of course a priest has his faith in god to back him up. Maybe you could give them magical "hit points" or something to help simulate the conflict, but I would rather keep the mechanics in the background and have what happens described in words.

I was also thinking that the most common magic would arise from people just being really very good at what they do. This does't apply to everything, but there are some jobs that already have an air of ritual or mystery about them. (eg Celtic bards, metalsmiths, certain types of warrior, some others I can't think of right now). You might want to class this as magic, or you might not. You might want to give these people special powers or spells, but I don't see a mana pool being essential to this.

I'm quite tired now, so if any of this comes out half roasted I'll get back to you.
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BlazingDav

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Re: Kohaku's Yet Another Magic / Wizard Rant!
« Reply #21 on: March 16, 2010, 04:25:58 am »

A quick answer to the components problem would possibly be to preserve the item say you got that wolf tongue, if you pickled it and kept it in a jar not only do you not have a slimy tongue swimming in your inventory but it is preserved and reusable, why? Because simply if you are using it as a component to cast a spell (in a non-potion brewing sense) then all you need to do is recharge mana stored in it like any other magical weapon and you can make use of it again. In forts you could even make use of zoos in this way and contain animals, hook them up to your magic pool and unleash dragon fire upon your foes =D

Also I'd say that all things should have some sort of native storage of mana, just some more than others and dwarves significantly less than other magical races, why? To avoid contraption solutions for dwarves stuck out far from a fort with a mana pool and none of the locals being friendly.

You could even assign similar values to the environment and dwarven mages would just carry wands or something that extract mana from the immeadiate environment to cast spells and when they are gone the mana regenerates over time from natural elements (such as sunshine)

Going back to ghosts, counters seem natural, but also its a handy source of souls for your golems isn't it?

Also I only figured it would be around places like a mana pool or a battlefield, mana pool because while no suffering is had (efficient slurps please, also I don't care if the magic pool is made from goo of mysterious glowing fog, just as long as its not something that should be ever touched while active) their magical essence preserving their soul so that it can manifest and just do what it'd normally do I guess (may as well behave as before if it didn't suffer.

Butchers are supposed to be efficient enough to minimise suffering of animal anyway so I'd say no ghosts at the butchers, maybe around the butcher specifically (like some animal spirit offended hugely with the dwarf's slaughter of animal kind). Around the battlefield I'd imagine suffering was had, or any site of painful death for that matter I guess the soul would linger on in agony to finish what it was going to do and then it'd vanish, soldiers dying on the battlefield would hang around till the enemy returned and would fight from beyond the grave again (fortress defence made interesting, exorcising soldiers reccomended...), people drowning would warn other not to drown or wish it upon others. Ghosts could be lots of Fun =D

Also low magic abilities unlocked with great skills sound are something interesting to spice up levelling other than to just become better
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Nivim

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Re: Kohaku's Yet Another Magic / Wizard Rant!
« Reply #22 on: March 16, 2010, 04:54:11 am »

Predit: These things are getting too large! Also, I can't nestle spoilers. But I used them to show what parts add to the conversation and what don't. This is a very long post.

*Imaginary headdesk, many times. Real raising arms to the sky in frustration. Casts spell of frustration cancellation.* The current conversation isn't what I'm having trouble with though; I think having worlds generated with some magic-storing carnivorous slime would be awesome, although I don't think it should be that common because of incongruity with mysterious magic.

Spoiler: expectations (click to show/hide)

Spoiler: more (click to show/hide)

Spoiler: about the long post (click to show/hide)



Spoiler: adds:spheres (click to show/hide)

Spoiler: objectivity (click to show/hide)

Spoiler: adds:on components (click to show/hide)


I agree with Nivm.
No matter how you think of it, magic will at some level have to have a programmed system, even if its laws are highly mutable. At some level there will be mechanics to govern how procedural magic works, whether each sphere has a list of hardcoded or raw controlled effects, or whether a set of fundamental mechanics, are combined to create 'spells' and other magical effects.
Therefore, when something magical happens, there will probably be a [SOURCE] such as a sphere interaction with the creatures or land, that will have to be quantified in the code. It will may occur over a few frames or many, which is [DURATION]. The event will somehow have to choose legitimate [TARGETS] and so on. Even if it is possible for a world to be generated where nothing is ever [TARGETED], perhaps if every magical occurrence were environmental, the other mechanics would be required to make events sensible to the computer and the player.
The difficulty is in balancing procedural effects with the necessity of interpreting magic to the game's code.
Spoiler (click to show/hide)
I've talked about sources for magic, I even had a big yellow banner that said "Energy Sources"...  It's one of those things that I was proposing was to make multiple types of sources for magic, whether it is an "innate" ability, or something you draw out of living beings.
Or are you saying something to contradict Captaintastic's assertion that magic will be able to do anything, and are saying that the magic system will be very limited?
If that is the case, then I would only say it makes my attempt to lobby for these sorts of magic be included.
Yes, those energy sources would probably be included under the sources group. But we also need to include sources of influence, control, and change. There's not much reason to specify the types of magic sources, because we could come up with near-infinite examples. Instead, what sources do you think would probably break the system? Creatures, souls, gods, lands, and spheres are already defined, so there shouldn't be much trouble there.
 Magic should be able to do anything, so we need variable specifications for the computer that can handle anything.
 What does that last sentence mean?



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Imagine a cool peice of sky-blue and milk-white marble about 3cm by 2cm and by 0.5cm, containing a tiny 2mm malacolite crystal. Now imagine the miles of metamorphic rock it's embedded in that no pick or chisel will ever touch. Then, imagine that those miles will melt back into their mantle long before any telescope even refracts an image of their planet. The watchers will be so excited to have that image too.

praguepride

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Re: Kohaku's Yet Another Magic / Wizard Rant!
« Reply #23 on: March 16, 2010, 11:42:06 am »

I'm pretty firmly in the camp of "Magic should not be quantified, ti should not be an industry, it should not be a known reaction (i.e. two MAGIC rocks + sword = MAGIC sword) as it destroys the point of magic.

You could  replace MAGIC with IRON and the end result is the same.

However, one thing NK does bring up that would be interesting would be incorporating magic into constructions for known/unknown facts.

For example, a teleporter could be created by creating two doors and imbuing them with some magical item. If you want magic to be boring and predicatble, it does what it does, links the two doors (or portals) together. If you want magic to be more unpredictable and special, well, it can "sometimes" link two doors together.
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Man, dwarves are such a**holes!

Even automatic genocide would be a better approach

Rowanas

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Re: Kohaku's Yet Another Magic / Wizard Rant!
« Reply #24 on: March 16, 2010, 06:06:51 pm »

I've said this before, I'm sure, but I like the idea of wizards being random and unpredictable. You tell the wizard to do magic, give him a target and see what he comes up with. The wizard then lets loose mojo from one or two spheres with a focus on whatever you've pointed it at. If it's hostile, expect strangeness and rents in the fabric of space-time, if it's friendly, you're probably looking at sphere-based helping out, otherwise random enchantments for objects and stuff.

That way you know your wizards aren't going to insta-gib you by accident (unless you tell them to open up on a hostile inside your fortress walls), while you never actually know what exactly he's going to do. You can't reliably manufacture magical doors, but you know that they're useful enough not to be given the nobles' quarters the moment they appear on the edge of your map.

In addition to immigrant wizards, I think strange-mood-style "Urist Mchauler has discovered latent magical powers" would be quite fun. He'll go and collect a bunch of items and at the end of it, instead of ending up with an artifact, you'll get a new skill: Magic. If you don't bring him the stuff he needs, expect something a little bit different from your standard sulk, like perhaps a magical explosion.

The magic skill would obviously e trained by giving him magic to do and would make his magic stronger which may or may not always be desirable.
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Kilo24

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Re: Kohaku's Yet Another Magic / Wizard Rant!
« Reply #25 on: March 16, 2010, 09:33:16 pm »

I'm pretty firmly in the camp of "Magic should not be quantified, ti should not be an industry, it should not be a known reaction (i.e. two MAGIC rocks + sword = MAGIC sword) as it destroys the point of magic.

You could  replace MAGIC with IRON and the end result is the same.
I'd imagine that the raws would be able to screw with this to give an effect like this.

But that being said, I don't like turning magic into something that only works half the time - that's mostly a matter of the RNG screwing you over or favoring you.  Nor changing it into something that explodes randomly whenever you try to use it.  That's making it further based on luck and rewards save-scumming.

I don't have any qualms with turning magic into an industry.  But, I do have qualms with magic becoming boring and mundane, or just an excuse to throw in out-of-period technology or superficial hand-waves that justify a shallow game mechanic with no real innovation.

The problem with magic becoming an industry is that it's a lot harder to integrate that well into a world than magic just being some random vague thing that wizards do that frightens everyone and no-one else knows anything about.  Good setting design can solve that - I'd suggest checking out the World Tree setting if you want to see a good example of it.  And I find that type of setting a lot more interesting than the stereotypical eternally medieval humans + wannabe humans with funny ears and magic either being obscure or not pragmatically applied by wizards.  I think back to Dungeons and Dragons 3.5 where the Fabricate spell cast twice a day by a wizard could render a small town's craftsmen out of work, but that never happened.

In terms of Dwarf Fortress, there is an opportunity to give the players a magic system that could be diverse and be creatively used for an enormous amount of practical things that Toady can't think of.  That's something pretty new in any game, and it's IMO worth a shot to see if practical, replicable magic can get in there and solve a load of problems uniquely.  How do you do that without making it just a case of mass-manufactured magical stuff making every fort look the same, and magic becoming rote?  It's a difficult problem, but I don't think it's impossible.  Having artifacts be powerful and generally reliable will be good for that, so for example your pitcher of infinite water will dramatically renovate the moat and waterfall systems in your fortress, until some stupid noble knocks it over when he goes to sleep and floods your whole fortress.  But having that pitcher of water explode 1/5 of the times that its used makes it so you'd never be able to make that waterworks system in the first place.  It also gets repetitive and boring if you can just manufacture one of those in every fortress for a minor (or even moderate) cost, which is I think more the problem you have with it than magic being inherently predictable.

So, lets say that we do have a magic system where two MAGIC rocks + sword = MAGIC sword.  But we place a larger amount of requirements on those rocks to make them something that can't be chiseled out of a granite layer.  Suppose one rock had to be buried in a desert for a thousand years, or have some similar tie to the [HEAT] sphere (like being cooled into a perfect form from the heart of a volcano, and not be touched with manmade objects since.)  And the other rock had to be pulled from the bottom of the sea by the dwarf who would enchant the sword.  Requiring two rocks of generic Unobtanium added to the sword is uninteresting, not because the basic formula for magic (A + B + C = D) is flawed, but because none of the components are interesting.  And once acquiring a specific resource from other races is not always either impossible or trivial (whenever the economics system gets revamped), we'd be able to trade half our fortress for that one last component our mad wizard needs for that specific enchantment. 

The problem is not tying the requirements to predictable formulas, but that the components are usually commodities of insignificant value.
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NW_Kohaku

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Re: Kohaku's Yet Another Magic / Wizard Rant!
« Reply #26 on: March 17, 2010, 01:43:06 am »

Gah! What's it with you people and all that text! It's not like I've been flooding you with that muc-- oh... right...

... repeatedly grinding for wolf tongues will get old if it's poorly implemented.

I guess that I mostly look at it from a game design perspective, rather than a flavorful one, and tend to dislike expendable items.  In terms of balance, expendable items must be more powerful/versatile than the alternatives (otherwise no one would use them.)  It's not as big an issue in DF as in other games (since a procedurally generated world will not guarantee a constant difficulty level) but still should be noted.

In response to this, I have to say (didn't I already say it? I thought I already responded to something like this...) that I'm somewhat influenced by the Gust Corporation in how I invision this, and that the way that games like Mana Khemia handle resources can be a good reference for how to deal with "grinding for items".

Basically, consumable items are, exactly as you say, something of a last resort in the minds of most RPG players.  There's no reason to use them if they can get away with not using them, and it's sort of ingrained in the soul of the RPG gamer to avoid using scrolls and potions if MP is an easily replinished alternative.

However, if magic is entirely composed of consumables, then there simply isn't a choice in the matter.

The other thing is to simply make consumables appropriately plentiful.  Things like the spinacherbs of Mana Khemia are literally more common than dirt.  (Dirt is an item you can collect, too, and since you can't buy dirt, you can actually run out of it if you go out of your way to use up quite a bit of it.)  Spinacherbs are used in making your basic healing potions or cloth, and are found almost anywhere (often getting in the way of rarer things). 

Of course, the thing about the Gust games was that everything respawned when you left, so you could just farm more of it.  (It's hard to say why, but I always just enjoyed picking herbs in games like that or Oblivion - I often found myself getting completely lost in Oblivion because I would deviate from my path to pick every random flower I found.) I haven't put all that much time into exploring Adventure Mode yet, but there should be at least some way for animals to breed and plants to regrow off-screen for this sort of magic system, so that you can't run out of magic components without literally killing every living thing on the planet.  Also, of course, there are many common components one should just be able to buy in the kinds of bulk quantities that enable serious consumption.

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About illusions, I'd be rather leery of interface screws like false orders because they can be very frustrating for the player.  A savvy player will be constantly encouraged to pause, recheck all his orders to make sure nothing is out of the ordinary, and unpause.  New players will wonder what the hell is happening and get frustrated.  Neither one is particularly fun, especially when the only thing it takes to counter it is excessively reissuing orders.  Dwarf behavior is something I'd far prefer to mess with, with maybe some descriptions like " wanders around in confusion" to make sure that the player knows that something else other than a poor UI is causing the problem.

Fair enough, I do know that "annoyance" is practically the definition of "Interface Screw", consider it just a suggestion from the scrambled imaginations of someone who had spent the last 7 hours typing something, and really should have gone to bed.

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I'd be tempted to tie the probability of spawning ghosts to the intelligence/emotional state of the victim when he died.  Necromantic magic might be able to force a specific one to spawn, but I don't think that a working butcher shop should spawn hordes of ethereal cows under normal circumstances.  Maybe have unusual deaths be more likely to spawn ghosts as well.

I was thinking of just having a rather low probability of any kind of ghost occuring, such that it was only likely that you would have hauntings in either very unlucky circumstances, or in places of great death.

... I wonder if a ghost cow would make a good pet?  I wonder if people would like them for their "haunting haunting moos"?

According to the book of Exodus, manna is white, like Coriander seed. (Just to crib a little from wiki)

Well, mana pools may be suitable for certain types of magic if you want to take it in that direction. I am not so bothered by that. I was more bothered because you seemed to be looking in your special effects box for explanations of how the world works..
Although DF does have a pretty impressive special effects budget, maybe it should dangle in rings, or menace as spikes.

Hmm... I'm vaguely remembering a History Channel show on the Bible, where they had some expert talking about manna from the Bible potentially being a bread-like substance of a flowering (or something, the memory gets a little hazy) desert tree that, in large numbers, could literally make a small blizzard of bread-like plant-stuff that would cover the ground.

Of course, that's just edible plant-stuff, not a source of magic.

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We have been talking about exorcists already. I would presume that would not involve mana pools, so much as a battle of wills between the priest and the evil spirit. Of course a priest has his faith in god to back him up. Maybe you could give them magical "hit points" or something to help simulate the conflict, but I would rather keep the mechanics in the background and have what happens described in words.

Naturally, exorcism power should be measured in "armpits"... (Sorry, Touhou joke.) 

Anyway, yes, I would see it as something like that.  Maybe a "willpower" attribute will come down the pipe at some point, and help with that.  Or maybe religiosity could become a useful trait, with faith in whatever deity you have manifesting in terms of exorcism power.

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I was also thinking that the most common magic would arise from people just being really very good at what they do. This does't apply to everything, but there are some jobs that already have an air of ritual or mystery about them. (eg Celtic bards, metalsmiths, certain types of warrior, some others I can't think of right now). You might want to class this as magic, or you might not. You might want to give these people special powers or spells, but I don't see a mana pool being essential to this.

Yes, it's part of what I had in mind when writing this:  If artifacts are going to be magic, then it means that dwarves have some latent magic in them that they can sometimes channel.

It's not the same as a "Dwarven Wizard", but rather it's something like that "norse dwarf" thing Dvergar was talking about, where enchantment may be the only sort of magic a dwarf can really work, but it is still a magical part of their being, as opposed to the sort of Steampunk dwarves that some people seem to prefer.

If we have legendaries and semi-artifact masterpieces, then it makes sense that you could make magical masterpieces, even if it might take extra steps to enchant them, and that's part of what I was trying to work up to in what I was talking about.

A quick answer to the components problem would possibly be to preserve the item say you got that wolf tongue, if you pickled it and kept it in a jar not only do you not have a slimy tongue swimming in your inventory but it is preserved and reusable, why? Because simply if you are using it as a component to cast a spell (in a non-potion brewing sense) then all you need to do is recharge mana stored in it like any other magical weapon and you can make use of it again. In forts you could even make use of zoos in this way and contain animals, hook them up to your magic pool and unleash dragon fire upon your foes =D

I would think it best to simply have your adventurers be able to "process" spell components into a preserved, easily portable, ready-to-use condition that won't rot or take up an unreasonable amount of room.

Still, I guess a good wizard would need quite a bit of strength to carry all the spell components he would need, wouldn't he?  Unless we have Bags of Holding or something, that is. 

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Also I'd say that all things should have some sort of native storage of mana, just some more than others and dwarves significantly less than other magical races, why? To avoid contraption solutions for dwarves stuck out far from a fort with a mana pool and none of the locals being friendly.

I'm not sure what you mean here, but if I do have a grasp on it, then I think that is what we're getting, anyway.

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You could even assign similar values to the environment and dwarven mages would just carry wands or something that extract mana from the immeadiate environment to cast spells and when they are gone the mana regenerates over time from natural elements (such as sunshine)

I think the current "genpower" tags imply we're looking at getting a natural regenerating pool of energy for magic as things stand now.

Associating a magic-user with spheres is an interesting idea... but if someone's sphere is, say, "marriage", do you have to stand around married people to get your energy back?  And how would you go about getting the game to know when you should be drawing energy from, say, "compassion"?

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Since the last three posts touched on the same thing, I'll address them all simultaniously...

I think the best definition of magic is "any sufficiently advanced technology".  That is, magic is just science that runs on things you can't understand.

I can (grudgingly) agree with random failure chances or maybe winding up with a random end result that gives you another spell entirely when you are preparing a spell, or trying to enchant a piece of equipment, so that you wind up with unfortunate cursed items you probably want to get rid of.

It's entirely another to have a sort of "Harry Potter" magic where you have stairwells that randomly rearrange themselves so as to occasionally send essentially untrained apprentices into the lairs of dangerous beasts you leave roaming your academy, jelly beans that may taste good or be filled with vomit or turn you into a frog, or toilet paper that will giggle and jump off the spindle and leave you while you are on the restroom just to spite you.  While maybe it makes a reader  chortle, that is the type of magic that only the most utterly insane of people would invite into their lives.  (I mean, seriously, you can pretty much die by eating the wrong fruit in the cafeteria in Hogwarts, how has that place not been shut down by Wizarding OSHA?!)

As was said in that reaction to the Nenjin post, where wizards could randomly start mass fires in your fort... nobody would want a creature that is essentially a roulette wheel that is constantly spinning, where several of the panels are clearly marked "INSTANT DEATH", and none of the prizes are particularly nice, either.

It is the nature of Dwarf Fortress that there are, certainly, some random aspects to the game, but at its core, it is a game of planning, engineering, and forsight.  Even orc hordes or HFS, while devastating and deadly, are things you can prepare for and contain.  Magic, if people are going to want to associate with it, must have some sort of way of mitigating the hazards, if only to make it worth even considering any sort of benefit magic might grant worthwhile.

To that end, it would certainly be fine if golems you made could be created hostile and destructive (just post guards around them when you activate them), or if enchanted items could be made cursed (provided you either could look them over before they were picked up, or had some kind of automatable testing), or if spells you prepare might not be the spell you wanted, or even blew up in an incautious apprentice's face... but it's not fine if you have utterly no idea what you'll wind up with, or if your fireball spells are as likely to kill you as your enemies.  (That's why we don't have wizards NOW, I'll point out.)  Adventurers already die on their first encounter with a child... why make them flip inside-out trying to make their first healing potion?

(I am, in fact, reminded of a game where a person has to roll a twenty-sided die for everything they do, including each individual beat of their heart, breathing, standing up, etc...  until you critically fail by rolling a 1 several times in a row, and forget to breathe or have a heart attack or something and die before managing to get out of bed.)

I mean, consider something like a Rod of Wonder... other than for shits and giggles, how many people seriously use that?  It's an inevitability that it will blow up in your face.  It is the essence of throwing away all sense of strategy or control over what you are playing - and that is the total opposite of what Dwarf Fortress is about.  And magic in DF should be molded to fit DF, not the other way around.

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On Nivm's sphere magic:

Maybe it's what we're heading towards, but I hope our path can be diverted. 

Besides, do we REALLY want "Fertility Magic" and "Marriage Magic"?  Especially with random/misfiring magic?  ("Sorry, your Highness, but, erm... I believe I just impregnated you... we might want to work on getting a hole you could give birth through, your Kingship.  Ah, and I think we just entered into a polygamous 5-way relationship with that door and a chipmunk, as well.")

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Kilo just posted, I'll have to read it over before I respond to that, but I'm just hitting "post" now.
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Capntastic

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Re: Kohaku's Yet Another Magic / Wizard Rant!
« Reply #27 on: March 17, 2010, 01:45:56 am »

Kohaku, you use the word random a lot when describing how you want magic to work, when you should be thinking in terms of procedural systems.
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praguepride

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Re: Kohaku's Yet Another Magic / Wizard Rant!
« Reply #28 on: March 17, 2010, 05:17:01 am »

Kohaku, you use the word random a lot when describing how you want magic to work, when you should be thinking in terms of procedural systems.

From a player's perspective it's the same thing :D
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Nivim

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Re: Kohaku's Yet Another Magic / Wizard Rant!
« Reply #29 on: March 17, 2010, 10:20:37 am »

Predit: It would be so nice if I could add emphasis on certain words without overdoing it with bold or italics. I think I might change the color slightly for those lesser things, or at least another time.

 Well Kohaku, it looks like you missed the point again. I'll try to rebuild it, again.

It looks like I need to eat, again. I wanted to get into mana details and that extremely long list of power sources and types.

Edit: Snacky. I also wanted to note that fertility and marriage spheres would probably be under healing and priestly magic. If there are even magic group classifications, that is. Those spheres would come in useful for a lot of spells...and you could even use the love of married couples as a power source! As long as you didn't tax it, it would be renewable. It would also generally have [SPHERE:GOOD] as well to keep your spells positive. It might work best as a supplement just to add that sphere to a lot of things.
 And sphere magic is not my magic; I didn't think of it, Toady did.
« Last Edit: March 17, 2010, 12:44:08 pm by Nivm »
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