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Author Topic: Godhood III OOC Thread  (Read 112074 times)

Caesar

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Re: Godhood III OOC Thread
« Reply #2145 on: December 01, 2010, 01:34:50 pm »

As far as I know, the answer is basically always yes, as long as Caesar approves your application, and you can post reasonably legibly (being good at long and involved posts is an asset here).

Spoken truthfully.
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Spider Overhaul
Adding realistic spiders to Dwarf Fortress. (Discontinued.)

Godhood VIII
The latest installment in the Godhood roleplaying game series.

ragnarok97071

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Re: Godhood III OOC Thread
« Reply #2146 on: December 01, 2010, 04:40:08 pm »

There is already an art magic. Or there would be if Kar'thos would get off his ass and make some elementalists. Also, I'm apparently the god of magic in general, not just ritual like I had in my profile, as the one that is on the PlayOP states. So I am going to have Magus go berserk at some point and switch to will-based magic for a time. possibly start a second tower for it. Might temporarily change his name, too.
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adwarf

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Re: Godhood III OOC Thread
« Reply #2147 on: December 01, 2010, 04:43:57 pm »

Are all of the gods in this war if so I might join next turn
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dragnar

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Re: Godhood III OOC Thread
« Reply #2148 on: December 01, 2010, 04:51:39 pm »

There is already an art magic. Or there would be if Kar'thos would get off his ass and make some elementalists. Also, I'm apparently the god of magic in general, not just ritual like I had in my profile, as the one that is on the PlayOP states. So I am going to have Magus go berserk at some point and switch to will-based magic for a time. possibly start a second tower for it. Might temporarily change his name, too.
Yeah, the more sciencey magic is just an easier way for mortals to access it, a condensed version of magic that can be controlled with nothing but the knowledge of how. The world itself is full of untamed magic that no one con control yet. Essentially: We have DnD wizards, but no one has the innate ability to be a sorcerer yet.
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abculatter_2

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Re: Godhood III OOC Thread
« Reply #2149 on: December 01, 2010, 05:27:50 pm »

Name of God: Tzzil
Titles: The Imp, The Laughing Devil, The Little Bastard, The Conspirator
Description of Character: Tzzil is the god of crime and mischief in all its forms, from the innocent conniving of children to the most cruel and corrupt of kings, the Imp is the lord of it all. He is forever scheming, forever manipulating, forever attempting to plunge the world into the chaos of anarchy, and no other is better. He is the harbinger of the antithesis of order and law, and thus is the inherit enemy of all who stand for those two values.
Sphere: Mischief
Manifests as: A 3-4 foot high imp, whose face is covered by a mask with a broad, sinister smile.
Secondary source of Power (besides Worship): Conspiracy and mischief.

How's that for a god?
« Last Edit: December 01, 2010, 05:29:37 pm by abculatter_2 »
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nbonaparte

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Re: Godhood III OOC Thread
« Reply #2150 on: December 01, 2010, 05:32:09 pm »

You'll get along with carmanthyre well.

What do the 2 people controlling the gods of magic think about Akiel muscling in and creating his own variants and such? Magic and technology is a powerful combination.
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abculatter_2

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Re: Godhood III OOC Thread
« Reply #2151 on: December 01, 2010, 05:36:07 pm »

How many turns have you guys had so far?
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Evergod41

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Re: Godhood III OOC Thread
« Reply #2152 on: December 01, 2010, 05:39:21 pm »

Also, speaking of turns, the havn't been updated in a while...

dragnar

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Re: Godhood III OOC Thread
« Reply #2153 on: December 01, 2010, 05:44:22 pm »

What do the 2 people controlling the gods of magic think about Akiel muscling in and creating his own variants and such? Magic and technology is a powerful combination.
I would be fine with it. Not just yet though. Tech really hasn't advanced enough for magitech to be viable except in the form of artifacts of the gods.
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Lordinquisitor

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Re: Godhood III OOC Thread
« Reply #2154 on: December 01, 2010, 05:48:13 pm »

I just want to put in that i`d would like to avoid too much high technic. That is guns, computers etc. I think the first godhood game became less funny once everyone started to develop spaceships etc.
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abculatter_2

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Re: Godhood III OOC Thread
« Reply #2155 on: December 01, 2010, 06:26:48 pm »

So, how am I supposed to post my first turn? Do I wait for Caesar?
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ragnarok97071

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Re: Godhood III OOC Thread
« Reply #2156 on: December 01, 2010, 06:29:39 pm »

yes.
You get your turn when the next turn starts.
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Demantiae

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Re: Godhood III OOC Thread
« Reply #2157 on: December 01, 2010, 07:16:25 pm »

I'd hate to see tech advance too quickly, I want to still feel like its the clasical age for a while. Concerning magic and technology if you played Elder Scrolls: Morrowind then the Dwemer are a good template for a hybrid magic/tech race. Just please don't create anything called Dwemer or similar...  ;) Also there was an old D&D variant of magic (created shortly before 3rd ed in a book called Skills and Powers) called Artifice that used fabricatd objects as the focus of magic, creating traps and bringing to life objects. HG Wells is a good inspiration for this type of magic (especially something likfe the clockwork beetle thing from the film Cronos by Del Torro). Or you could go the Masonic route of god as architect, train up highly skilled smiths, masons, engineers into secretive guilds and teach them advanced artisan skills requiring some development of magic. There are loads of ways to make "technomagic" without advancing the tech level of the world too far too quickly.

As for the turns, it's currently turn 5 and us newbies have to wait to be born at the end of it. Doesn't stop some of us finding other ways to add to the game though  ;D
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nbonaparte

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Re: Godhood III OOC Thread
« Reply #2158 on: December 01, 2010, 11:00:39 pm »

Oh yeah, high technology as we know it won't come around for quite a while. It's no fun if the mortals can challenge the gods just yet.
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Iituem

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Re: Godhood III OOC Thread
« Reply #2159 on: December 02, 2010, 03:03:12 am »

I would not be opposed to us hitting Steampunk in, say... eighty plus turns from now?  Right now we are barely forming the first towns, not even true city states, and animal husbandry hasn't even taken off yet (to say nothing of pottery, the wheel, or archery!).

Hailfire:  Often the same.  I utterly dragged myself along for four-five days writing that last post, then scrapped the whole thing and re-wrote it in a couple of hours.  The problem I was having (and hadn't twigged was the problem) was that my original character design of Rust wasn't sympathetic.  He was a whiny, self-pitying bastard who started fights he couldn't finished, which was utterly unsympathetic in a northren.  I didn't like the character, so I had trouble writing him.  Response: Rewrite the character.  I like this hot-tempered version of Rust much more, and the fact that he isn't an idiot like version 1 Rust would have been (What's that, ULTEEMAT POWAAH? No stigs attached?  Okai!).

Spoon:  When I develop the patience to plot out stories and character design in advance.

Demantiae:  You might have to hold off using that spider, as it's a direct manifestation of Jack in disguise (I am pretty much hoping against hope that the others won't godmode [irony] and instantly detect his presence, as this sort of ruins the ability for this one guy to develop Blood Magic long enough to come to a point of confrontation with his betters).  There will be other spiders this turn, though.


Magic as Art, Magic as Technology

Going to take a leaf out of the well-constructed mythos of Arcanum for inspiration here and make a couple of proposals:

Magic as Technology:  Follows the rules of technological development.  Right now we sort of have this in a very basic sense.  This is the path of wizardry; mortals develop/gods provide a base level of magic (e.g. Principles of Fire Magic).  From that base theory, new 'tech levels' can develop such as 'Offensive Pyrotechnics', 'Reaction Magic' and so on, so forth.  Just making these titles up, but the idea is that each level of magic is dependent upon the previous one.  The downside to this is that it will take mortals generations to develop these techniques further and further, progressing up the magical tech tree.  The upside is that so long as a source of teaching (tutor, library) exists, any mortal can learn all of the steps thus far researched.

Magic as Art:  There is only one base level to this form of magic (e.g. 'Blood Magic') though it might have specialisations or subsets of the main principle within it (e.g. 'Sacrifice', 'Vitality', 'Control').  Within a single mortal lifetime, a mortal may develop to the utmost degree of this art, limited only by his own personal potential.  Unlike a technological form of magic, there is no research limit - magic is a personal art that is shaped by the will of the user.  On the other hand, magic cannot be reliably taught any more than sculpting can.  Yes, certain principles can be taught but most of the work will rely on the user.  As a result, whereas with tech magic a user can learn all there is to know in relatively few years (depending on field of study, advancement of magic tech) and then spend the rest of his life perhaps researching a new level for others to follow on from, art magic will be a lifetime process of development for the user.


Blood Magic

This will be explored in posts over the next few days (sorry again for dragging things out!), but Blood Magic could be either Art or Science.  What I do know is that it will rest on three core principles; Sacrifice, Vitality and Control.  But before I can even get into that, time to sort out Estriss, and my third mystery mortal pawn.

Ungh.  I don't actually try to make these long posts, it sort of just happens.


Edit:  Also, more criticisms please.  Praise is awesome and necessary, but doesn't help me improve.
« Last Edit: December 02, 2010, 04:03:33 am by Iituem »
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

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