Subject:
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Re: The Castle Game
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Newsgroups:
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lugnet.castle
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Date:
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Tue, 4 Feb 2003 10:54:22 GMT
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Viewed:
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509 times
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SNIP
Hi,
>
> > The most important suggestion (to me)
> > I would like to make is to please allow
> > room during this design faze, and in the
> > game, for people, like myself, who don't
> > want to meet monsters or magic.
>
> No magick? As in, no curative or offensive
> spells in combat? I would say some forms
> of magic would be immediately banned: full party
> curing, revival, annihilation spells, all
> enemy party spells, teleportation/ phasing,
> and invincibility. Any of the above would
> cause technicalities and give wizards or
> acolytes too far of an advantage. I would
> also ocnsider banning sleep, paralysis or
> stone spells as well...they would give the
> GM a headache.
>
> As for monsters, encounters would probably
> be restricted to three types of enemies
> travelling from 'nests' scattered about the
> map. Diplomatic aren't a perceived threat
> unless you deem them to, nonaggressive don't
> fight unless provoked, and aggressive attack
> without provocation. Encounters with powerful
> monsters would only occur in the worst of
> regions, which are sparsely populated. (like
> swamps, barren fields and forests.)I think
> an invisible border would be drawn on where
> enemies can migrate, but only the GM could
> see it.
>
> > I want to play, I would just like to stay
> > human. To clarify: I have no prob with
> > everyone else in the game having monsters and
> > magic I would just like to avoid it. For
> > example, when I am due to be attacked by
> > the game masters monsters make it a stray
> > tribe of wild men.
>
> Ah, I see...you want more interesting
> scenerios besides the standard 'monster
> encounter'. That would be a matter you'd
> need to take up with the GM. (but I'm
> sure that wouldn't be a problem...and
> would make for an interesting report.)
Well, not exactly. I would like to be able to play without using magic
myself (any form) or encountering it. It isn't that I want something more
interesting so much as I really prefer historical. My idea on this is that
on entering the game (no other time) a player can choose to either have the
use of magic, creatures, etc, or choose to have a block of all such things
on his grid square at all times. I think this would also add more depth, eg
player 1 has really strong wizards and all the spells in the list you are
drafting. He destroys all the people he meets using mainly magic then
suddenly he steps on the grid square I occupy (and therefor can't use magic)
and realizes his team isn't that well rounded : )
SNIP
> > -Second. Do the owners of MMs get any
> > benifit (money) form the buyers? If it
> > is based around the MM I would like to
> > use my stores (or get something for
> > them).
>
> Very interesting idea. I'd guess after a
> character purchases the items from a GM
> (visiting an MM) some of the funds would
> be given back to the owners.
I would like to see a lot more revenue based around the MM. Also I think
this would help a lot with missions being given by people in the game. Eg I
sell apples in my green grocer, when I have sold my stock I offer a set sum
(game money of course) for more, then some adventurer goes out to find them
and get his take. (sub anything you want for apples). Some of these might be
easy quests (apples), some hard (jewels).
> > -Third. If the above is used could you
> > become an investor rather then an
> > adventurer (change of pace and depth)?
> > eg I support some expedition with my
> > earnings in hope of finding gold, a new
> > product, a trade root, etc. Then I can
> > open new shops accordingly (after we
> > reach a good number of starter stores
> > of course).
>
> A character to invest in expeditionary
> parties that are low on funds? Well,
> this might be interesting, but what
> would the rules be on this? Should it
> be within the rules to have a character
> stay in one location while others
> work for him? This might be a whole
> discussion in itself, but might work
> for characters who are foreigners.
> (and arrive at an area to seek
> patronization.) Nice thought.
Well I think this would be nifty. I think the best aspect of this would
be discovering new products.
God Bless,
Nathan
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Message is in Reply To:
| | Re: The Castle Game
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| (...) Well, since it is relevant to a castle community project, I'll leave it here. (...) Of course not. It's never really too late to offer ideas. In fact, I would encourage you throw any interesting concepts into this discussion. (...) No magick? (...) (22 years ago, 3-Feb-03, to lugnet.castle)
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