Subject: Re: Premature concerns about spell system
From: Joshua Corning (hook@majik3d.org)
Date: Thu Feb 17 2000 - 11:11:13 EET
Wow this e-mail is a keeper. Ill copy it to my ftp under edits. Thanks Yorkaturr this is greatstuff for designers and users alike. Joshua 'hook' Corning hook@majik3d.org On Thu, 17 Feb 2000, Atte Koivula wrote: > > I spent weeks doing combo after combo finding new spells... a month later, > > about 10 sites could be easily found with complete spell lists and all my > > work meant nothing... > > The system is not so simplistic as you might have seen in Asheron's Call > or any other system of the similar "Dungeon Master"-orientation. To > point out some things, first of all magic is not that common-place in > Majik3D, meaning that the information concerning the existing magical > symbols is completely unknown to most players and very hard to gain. It > is also intended that the players, in this context, prefer to keep > magical information to themselves and it shouldn't be hard as the world > of Majik is QUITE large and continuous player interaction is supposed to > be something in the vein of "not so common" in this context (this is > supported by the absence of long-distance telepathic "MUD-tells" and > public discussion channels). Not to mention the communication between > players of different races might be completely impossible in some cases > due to linguistic differences etc. > > Secondly, from the beginning of the game, it is intended that the > distribution of magical knowledge is fascistically controlled by a > certain group of special hand-picked individuals, who will BE FOUND by > the most eager and anxious players who want to learn magic. Needless to > say, this means that there will be no "ancient tomes" from which every > bit of magical knowledge is picked up in a matter of hours or days. > > Third, there has been a lot of discussion about magical symbols being > "individually different" among different players at least to some > extent, which of course means that players can't "leech" magical > gestures and words from each other, they need to learn the idea behind > them first, and it will take time. > > Fourth, even though the players would gain extensive symbolic > information, > simply trying out chaotic combinations of magical symbols will usually > lead to consequences other than making a fancy puff of green smoke, and > as mortality is a Big Issue in Majik, this approach is not recommended. > Certain preparations are always needed. > -- > _/_ > /Atte "Yorkaturr" Koivula <yorkaturr@majik3d.org> > > True darkness is not the absence of light. >
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