Re: Premature concerns about spell system


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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