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narf poit chez BOOM
June 3rd, 2003, 05:03 AM
there is. i made it. come look, ooh shiny.

The Misadventures Of The Missed Adventurers (http://www.shrapnelgames.com/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=60;t=000159)

[ August 01, 2003, 05:39: Message edited by: narf poit chez BOOM ]

narf poit chez BOOM
June 11th, 2003, 02:56 AM
it really is shiny! after all, there's no reason why the wizard has to be telling the truth when he says there's no other adventureres within fifty miles.
oh. that might help to.

[ June 11, 2003, 02:39: Message edited by: narf poit chez BOOM ]

Jack Simth
June 11th, 2003, 03:33 AM
Just a thought, but you might want to direct people to it: Roleplay Thread (http://www.shrapnelgames.com/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=60;t=000159)

Jack Simth
June 20th, 2003, 02:18 AM
We are now at a fairly good point for more people to come wandering in to the roleplay thread (http://www.shrapnelgames.com/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=60;t=000159) - just read the thread and have your character stumble across our camp (perhaps lured by the smell of roast rabbit).

[ June 20, 2003, 01:40: Message edited by: Jack Simth ]

narf poit chez BOOM
June 20th, 2003, 04:12 AM
and don't worry, i have a few more roleplay skills than yelling 'shiny,shiny,shiny'.

[ June 20, 2003, 03:12: Message edited by: narf poit chez BOOM ]

Krsqk
June 20th, 2003, 04:36 AM
Shiny? Hmmm. Looks in need of a little polish right on this...corner...over...here! *rubs cloth vigorously on bumper which was struck by falling golem debris*

Jack Simth
June 20th, 2003, 04:41 AM
You've been reading - does this mean you are going to be joining us?

narf poit chez BOOM
June 20th, 2003, 06:21 AM
Do you want some...toast? http://forum.shrapnelgames.com/images/icons/icon10.gif

Krsqk
June 20th, 2003, 06:28 AM
As long as it isn't toasted rabbit. I hate the smell of toasted coney. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ June 20, 2003, 05:29: Message edited by: Krsqk ]

narf poit chez BOOM
June 20th, 2003, 06:38 AM
no, it's toast. toasted bread.
*hands krsqk some toast*

ooc:[you have seen red dwarf, right?]

do you want a bagel? http://forum.shrapnelgames.com/images/icons/icon10.gif

The Misadventures Of The Missed Adventurers (http://www.shrapnelgames.com/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=60;t=000159)
thanks.

[ June 20, 2003, 06:08: Message edited by: narf poit chez BOOM ]

Krsqk
June 20th, 2003, 06:55 AM
[ URL=http://www.shrapnelgames.com/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=60;t=000159]Replace this text, and it comes out like[/URL]
this (http://www.shrapnelgames.com/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=60;t=000159). http://forum.shrapnelgames.com/images/icons/icon7.gif

Jack Simth
June 20th, 2003, 07:02 AM
You also need to remove that space between [ and URL, like so:
[URL=http://www.shrapnelgames.com/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=60;t=000159]Replace this text, and it comes out like[/URL] this (http://www.shrapnelgames.com/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=60;t=000159)

You can also use images, simply by using the image UBB code in place of the name for the link:
http://www.stopstart.fsnet.co.uk/smilie/linesm1.gif (http://www.shrapnelgames.com/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=60;t=000159)
Which was produced by:
[URL=http://www.shrapnelgames.com/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=60;t=000159][img]http://www.stopstart.fsnet.co.uk/smilie/linesm1.gif[/img][/URL]

Krsqk
June 20th, 2003, 07:07 AM
yes, I left the space in for the example so the UBB code tags would show up. Thank you for clarifying that small, vital point. http://forum.shrapnelgames.com/images/icons/icon7.gif

Oh, and check out your new nocturnal visitor. http://forum.shrapnelgames.com/images/icons/icon7.gif

narf poit chez BOOM
June 20th, 2003, 07:12 AM
ooh, i'm scared.
squeek.

Jack Simth
June 20th, 2003, 07:27 AM
Originally posted by Krsqk:
yes, I left the space in for the example so the UBB code tags would show up. Thank you for clarifying that small, vital point. http://forum.shrapnelgames.com/images/icons/icon7.gif
<font size="2" face="Verdana, Helvetica, sans-serif">You can achive the same effect by the &#num; method instead of just pressing [. [ corresponds to 91, like so: &#91; = [ Originally posted by Krsqk:

Oh, and check out your new nocturnal visitor. http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="Verdana, Helvetica, sans-serif">We can scarecly respond unless the visitor does something unstealth - although we may track him down while dealing with the storm.

narf poit chez BOOM
June 20th, 2003, 07:28 AM
well, narp will have to get over his migraine first.
The Misadventures Of The Missed Adventurers (http://www.shrapnelgames.com/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=60;t=000159)
just keeping it at the top.

[ June 20, 2003, 06:29: Message edited by: narf poit chez BOOM ]

Jack Simth
June 20th, 2003, 07:31 AM
It Lasts several hours, which means a good night's sleep should do it.

Taera
June 20th, 2003, 07:34 AM
i've just realized that the lack of flashy graphics in games inspires creativity and prolongs games' lifes.

narf poit chez BOOM
June 20th, 2003, 07:41 AM
ok, narp's asleep.

now you post jack, and put everybody else to sleep. http://forum.shrapnelgames.com/images/icons/icon10.gif

Jack Simth
June 20th, 2003, 08:07 AM
Originally posted by narf poit chez BOOM:
ok, narp's asleep.

now you post jack, and put everybody else to sleep. http://forum.shrapnelgames.com/images/icons/icon10.gif <font size="2" face="Verdana, Helvetica, sans-serif">http://www.stopstart.freeserve.co.uk/smilie/moresleep.gifDone, but I also woke us up http://www.stopstart.freeserve.co.uk/smilie/1syellow1.gif with the first few drops of rain.

Hang on.... http://www.stopstart.freeserve.co.uk/smilie/dunno.gif

narf poit chez BOOM
June 20th, 2003, 08:14 AM
grabs something.

i'm...hanging...on..but..i...don't...know...how... much...longer...i...can...hold...on...

Jack Simth
June 20th, 2003, 08:44 AM
Sorry, I meant "Hang on a minute" - you can let go now.

[ June 20, 2003, 07:44: Message edited by: Jack Simth ]

narf poit chez BOOM
June 20th, 2003, 08:46 AM
ok.
AAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHH HHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!1

oh, sorry about that. it was only six inches.

[ June 20, 2003, 07:50: Message edited by: narf poit chez BOOM ]

Jack Simth
June 20th, 2003, 08:47 AM
Yeah, the minute was just so I could go get a ladder for you.

narf poit chez BOOM
June 20th, 2003, 08:49 AM
*falls of the ladder*
WWWWWWWWWAAAAAAAAAAAAAAAAAGGGGGGGGGGGGGGHHHHHHHHHH HHHHH!!!!!!!!!!!!!!

FWUMP!

HEY! HAY!

The Misadventures Of The Missed Adventurers (http://www.shrapnelgames.com/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=60;t=000159)
just keeping it at the top.
i'm on se4 irc too. talking to eustace about hammers, fish, video cards and explosions. now, can you find the link? http://forum.shrapnelgames.com/images/icons/icon10.gif
whoop, looks like he just had an error.

[ June 20, 2003, 07:52: Message edited by: narf poit chez BOOM ]

Jack Simth
June 20th, 2003, 08:51 AM
Yeah, I had some extra time, and didn't entirely trust your sense of balance. Good thing, huh http://forum.shrapnelgames.com/images/icons/icon12.gif ?

narf poit chez BOOM
June 20th, 2003, 08:52 AM
thanks.

Jack Simth
June 20th, 2003, 08:53 AM
Just a minute - this isn't a Rutha thread, is it? No? Okay - we should be safe from it degrading into utter nonsense then, shouldn't we http://forum.shrapnelgames.com/images/icons/icon12.gif ?

Sleepy now.

[ June 20, 2003, 07:54: Message edited by: Jack Simth ]

narf poit chez BOOM
June 20th, 2003, 09:07 AM
been sleepy for an hour now, posted anyway. it can be fun. another half hour and i think i will hit the stage where i think everything is funny.
reletivily safe.

The Misadventures Of The Missed Adventurers (http://www.shrapnelgames.com/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=60;t=000159)
just keeping it at the top.

[ June 20, 2003, 08:09: Message edited by: narf poit chez BOOM ]

Jack Simth
June 20th, 2003, 09:12 AM
Good point. Hey, maybe you should just add the link to your signiture; that will keep it at the top.

narf poit chez BOOM
June 20th, 2003, 09:14 AM
good idea! why didn't i think of that? besides the obvious. oop, the first of a little goofy frin. um, grin not frin.

narf poit chez BOOM
June 20th, 2003, 09:22 AM
how much is that doggy in the window,
the one with the waggly tale.
how much is that doggy in the window,
oh, i do hope that doggies for sale.

Jack Simth
June 20th, 2003, 09:38 AM
Do you think all this nuttyness might drive people away from the roleplay thread?

By the way - if you put all that nuttyness in the crazy thread (http://www.shrapnelgames.com/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=23;t=006550), it will catch up to B5 much faster.

[ June 20, 2003, 08:45: Message edited by: Jack Simth ]

narf poit chez BOOM
June 20th, 2003, 09:47 AM
um, disclamer: roleplay thread not nutty.

you got a point.

Krsqk
June 20th, 2003, 06:15 PM
We can scarecly respond unless the visitor does something unstealth - although we may track him down while dealing with the storm<font size="2" face="Verdana, Helvetica, sans-serif">That's a little trick known as "buying time for sleep before character development"--all my attempts at character development were coming out like your exchange here Last night/early this morning. http://forum.shrapnelgames.com/images/icons/icon7.gif I'm sure you'll encounter something on this mountain soon enough.

Jack Simth
June 20th, 2003, 08:26 PM
I can see where that might cause some difficulties. Oh well, Jack returned the boulder; a falling rock just doesn't appeal to his sense of aesthetics http://forum.shrapnelgames.com/images/icons/icon12.gif . The boulder's in your court again.

[ June 20, 2003, 20:03: Message edited by: Jack Simth ]

Jack Simth
June 21st, 2003, 04:18 AM
Originally posted by narf poit chez BOOM (in Roleplay Thread (http://www.shrapnelgames.com/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=60;t=000159)):
ooc:[you call that small? http://forum.shrapnelgames.com/images/icons/shock.gif ]
<font size="2" face="Verdana, Helvetica, sans-serif">I plan on expanding portions of it as it comes up in the story thread. For example, we haven't gotten to the story of how Harnessed Uncertainty Jewels were invented, nor described the final exam for apprentices, nor several other things.

[ June 21, 2003, 03:22: Message edited by: Jack Simth ]

narf poit chez BOOM
June 21st, 2003, 04:30 AM
eep!

don't worry, i'll just copy, paste, and worry about redundency later

Jack Simth
June 21st, 2003, 04:43 AM
Narf: A few quick notes on about the world of the MOTMIA (http://www.shrapnelgames.com/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=60;t=000160)

Linking to the post in the thread doesn't work well, as the reference is relative to the most recent post, and changes continuously.

You may wish to use the html <font size = x> and </font> tags to set text size for headings, putting them into Groups for easier reading.
<font size = 1>Size one</font>
<font size = 2>Size two</font>
<font size = 3>Size three</font>
<font size = 4>Size four</font>
<font size = 5>Size five</font>
Made by:
<font size = 1>Size one</font>
<font size = 2>Size two</font>
<font size = 3>Size three</font>
<font size = 4>Size four</font>
<font size = 5>Size five</font>

[ June 21, 2003, 04:05: Message edited by: Jack Simth ]

narf poit chez BOOM
June 21st, 2003, 06:19 AM
you mean i should link to the Last post?

Krsqk
June 21st, 2003, 06:36 AM
I just tried linking to a specific post, and I can't even get it to consistenly link to the right page, let alone the right post. I'm not sure it's going to work right. Maybe you could just say "Reply 35" and they can do the math and figure out it's probably on the third page from the end.

Jack Simth
June 21st, 2003, 06:46 AM
Just to the thread; for example, the URL to jump to the second page of this thread is
<a href="http://www.shrapnelgames.com/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=23;t=009207" target="_blank">http://www.shrapnelgames.com/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=23;t=009207
</a>
Let's brake this down:
The server:
http://www.shrapnelgames.com/

The directory the page is in:
cgi-bin/

The web page itself:
ultimatebb.cgi

Signal to start feeding variables into the page
?

Variable: ubb: the action being taken: Get the topic.
ubb=get_topic;

Variable: f: the number of the forum the thread is in.
f=23;

Variable: t: the number of the thread:
t=009207;

Variable: p: the page number of the thread to view:
p=2

Unfortunately, the page number is measured from the most recent post; for now, this is page 1 (p=1); the page with the post that started the topic is on page 3 (p=3). If thirty more Posts happen, then the page with the post that started the topic will be on page 5.
You could link to a page that has a particular post, but it would require going back and editing the URL every 15 Posts in order to keep it up to date.

narf poit chez BOOM
June 21st, 2003, 06:50 AM
um...i must be missing something here. my link in my sig works fine, it brings me right to the first post. are you saying that when it gets another page it'll go to page two?

Jack Simth
June 21st, 2003, 07:04 AM
Originally posted by narf poit chez BOOM:
um...i must be missing something here. my link in my sig works fine, it brings me right to the first post. are you saying that when it gets another page it'll go to page two?<font size="2" face="Verdana, Helvetica, sans-serif">No, I'm talking about when you link to a page in the middle of a thread with a post you want to view. The link doesn't change; however, the page numbering on the Boards runs a little oddly. Page 1 always contains the 15 most recent Posts, unless there are less then 15 Posts. Page 2 always contains the next 15 most recent Posts, unless there are less than 30 Posts, and so on. The higest numbered page (3 for this thread as I type, 8 for the one we are doing the roleplay in) has the post that started the thread. Linking to the section of The Misadventures of the Missed Adventurers where we were going over how to summon a griffin, for example, requires changing the link every so often so that it continues to point to the intended post. If that doesn't happen, it ceases to point to the post after several more Posts have occured.

The link in your signiture actually brings you to the most recent post, which is the Last post, not the first, as do my bookmarks. Try bookmarking, say, the post that started the nonsense thread, wait a week, and then load the page from the bookmark. Chances are the post won't be attached to the bookmark anymore; it will point a few pages after that post.

Krsqk
June 21st, 2003, 07:18 AM
There's also a #xxxxxxx variable which is appended after the t=xxxxxx variable (i.e., t=009207;#000023)

So, this link (http://www.shrapnelgames.com/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=23;t=009207;reply_n um=000023) should take you to the 23rd reply from the beginning of this thread, but it doesn't. On the other hand, look at the links created by the search function. They are formatted f=23;t=009207;p=2;#000023 but still don't take you to the right post. In fact, the search algorithm counts the replies correctly (earliest to latest); but when creating the link, it counts them backwards--it assumes post 1 is on page 1. http://forum.shrapnelgames.com/images/icons/icon9.gif

On a third hand, there's also a reply_num variable for some functions, but I can't seem to get that to work either. In fact, I can't get anything to work correctly. http://forum.shrapnelgames.com/images/icons/icon9.gif http://forum.shrapnelgames.com/images/icons/icon9.gif

narf poit chez BOOM
June 21st, 2003, 08:11 AM
ok. i'll import the information tomorrow.

Jack Simth
June 29th, 2003, 06:11 AM
Originally posted by narf poit chez BOOM:
ooc:[well, except where krsqk comes in. we need a post from him, before we continue, i think. his Last post sounded villinious.]<font size="2" face="Verdana, Helvetica, sans-serif">It's been 41 hours, give or take - how long should we wait before deciding to move on?

narf poit chez BOOM
June 29th, 2003, 06:46 AM
well, he does have computer problames. he said he'd have them fixed in a week and i don't post on sunday, so...if he doesn't post by the end of monday, i propose we go with this: 1st. the wizard is a villian. 2nd his plots have interfered with whatever krsqk was trying to do. 3rd we don't get specific as to how. 4rth. if he doesn't post by wednesday, we fill in details as we have to - in other words, he slowly becomes a stuffed dummy.

Jack Simth
June 29th, 2003, 06:51 AM
Makes sense, although as he hasn't committed to traveling with the party at this point, we wouldn't need to make a stuffed dummy out of him.

narf poit chez BOOM
June 29th, 2003, 06:56 AM
well, we could tie up the connection with the mage and then he runs of to parts unknown.

Jack Simth
June 29th, 2003, 07:21 AM
Works.

Jack Simth
July 1st, 2003, 09:59 PM
Well, Monday is over, so....

narf poit chez BOOM
July 2nd, 2003, 10:03 AM
yep. we keep losing rp'ers.

ah well...they don't know what there missing. we're having all the fun...

WAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHH!!!!!!!!!!!! !!!!
PLEASE COME BACK!

what do you mean, scaring them off?

anyway, i'm tired. more rp tomorrow.

LeeAnn Rimes - 'commitment'

[ July 02, 2003, 09:58: Message edited by: narf poit chez BOOM ]

Krsqk
July 4th, 2003, 05:17 AM
Okay, I am officially back. I have successfully moved, found a (smaller) working HD, and will soon be purchasing two new ones. No luck so far on recovering my data, but I'll keep trying.

As for the RP thread, I will be jumping back in soon. I do need to get some other things taken care of before I'm full-time, but I will post once a day or so until I get all my problems resolved.

I apologize for holding you all up. I've enjoyed taking part in this, and I hope to be up and running full speed as soon as possible.

narf poit chez BOOM
July 4th, 2003, 07:47 AM
we now have three people and a stuffed dummy and one stone wolf. welcome back.

[ July 04, 2003, 06:54: Message edited by: narf poit chez BOOM ]

Jack Simth
July 4th, 2003, 10:38 AM
I changed my post so that not nearly as much time passes. However, I saved a copy to my HD in a text file in case it still fits later.

[ July 04, 2003, 09:38: Message edited by: Jack Simth ]

David E. Gervais
July 8th, 2003, 02:06 AM
what's this a DO thread in the SE4 forum? or am I the one that's lost?

http://forum.shrapnelgames.com/images/icons/icon10.gif

Jack Simth
July 8th, 2003, 02:36 AM
I suspect Narf put it here to attract some of the SEIV crowd.

Jack Simth
July 8th, 2003, 06:26 AM
Originally posted by narf poit chez BOOM:
ooc:[it's mmyyy preeecciouuusss. mmyyy preeecciouuusss.]<font size="2" face="Verdana, Helvetica, sans-serif">http://burns.thefinaldimension.org/otn/realhappy/xxrotflmao.gif

Seriously though, you could probably post the Wizard's reaction to finding himself on the roof of the manor, possibly have Narp wake from the noise of someone walking around on the roof.

narf poit chez BOOM
July 8th, 2003, 06:31 AM
didn't think of that. thanks. although i think krsqk has a handle on the wizard's developing personality, at least under mind control.

yep, and it also serves as a place to discuss it. i think the attraction is gravitic, because rp'ers are sure taking a long time to accumalate. http://forum.shrapnelgames.com/images/icons/icon10.gif

Jack Simth
July 9th, 2003, 03:39 AM
Originally posted by narf poit chez BOOM:
new proposal:no evil or good races, no supeirer or inferior races. in other words, no 'standard' elves or orcs, etc.<font size="2" face="Verdana, Helvetica, sans-serif">That was posted for discussion, correct?

It doesn't strike me as meshing well with the option for sentient animals and Minotaurs already encountered; sure, I'd go along with the no inherently evil nor inherently good races, considering that "good" or "evil" is often (but not always) a judgement based on what nation the one you have allegiance towards is currently/recently/soon to be at war with, or the other nation's economic/technological standing; goblins could simply be considered evil because their current ruling class are warmongerers, or because their economy crashed and many turn to thievery out of desperation, or because they are new to the region and haven't figured out which local vegetable fibers are good for weaving, and so wear lots of animal skins. Individually, each person makes their own choices.

As for attributes, superior and inferior are either context based (specific attribute(s) and their relation(s) to specific task(s)) or opinion based. Different races are ... different. That doesn't make one better or worse than another; elves may be, on average, more agile, but they are also, on average, physically weaker; dwarves may be, on average, physically stronger, but they are also, on average, less agile. Both developed societies, so both have the full capability to do anything that is necessary to build and maintain a society. Which is better depends on the situation. Such Dwarves would beat such Elves in tunnels; such Elves would beat such Dwarves in a forest; both due to the terrain being suitable to their abilities.

Further, one being stronger of weaker, more or less agile than the other only addresses averages; an exceptionally strong Elf may well be stronger than most Dwarves, and an exceptionally agile Dwarf may well be more agile than most Elves; it's the whole bell-curve thing.

Also, there are no real standard races besides humans (although that is probably why you used the quotes....); virtually every fiction book/mythos/tradition/RPG defines their own variants of each. In one, Elves might be slightly taller than humans; in another, slightly shorter. In still another, they may be very short (couple of feet) or tiny (height measured in inches, sometimes less) - I've read books with all four Versions (some in the same book!), as well as comperable variations for other types, one book that turned the short weak elf concept on its head, making big strong elves. RPG's usually define the different types of races as having their own strengths and weaknesses that balance out on the whole with the others. Sometimes there is an imbalance, but this is usually balanced with some kind of penalty (reduced starting EXP, or a greater EXP cost per level, special weaknesses, social stigmas, et cetera - mind you, these are usually only appropriet when you have specific numbers such as EXP or assigned stats to play with, which isn't the case here).

Morover, most such differences could be attributed to culture; dwarves distrust magic and rely on their own senses, so magic doesn't like them, which gives them some measure of immunity to spells cast directly on them, but also impairs their ability to cast spells (alternately, they could be skilled enchanters, making dwarven artifacts of reknown). Elves are good with the bow because it is the weapon most commonly used in their society, due to hunting requirements, perhaps (sort of like how virtually every US citizen knows how to drive a car; it's mostly because almost everyone has one; a cultural thing). Culture of this type even happens on modern Earth. Japan-based instruction focuses strongly on memorization, so first-generation Japanese immigrants often have better memories than US born people. Does this mean people of Japanese decent are inherently better at memorization? Probably not - it's most likely just a cultural difference; they are good at what they have been made to do all through school because they have a lot of practice at it.

On the plus side, different races can add text and atmosphere to the conversation; it might come up that goblins were once elves, but became as they now are due to some warlords forcing them out of their forests and deep into mountain caves for several generations. Likewise, a character whom many NPC's react well/badly towards on sight because of their pointed ears/short stature/green skin/whatever could also add character development, text, and atmosphere.

Mind you, you don't want to saddle someone else's character with any of this type of thing; if Sue's elves don't have the same mythos as Johnny's, that's fine - they are different variants (wood elves and mountain elves, perhaps; wood elves might be commonly viewed as thieves while mountain elves are considered paragons of virtue or vice-versa; I'm inclined to leave it up to the person playing the PC for the details of the specific variant they are playing). I have no objection to allowing non-human races for entering PC's. NPC's may be a different story, however.

Krsqk
July 9th, 2003, 05:11 AM
I would tend to lean toward including non-human races. I would add that, as a matter of courtesy, one should only assign cultural traits to an NPC that negatively affect their own character. Positive traits are less problematic, but can still interfere with character/story development. Checking with the other PC(s) by PM beforehand is probably the best option if one wishes to affect their character.

Besides, if we don't have other races, how am I going to include that half-orc, half-dwarf dragon-riding mage-warrior? http://forum.shrapnelgames.com/images/icons/icon12.gif

And, no, it's not myyyy precioussssssssssssss. Although it did have me laughing out loud. http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon10.gif

Jack Simth
July 9th, 2003, 05:28 AM
Originally posted by narf poit chez BOOM:
ooc:[everybody in jack's world knows life-extension techniques?]<font size="2" face="Verdana, Helvetica, sans-serif">Just about. The goal of the council is to further the science of magic. Once life-extension techniques are known, nearly infininte energy is available due to the Harnessed Uncertainty Jewels, and food can be created from energy, combined with an emphasis on sharing knoweledge as a means to increasing it, it is quite possible to make disadvantaged classes basically dissappear. A small number of missionaries could concievably spread knoweledge, food, culture, techniques, et cetera at a cost of time (and not really anything else). With virtual immortals, time isn't an issue. Parents would teach their children, and the techniques would eventually become sufficiently widespread that people would start demanding it be taught in an orginized fashion (like basic math and computer skills, today). With magic so commonly available, just about everyone will learn some of it (sort of like reading or driving in the United States - almost every adult knows how, just because it is so common and so necessary for everyday life). If Life Extension gets added to the curriculum, just about everyone will learn. How many people would skip immortality classes? And of those who did, how many wouldn't go back and try again later on in life, especially once it was obvious that they worked? Those that don't would soon be an extreme minority, as they slowly die off of old age. Some might purchase magic items that have similar effects (sort of like buying Windows for your computer rather than learning C and using Linux - it's a trade off of money vs. personal effort). I'm basically just building the world in my head and running through probable consequences of the way I have described things as being run.

This would also likely happen with flight and/or teleportation as well.

As conjoured food is tasteless, farming would still happen, primarily for the flavor of decent food. Many would still pay craftsmen for their labor (whatever the craft) rather than learning it themselves. People will still want payment, so they can buy food that tastes good. An economy would build around this, preventing socialism from fully developing. However, even those that wouldn't work would still be fed; however, they would never be satisfied with a lifetime diet of tasteless food, and would be likely to try to imporve their station (get a job/farm/hunt/et cetera) to get better tasting stuff and to pay for any desireable gadgets. Also, the economy would run greatly around the mages and farmers, although they would likely end up being treated much like skilled engineers today.

Mostly, think of the Federation in Star Trek: the Next Generation (or Voyager or Deep Space Nine), replacing science with magic and tossing in immortality as a common thing.

Of course, the final exam on the Advanced Immortality class would be murder.... http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/icon12.gif

Originally posted by Krsqk:
I would tend to lean toward including non-human races. I would add that, as a matter of courtesy, one should only assign cultural traits to an NPC that negatively affect their own character.<font size="2" face="Verdana, Helvetica, sans-serif">Makes sense. Originally posted by Krsqk:
Positive traits are less problematic, but can still interfere with character/story development. Checking with the other PC(s) by PM beforehand is probably the best option if one wishes to affect their character.<font size="2" face="Verdana, Helvetica, sans-serif">Again, this makes sense to me. Originally posted by Krsqk:
Besides, if we don't have other races, how am I going to include that half-orc, half-dwarf dragon-riding mage-warrior? http://forum.shrapnelgames.com/images/icons/icon12.gif

And, no, it's not myyyy precioussssssssssssss. Although it did have me laughing out loud. http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon10.gif <font size="2" face="Verdana, Helvetica, sans-serif">Me too http://forum.shrapnelgames.com/images/icons/icon10.gif

[ July 09, 2003, 04:33: Message edited by: Jack Simth ]

narf poit chez BOOM
July 9th, 2003, 07:07 AM
ok, i don't know what happened to my original post on this, i couldn't find it.

i have no objection to different races.

i do object to 'elves are good, orcs are evil'. elven culture might be good, in focussing on learning and peace, but like you said, that would be there culture.

i don't object to strengths and weaknesses.

i do object to 'elves are superior, orcs are inferior'. in other words, if elves are long-lived, gracefull and inheritly skilled at everything, it's because they spend a lot of time studying life-extension and body-manipulation magics, which would give them extensive weaknesses elsewhere - perhaps more than if they took a more balanced approach.

regarding humans, i do object to the 'humans are somehow superior and have no specific strengths and weaknesses' attitude.


I would tend to lean toward including non-human races. I would add that, as a matter of courtesy, one should only assign cultural traits to an NPC that negatively affect their own character.
<font size="2" face="Verdana, Helvetica, sans-serif">huh? you mean, if your an elf, the npc is an elf, you shouldn't give all elves massive bow skills?


Besides, if we don't have other races, how am I going to include that half-orc, half-dwarf dragon-riding mage-warrior? http://forum.shrapnelgames.com/images/icons/icon12.gif
<font size="2" face="Verdana, Helvetica, sans-serif">ok, everything but the dragon is fine. http://forum.shrapnelgames.com/images/icons/icon12.gif

how are you going to balance that? http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/confused.gif http://forum.shrapnelgames.com/images/smilies/rolleyes.gif http://forum.shrapnelgames.com/images/icons/icon10.gif

i can see several ways an immortal society could be 'fragile': ambition or lack of drive, extended anxiety over all they've got to loose and/or major recklessness, boredom. basicaly, although everyone would have a lot of time to 'be all that they can be', they would also have a lot of time to 'be all they shouldn't be'. extremes.

[ July 09, 2003, 06:23: Message edited by: narf poit chez BOOM ]

Krsqk
July 9th, 2003, 07:20 AM
I think I'm in agreement with you. No inherent strengths without balancing weaknesses, and vice-versa. No arbitrary racialgood/evil, although cultural good/evil is acceptable. No "humans mop up the board" stuff. Does that about cover it?

I do think that across the board, the average human's strengths/weaknesses would be less min/maxed. However, I also think that the human race would have more distant extremes and a vastly wider variety of skills present in any randomly chosen subset. In other words, there really would be no racially-determined human trait--the "average" skill level is only obtained by averaging all humans.

I mean, don't create an NPC which does not interact well with a PC without first checking with that PC. I would also be careful with the scenario you gave, though--I think the less racial determinations are messed with, the better. Some generalizations such as "Most elves are faster than most orcs" would be fine, but things with strong in-story effects should be related to the character rather than the race where possible (even if they are overall true for the race)--it leaves more flexibility for both your own PC and other PCs when writing.

ok, everything but the dragon is fine. http://forum.shrapnelgames.com/images/icons/icon12.gif
how are you going to balance that? http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/confused.gif http://forum.shrapnelgames.com/images/smilies/rolleyes.gif http://forum.shrapnelgames.com/images/icons/icon10.gif <font size="2" face="Verdana, Helvetica, sans-serif">The dragon is afraid of mice. http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/images/icons/tongue.gif http://forum.shrapnelgames.com/images/icons/icon10.gif

[ July 09, 2003, 06:27: Message edited by: Krsqk ]

narf poit chez BOOM
July 9th, 2003, 07:25 AM
well, humans do tend to be more varied than most fantasy races. how about we try to change that? http://forum.shrapnelgames.com/images/icons/icon10.gif

Krsqk
July 9th, 2003, 07:30 AM
Let's see if I have this right. Every race is varied, with only the slightest (if any) racial modifiers. Instead, modifiers should be cultural and/or character-specific where possible.

OT: did you see my response to your OOC? Which were you concerned about?

narf poit chez BOOM
July 9th, 2003, 07:38 AM
well, for an example, why should all dwarves be strong and stout? that sort of thing.

Jack Simth
July 9th, 2003, 07:40 AM
Originally posted by narf poit chez BOOM:
ok, i don't know what happened to my original post on this, i couldn't find it.
<font size="2" face="Verdana, Helvetica, sans-serif">posted July 05, 2003 22:54 in the Roleplay thread (http://www.shrapnelgames.com/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=60;t=000159), edited July 07, 2003, 16:26; the full quote:
Originally posted by narf poit chez BOOM:
ooc:[Narp will awake if there's any sounds of a fight. new proposal:no evil or good races, no supeirer or inferior races. in other words, no 'standard' elves or orcs, etc.]<font size="2" face="Verdana, Helvetica, sans-serif"> Originally posted by narf poit chez BOOM:


i have no objection to different races.

i do object to 'elves are good, orcs are evil'. elven culture might be good, in focussing on learning and peace, but like you said, that would be there culture.

i don't object to strengths and weaknesses.

i do object to 'elves are superior, orcs are inferior'. in other words, if elves are long-lived, gracefull and inheritly skilled at everything, it's because they spend a lot of time studying life-extension and body-manipulation magics, which would give them extensive weaknesses elsewhere - perhaps more than if they took a more balanced approach.
<font size="2" face="Verdana, Helvetica, sans-serif">Okay - I was reading you a bit off of your intent, then; my bad. Originally posted by narf poit chez BOOM:

regarding humans, i do object to the 'humans are somehow superior and have no specific strengths and weaknesses' attitude.
<font size="2" face="Verdana, Helvetica, sans-serif">In much of the fiction on the subject, humans mostly just ended up overrunning the other races by force of numbers; long lifespans lead to low birthrates, so it takes the elves millenia to recover from a war, but only decades for humans. Humanity usually ends up with less culture and skill than Elves or Dwarves, but the numbers make up for it. It's a difference, advantageous in war, disadvantageous in prolonged periods of peace (overpopulation). Originally posted by narf poit chez BOOM:

</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">
I would tend to lean toward including non-human races. I would add that, as a matter of courtesy, one should only assign cultural traits to an NPC that negatively affect their own character.
<font size="2" face="Verdana, Helvetica, sans-serif">huh? you mean, if your an elf, the npc is an elf, you shouldn't give all elves massive bow skills?
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">I suspect he means that If you are an Elf, and another is an Orc, you shouldn't give that NPC an intolerance of Orcs; just Elves. Originally posted by narf poit chez BOOM:

</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">
Besides, if we don't have other races, how am I going to include that half-orc, half-dwarf dragon-riding mage-warrior? http://forum.shrapnelgames.com/images/icons/icon12.gif
<font size="2" face="Verdana, Helvetica, sans-serif">ok, everything but the dragon is fine. http://forum.shrapnelgames.com/images/icons/icon12.gif

how are you going to balance that? http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/confused.gif http://forum.shrapnelgames.com/images/smilies/rolleyes.gif http://forum.shrapnelgames.com/images/icons/icon10.gif </font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Dragon scales fetch a pretty penny at the market; there will be a lot of people trying to hunt the dragon down. Besides, the dragon is a pet. If it isn't too bright, someone might steal it.... http://forum.shrapnelgames.com/images/icons/shock.gif
<hr>
Originally posted by narf poit chez BOOM:
ooc:[Krsqk, in your post you made a reference to relath. Jack is from another plane, so the only way you could know about him would be to be from the same plane.]<font size="2" face="Verdana, Helvetica, sans-serif">Krsqk made him up, not me. About the only personages I've named from Jack's home plane are Jack's Master, Yargoth and the tyrant mage Thozray whose overthrow resulted in the formation of the Council.

[ July 09, 2003, 06:41: Message edited by: Jack Simth ]

Krsqk
July 9th, 2003, 07:44 AM
well, for an example, why should all dwarves be strong and stout? that sort of thing.<font size="2" face="Verdana, Helvetica, sans-serif">'Cause all the tall, skinny ones with glasses got laughed at and beat up? http://forum.shrapnelgames.com/images/icons/icon7.gif I agree with that point, as long as neither extreme is pushed (neither "All dwarves are like such and such" nor "There are no characteristics which are statistically identifiable as 'dwarvish/dwarfish.'") It would make sense that some characteristics would be shared throughout a race, just as much as they would be among families. And dwarves would be more distinguishable to each other than to other races (again, speaking in generalities).

[ July 09, 2003, 06:48: Message edited by: Krsqk ]

narf poit chez BOOM
July 9th, 2003, 07:57 AM
oh. silly me, i was looking here.


In much of the fiction on the subject, humans mostly just ended up overrunning the other races by force of numbers; long lifespans lead to low birthrates, so it takes the elves millenia to recover from a war, but only decades for humans. Humanity usually ends up with less culture and skill than Elves or Dwarves, but the numbers make up for it. It's a difference, advantageous in war, disadvantageous in prolonged periods of peace (overpopulation).
<font size="2" face="Verdana, Helvetica, sans-serif">i suggest we average out everybodies lifespans, that smacks to much of individual superiority or infereority to me, which is also something i want to aviod - one elf better than one human. minatuar's, as i'm thinking of them, are and this is also up for discussion, 10-14 feet high and 1000-2000 pounds, with bony pads interconnected with something flexible for feet and looking vaguely bull-like, including a pair of horns. this would make them great formation fighter, as long as you din't get around to there sides, because they wouldn't be that agile and would give them a major disadvantage in rocky ground. plus, they could be hit more easily with range weapons. on the other hand, can you imagine a minatuar ballista? http://forum.shrapnelgames.com/images/icons/shock.gif

for there culture, i'm thinking scattered villiges with them being recent arrivals.

the way i've been thinking of it, the plane where on is a sort of third world compared to Jack's. maybe we should compare impressions/what we've been aiming for?


I suspect he means that If you are an Elf, and another is an Orc, you shouldn't give that NPC an intolerance of Orcs; just Elves.
<font size="2" face="Verdana, Helvetica, sans-serif">oh, so you don't give a npc something that will make that npc a disadvantage to another pc? makes sense now.

*kicks self*


Dragon scales fetch a pretty penny at the market; there will be a lot of people trying to hunt the dragon down. Besides, the dragon is a pet. If it isn't too bright, someone might steal it.... http://forum.shrapnelgames.com/images/icons/shock.gif


aww, i want it afriad of mice...

ah well, there's always elephants...


neither "All dwarves are like such and such" nor "There are no characteristics which are statistically identifiable as 'dwarvish/dwarfish.'"
<font size="2" face="Verdana, Helvetica, sans-serif">yep.

[ July 09, 2003, 07:02: Message edited by: narf poit chez BOOM ]

Phule
July 9th, 2003, 08:20 AM
[ July 09, 2003, 07:20: Message edited by: Phule ]

Jack Simth
July 9th, 2003, 08:21 AM
Originally posted by narf poit chez BOOM:
oh. silly me, i was looking here.
<font size="2" face="Verdana, Helvetica, sans-serif">I'm replying to ooc conversation from MOTMA here, so I suppose it does get confusing quickly, doesn't it? I ought to be clearer next time. Originally posted by narf poit chez BOOM:

</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">
In much of the fiction on the subject, humans mostly just ended up overrunning the other races by force of numbers; long lifespans lead to low birthrates, so it takes the elves millenia to recover from a war, but only decades for humans. Humanity usually ends up with less culture and skill than Elves or Dwarves, but the numbers make up for it. It's a difference, advantageous in war, disadvantageous in prolonged periods of peace (overpopulation).
<font size="2" face="Verdana, Helvetica, sans-serif">i suggest we average out everybodies lifespans, that smacks to much of individual superiority or infereority to me, which is also something i want to aviod - one elf better than one human. minatuar's, as i'm thinking of them, are and this is also up for discussion, 10-14 feet high and 1000-2000 pounds, with bony pads interconnected with something flexible for feet and looking vaguely bull-like, including a pair of horns. this would make them great formation fighter, as long as you din't get around to there sides, because they wouldn't be that agile and would give them a major disadvantage in rocky ground. plus, they could be hit more easily with range weapons. on the other hand, can you imagine a minatuar ballista? http://forum.shrapnelgames.com/images/icons/shock.gif

for there culture, i'm thinking scattered villiges with them being recent arrivals.
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Works for me - we do get to make up our own fiction, after all; there ios no real reason to follow someone else's model, is there? Originally posted by narf poit chez BOOM:

the way i've been thinking of it, the plane where on is a sort of third world compared to Jack's. maybe we should compare impressions/what we've been aiming for?
<font size="2" face="Verdana, Helvetica, sans-serif">Jack's not the type to view things as better/worse. When confronted with the fact of secretive mages, he just called it strange, not bad. He keeps an eye towards getting home so he can continue his studies in his master's library; in the meantime, he is enjoying his vacation in this less structured world. He actually has everything needed to restart his home society in MOTMA (Free energy, food from energy, immortality, and the right mindset with a solid rationale behind it) if it would only occur to him. Meanwhile, his mindset means he is liable to answer any question put to him, even if it is better not to do so. Originally posted by narf poit chez BOOM:

</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">
I suspect he means that If you are an Elf, and another is an Orc, you shouldn't give that NPC an intolerance of Orcs; just Elves.
<font size="2" face="Verdana, Helvetica, sans-serif">oh, so you don't give a npc something that will make that npc a disadvantage to another pc? makes sense now.

*kicks self*


Dragon scales fetch a pretty penny at the market; there will be a lot of people trying to hunt the dragon down. Besides, the dragon is a pet. If it isn't too bright, someone might steal it.... http://forum.shrapnelgames.com/images/icons/shock.gif


aww, i want it afriad of mice...

ah well, there's always elephants...
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Dragons haven't been introduced yet; your's can be afraid of mice. It could be a personal quirk on the part of the dragon. Originally posted by narf poit chez BOOM:

</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">
neither "All dwarves are like such and such" nor "There are no characteristics which are statistically identifiable as 'dwarvish/dwarfish.'"
<font size="2" face="Verdana, Helvetica, sans-serif">yep.</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">However, some people may believe the first; stereotypes happen on Earth, they could happen on MOTMA as well.

[ July 09, 2003, 07:27: Message edited by: Jack Simth ]

narf poit chez BOOM
July 9th, 2003, 09:19 AM
Jack's not the type to view things as better/worse. When confronted with the fact of secretive mages, he just called it strange, not bad. He keeps an eye towards getting home so he can continue his studies in his master's library; in the meantime, he is enjoying his vacation in this less structured world. He actually has everything needed to restart his home society in MOTMA (Free energy, food from energy, immortality, and the right mindset with a solid rationale behind it) if it would only occur to him. Meanwhile, his mindset means he is liable to answer any question put to him, even if it is better not to do so.
<font size="2" face="Verdana, Helvetica, sans-serif">well, i was speaking more about the amount of magical learning and orginization. sorry, guess i should have been more clear. basically, i've writing with the assumption that the magical knowledge and the guild organization is about a factor lower than Jack's plane, with less known in general and much less organized. i wasn't sure what you or Krsqk where heading for, and was worried we where going to have a collision. http://forum.shrapnelgames.com/images/icons/icon12.gif

i saved this to.

[ July 09, 2003, 08:54: Message edited by: narf poit chez BOOM ]

Krsqk
July 9th, 2003, 10:01 PM
I was operating under the following assumptions:

1) Less in general is known about magic in this plane, due mostly to the uncooperative nature of wizards, and possibly because the plane is newer than Jack's home.
2) Wizards have done at least some organization (into multiple guilds) and have progressed beyond endless guild wars (although they are still not cooperative with each other).
3) The three most powerful guilds (and most of the smaller ones, as well, out of necessity and/or the need to get along with the powerful guilds) have developed a means of settling disputes between their members short of outright war.

I also think it quite reasonable that one race would hold to stereotypes of other races. Elves very well might think orcs are stupid, wicked creatures. Oops, did I just stereotype elves and orcs? http://forum.shrapnelgames.com/images/icons/icon7.gif

[ July 09, 2003, 21:25: Message edited by: Krsqk ]

narf poit chez BOOM
July 10th, 2003, 07:57 AM
ok, good. although, if where going to keep the continents mostly seperate where going to have to:

a: invent a good reason for it (magical interfence?)

b: keep the major guilds confined to have basically mostly seperate subsections on 2-3 continents only.

Jack Simth
July 10th, 2003, 08:33 AM
Originally posted by narf poit chez BOOM:
ok, good. although, if where going to keep the continents mostly seperate where going to have to:

a: invent a good reason for it (magical interfence?)
<font size="2" face="Verdana, Helvetica, sans-serif">How about something more mundane? Magical teleportation methods require that the teleporter have either been to or seen the place in question, and most travel is prevented due to fierce sea storms and poor navigational skills (or superstition?) requiring ships to stay within sight of land. This would severly limit guild alliances; there would only be a few that could travel the distance. Originally posted by narf poit chez BOOM:

b: keep the major guilds confined to have basically mostly seperate subsections on 2-3 continents only.<font size="2" face="Verdana, Helvetica, sans-serif">Perhaps the guilds require state license to operate in an area; then most guilds would be limited to a single region, with the larger guilds having license in several. Then guild borders would follow political borders. We wouldn't even need to make lots of continents.

narf poit chez BOOM
July 10th, 2003, 10:05 AM
How about something more mundane? Magical teleportation methods require that the teleporter have either been to or seen the place in question, and most travel is prevented due to fierce sea storms and poor navigational skills (or superstition?) requiring ships to stay within sight of land. This would severly limit guild alliances; there would only be a few that could travel the distance.
<font size="2" face="Verdana, Helvetica, sans-serif">that would work.


Perhaps the guilds require state license to operate in an area; then most guilds would be limited to a single region, with the larger guilds having license in several. Then guild borders would follow political borders. We wouldn't even need to make lots of continents.
<font size="2" face="Verdana, Helvetica, sans-serif">that would do it.

hmm. continent number...given the rough seas, there's no reason not to make that a mystery. i vote for making this one small, maybe the size of canada, and putting two similair sized continents nearby. that would give us room for 7-9 major kingdoms with little stuff here and there and new places to explore later on.

ok, i really should sleep now.

[ July 10, 2003, 09:05: Message edited by: narf poit chez BOOM ]

Krsqk
July 10th, 2003, 06:55 PM
Hmm. Perhaps the mad Emperor Estep (or whatever his name was) and his weather-magic meddling is responsible for the unstable state of the seas. Narp's offhanded comment about good weather mages fixing things could explain why it's a little calmer around land. How long ago did Estep live? Assuming there once was a time when intercontinental travel did occur, we could now have legends about mysterious, far-away lands and stories about fantastic treasures/dangers/inhabitants. Twenty or thirty thousand years should be sufficient for a good deal of nonsense to get mixed in with whatever truth used to be known.

narf: check your PM for an update to the About MOTMA thread.

narf poit chez BOOM
July 11th, 2003, 01:03 AM
it's been stated as 300 years, but i beleive that could be changed without very much else needing to be changed. could everyone check there Posts and get back to me, please? thanks. or, i could just change the original and let our hordes of loyal readers point out the glaring errors.

assuming we have a loyal reader. i mean readers.

[ July 11, 2003, 00:09: Message edited by: narf poit chez BOOM ]

Jack Simth
July 11th, 2003, 02:45 AM
I'm pretty sure it wasn't mentioned again.

Krsqk
July 11th, 2003, 05:58 AM
There you go. Just add a couple of zeros (after all, you'd be adding a bunch of nothing http://forum.shrapnelgames.com/images/icons/icon7.gif ) and that would take care of it. Or, to preserve consistency, we could create another mad (fill in the job title) who did similar things with the weather twenty-five thousand years ago, and we have messed-up seas and no reason to cross them since, as no one's taken the time to risk their life to calm them down. Maybe that's Arthur's calling in life (once he resolves all these personal issues he seems to have).

narf poit chez BOOM
July 11th, 2003, 07:31 AM
i moved him back 30-50 thousand years. yeah, getting out to sea to calm those waves could be the major problem, but having the problems stired up again recently doesn't fit in with little being known, since the continent has some very active scholar's, past and present. Narp would know something. might not be relevant, but he'd know something. besides, narf's brain is kaput. if you want to, try argueing me into activity tommorow. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ July 11, 2003, 06:42: Message edited by: narf poit chez BOOM ]

narf poit chez BOOM
July 11th, 2003, 07:31 AM
clicked reply, tried to click on a tab, accidently clicked on an advertisement, clicked reply just to make sure.

[ July 11, 2003, 06:32: Message edited by: narf poit chez BOOM ]

narf poit chez BOOM
July 15th, 2003, 02:54 AM
if i get over my headache...i'll still be busy. then i'll be tired. then i'll post.

owie! owie! owie! owie! owie! owie! owie! owie! owie! owie! owie! owie! owie! owie! owie! owie! owie! owie! owie! owie! owie! owie! owie! owie! owie! owie! owie! owie! owie! owie! owie! owie! owie! owie! owie! owie! owie! owie! owie! owie! owie! owie! owie! owie! owie!

translstion: no post for today.

[ July 15, 2003, 06:48: Message edited by: narf poit chez BOOM ]

Jack Simth
July 15th, 2003, 08:15 AM
http://forum.shrapnelgames.com/images/icons/icon9.gif
Hope you get to feeling better.

narf poit chez BOOM
July 15th, 2003, 08:36 PM
yep. feeling better. sleep always does that. thanks.

new proposals: psionics are less powerfull than magic, but aren't suseptable to various substances. and for psionic abilities...

telepathy: can control one person by force, but that person tends to move woodenly. can influence a crowd, but it is only effective if it's something the crowd wants to do. can influence one person and as long as they aren't aware of it, it's effective. once they are aware of it, the telepath is fighting on that person's home ground, while the telepath has to project his/her power. can also hear thoughts, although generally only surface ones when dealing with a crowd. when dealing with one person, it doesn't help if there moving.

telekinises: bLast stuff, throw stuff and maybe figure out where stuff is by trying to move stuff a little and seeing how it resists.

clauraudience: ability to see and hear other places like the psionic was actually there. and higher levels, combines with telekinises to bring the telepath there.

suggestions? i say no telling the future, it's almost as bad as time-travel.

damping flour: general name for any number of magic damping substances, ground up and put in a seive-like bag, which is put in another bag. is taken out of the normal bag and thrown when used. ranges from better than nothing and cheap to 1-3 seconds added onto a wizard's spells and a drain on any spells in the area and not so cheap. less usefull after it has settled to the floor and spells tend to render it into it's component elements.

damping dust: general name for more usefull damping substances, ranges from a little better than damping flour to an annoyence even to high-level wizard's, although the price goes up to match. some types are made of elements that also resist magic and some have spells on them to keep the dust foating. this also costs more.

adamantium: hard, inflexible and resistant heat, cold, magic, acid and also heavy, adamantium can only be worked using special fuels and equipment or with magic. generally, swords and armor made with adamantium are much thinner than steel swords and the weapons have a lead core to give them neccesary weight. reletivly cheap adamantiem weapons are 1/4 inch adamantium over lead and still much better than a steel sword. generally, 1-3 in 50 will have an adamatium or mithril weapon, although it will be of the cheaper kind.

mithril: not as hard as adamatium , but very flexible for a metal and lighter than steel, mithril is used in much the same way as adamatium and it tends to bend rather than break. in fact, a sword of mithril can be stabbed into a stone wall with full body-weight behind it and it will only bend back - an leave a gouge in the wall.
cheap mithril weapons are cheaper than adamantium since they will no longer bend. slightly more expensive ones tend to be thin. mithril is generally used only for light weapons since they don't need the weight and for light, flexible armor.

[ July 15, 2003, 19:40: Message edited by: narf poit chez BOOM ]

Jack Simth
July 16th, 2003, 10:14 AM
Originally Posted by narf poit chez BOOM in MOTMA:
ooc:[hope you don't mind, but Jack's all out of disks and i didn't want to spend most of today, real-time, deciding how we're going to enter the cave.]<font size="2" face="Verdana, Helvetica, sans-serif">Don't mind at all, especially as the first time in the thread he put that particular spell on something, it was a rock.

P.S. Glad you're feeling better.

[ July 16, 2003, 09:15: Message edited by: Jack Simth ]

narf poit chez BOOM
July 16th, 2003, 10:17 AM
oops.

um...where you being sarcastic?

Jack Simth
July 16th, 2003, 10:45 AM
Originally posted by narf poit chez BOOM:
oops.

um...where you being sarcastic?<font size="2" face="Verdana, Helvetica, sans-serif">No; it's a flexible spell, as are all the spells Jack uses.

By the way - those bandits are likely in for a nasty dose of reality when they attempt to take the manor (if the telepath is busy, that is; if not, he can quietly support them, making things go much easier) - even hastily raised fortifications are difficult to overtake (and a manor's defenses wouldn't be hastily raised - they are built into the structure of the building); that's why they built castles prior to gunpowder, and fortresses even after. Outnumbering the defenders 100 to 30 isn't enough of an advantage to make taking a fortress easy ... but that's okay; bandits aren't likely to have much seige experience, and might very well think it would be as easy as a 100 to 30 advantage would be in an ambush situation. Likewise, they could be depending on the Psi's support - which may not actually materialize, if we reach the telepath before the bandits reach the manor (he'll be distracted...).

narf poit chez BOOM
July 16th, 2003, 11:16 PM
well, i was thinking of a sneak attack - the bandits climbing up the wall at about the same time the alarm is raised. in that case, there would be enough.

Jack Simth
July 16th, 2003, 11:44 PM
That works.

narf poit chez BOOM
July 18th, 2003, 06:10 AM
Krsqk? hello?

did your computer crash? no updates!

Jack Simth
July 18th, 2003, 06:16 AM
My Last post in MOTMA was directly asking a question of Narp, so Krsqk could be waiting until that is answered before posting.

narf poit chez BOOM
July 18th, 2003, 08:20 AM
and now i can feel embarrassed. http://forum.shrapnelgames.com/images/icons/tongue.gif

[ July 18, 2003, 07:22: Message edited by: narf poit chez BOOM ]

Jack Simth
July 18th, 2003, 08:24 AM
Sorry about that. http://forum.shrapnelgames.com/images/icons/icon9.gif

narf poit chez BOOM
July 18th, 2003, 10:29 AM
why? your not the reason i felt embarrased.

Jack Simth
July 18th, 2003, 08:26 PM
I did kinda sneak it in a the very end of a line dealing with other things. I didn't mean to be sneaky, but looking back I was a little sneaky with it.

Krsqk
July 18th, 2003, 08:30 PM
Don't feel embarrassed. I had an entire reply typed out and ready to post, but I double-checked something on Jack's post and caught that. http://forum.shrapnelgames.com/images/icons/icon7.gif But, no, my computer didn't crash. Thanks for asking. http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/images/icons/icon7.gif

narf poit chez BOOM
July 18th, 2003, 10:45 PM
don't worry, i won't wack you on the head for it.

narf poit chez BOOM
July 19th, 2003, 07:49 AM
so, we gonna see a post?

Jack Simth
July 19th, 2003, 09:32 AM
Well, we can wait another day or so before assuming it's computer trouble and posting anyway. Then again, we could just have Narp finish with the hinges and move the door to see what lies beyond.

narf poit chez BOOM
July 19th, 2003, 09:35 AM
well, he said his computer didn't crash. but if i post again it could mess up whatever post he's working on, since it sounds like that's what happened. um, are you working on a post, krsqk? how about, so we don't have to wonder, if it's someone's turn to post they put a post coming post and then edit it? then we know who's going to post next and if someone's going to post.

Jack Simth
July 19th, 2003, 09:53 AM
Krsqk is probably sleeping at the moment; his "From" field lists Florida, and it's about 4 in the morning over there. Posting again/editing your post probably won't mess him up too badly.

narf poit chez BOOM
July 19th, 2003, 10:03 AM
and we have either a trap or a decoy.

Jack Simth
July 19th, 2003, 10:31 AM
It could also be a full sensory illusion of heat; the test would be to throw something readily flamable inside and see if it burns up.

Taera
July 19th, 2003, 11:21 AM
why is this thread so long????

EDIT: http://forum.shrapnelgames.com/images/icons/icon10.gif

[ July 19, 2003, 10:23: Message edited by: Taera ]

narf poit chez BOOM
July 20th, 2003, 08:02 AM
still two doors, but i had a thought: variety is the spice of life. lets see what you guys come up with. yeah, i should have posted earlier. but new webcomics and games and book and bad mousy. feel free to use Narp to open unscrew the hinges.

[ July 20, 2003, 07:08: Message edited by: narf poit chez BOOM ]

Jack Simth
July 20th, 2003, 08:32 AM
Hmm, it seems Krsqk is on vacation.

Originally posted by Taera:
why is this thread so long????

EDIT: http://forum.shrapnelgames.com/images/icons/icon10.gif <font size="2" face="Verdana, Helvetica, sans-serif">Come and see what we're discussing. (http://www.shrapnelgames.com/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=60;t=000159)

[ July 20, 2003, 08:06: Message edited by: Jack Simth ]

Krsqk
July 20th, 2003, 09:33 PM
Well, sort of on vacation--the in-laws stopped by for a few days, and time Online was scarce, mostly spent helping them look up B&Bs scattered throughout the Alabama/Georgia/Tennessee area. http://forum.shrapnelgames.com/images/smilies/rolleyes.gif http://forum.shrapnelgames.com/images/icons/icon12.gif I'll be posting in a half-hour or so.

Oh, and I do post a pre-post that I'm posting while working on a post. http://forum.shrapnelgames.com/images/icons/icon10.gif

narf poit chez BOOM
July 22nd, 2003, 03:35 AM
then the post that the pre-post refer's to won't mess up any upcoming post that someone might have started working on prior to your post.

Krsqk
July 22nd, 2003, 03:40 AM
no, it won't. I think. http://forum.shrapnelgames.com/images/icons/icon7.gif That is, provided that the other person posted a pre-post before starting on their post. That's the way I do it, at least. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ July 22, 2003, 02:42: Message edited by: Krsqk ]

Jack Simth
July 22nd, 2003, 07:02 AM
One of the things I do is use two windows - one for my posting, one maintaining a view of the thread. Just before I post, I refresh the view of the thread, and check to make sure nobody else has posted. If someone has, I can adjust my post accordingly.

Jack Simth
July 22nd, 2003, 07:09 AM
Originally posted by narf poit chez BOOM in the Roleplay thread:
ooc:[can't be that easy. this wouldn't be much of a story if everything was easy.]<font size="2" face="Verdana, Helvetica, sans-serif">Feel free to add complications along the way; complications form plot.

Krsqk
July 22nd, 2003, 07:23 AM
Agreed--shift-clicking the reply link is helpful. I look forward to your post. http://forum.shrapnelgames.com/images/icons/icon7.gif

Jack Simth
July 22nd, 2003, 07:55 AM
I'm looking forwards to yours.

narf poit chez BOOM
July 22nd, 2003, 07:56 AM
and i'm looking foward to everybody's!

yaay!

Krsqk
July 22nd, 2003, 08:06 AM
Well, quit looking forward to it, and go look at it. http://forum.shrapnelgames.com/images/icons/tongue.gif http://forum.shrapnelgames.com/images/icons/icon10.gif

Jack Simth
July 22nd, 2003, 08:08 AM
Quite good - and it's Narf's turn (I think).

narf poit chez BOOM
July 22nd, 2003, 08:11 AM
YIPES! bolts coming at me!

Krsqk
July 22nd, 2003, 08:18 AM
Quite good <font size="2" face="Verdana, Helvetica, sans-serif">Why, thank you. http://forum.shrapnelgames.com/images/icons/icon7.gif

- and it's Narf's turn (I think).<font size="2" face="Verdana, Helvetica, sans-serif">Sure, leave it to the guy with the shield and no magic. http://forum.shrapnelgames.com/images/icons/icon7.gif

Now we have the problem of where the tunnel's actually going, not to mention whether or not the psi is one of our three guys. For that matter, we don't even know any of them are guys. http://forum.shrapnelgames.com/images/icons/icon7.gif

Jack Simth
July 22nd, 2003, 08:19 AM
Originally posted by narf poit chez BOOM:
YIPES! bolts coming at me!<font size="2" face="Verdana, Helvetica, sans-serif">You could hide behind your shield - that's one purpose of shields, blocking bolts.

Originally posted by Krsqk:
For that matter, we don't even know any of them are guys. http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="Verdana, Helvetica, sans-serif">Including the psi....

[ July 22, 2003, 07:20: Message edited by: Jack Simth ]

narf poit chez BOOM
July 22nd, 2003, 08:30 AM
yes, we do seem to have to much testosterone.

i'm clever! yaay!

Jack Simth
July 22nd, 2003, 08:35 AM
Yes, but I seem to be getting less clever as the night progresses.

[ July 22, 2003, 07:36: Message edited by: Jack Simth ]

narf poit chez BOOM
July 22nd, 2003, 08:53 AM
my brains getting tired. anyway, i thought up and posted a problem with your wind.

Krsqk
July 22nd, 2003, 08:54 AM
Well, I didn't leave too many hooks, just set up more of the situation. Anyone else going to take a stab at it tonight?

[edit] Didn't see Narf's post, but I think a tornado would suck up the surrounding air and filter it through the dirt/rocks. Dust in it could be carried along with the funnel; anything escaping should have been gotten by the rain (although it's still active; the water wasn't magical, just the starting of the shower).

[ July 22, 2003, 07:58: Message edited by: Krsqk ]

Jack Simth
July 22nd, 2003, 08:56 AM
Originally posted by narf poit chez BOOM in MOTMA:
ooc:[didn't think of wind. but there is a problem: your pushing air against air, which would mean that you would have to keep putting power in it. breezes don't Last long if the fan is off. or in other words, i think there's a problem with your Posts. so my powder is still good. http://forum.shrapnelgames.com/images/icons/icon10.gif ]<font size="2" face="Verdana, Helvetica, sans-serif">Yes, you have to keep putting power into it, sure - but the power application can be at the caster's spot, rather than in the cloud of dust. Thus, if the caster starts in the clear (as did Arthur) and uses the wind to send the dust away, the spell causing the wind isn't affected by the dust, and so wind works as a solution.

Besides, it can also be overloaded, and Arthur would have poured a lot of power into the spell to cause so much destruction.

[ July 22, 2003, 07:57: Message edited by: Jack Simth ]

narf poit chez BOOM
July 22nd, 2003, 08:58 AM
as long as he pours more power in than usual, i don't see a problem. and the power might come from the wizard, but it would have to go to the wind. the safest way might be to make a wall to push the air and thus most of the dust while keeping most of the dust away from the wall.

Krsqk
July 22nd, 2003, 09:01 AM
Does my edit (in this thread) explain it enough/does it work?

narf poit chez BOOM
July 22nd, 2003, 09:03 AM
um. nope. which could just be a sign of how tired i am.

Jack Simth
July 22nd, 2003, 09:11 AM
What I was thinking: The caster starts the air moving at his location, which is clear of dust when he starts. Energy is expended putting the air into motion. A moment later, the air he started moving has moved on, and impacts the dust. However, when the air hits the dust, Arthur isn't pushing on it directly anymore; he's pushing on the air that is now at his location, which is still clear of dust and so moves. In moving, it bumps into the air that Arthur had previously set moving, which is carrying the dust. Again, the air in contact with the dust isn't directly under the influence of magic; magic is used to set things in motion, but the energy transfer to the air "infected" with the dust is done through mundane physics.

Think of a stationary fan (the spell) blowing on a balloon (the dust) which is on the other side of the room; the fan blades (the spell) never come in contact with the balloon - only the air the fan sets in motion touches the balloon. If the balloon is coated with something caustic, the fan remains unaffected by it.

The powder is still good; it just has to catch someone by surprise.

[ July 22, 2003, 08:16: Message edited by: Jack Simth ]

Krsqk
July 22nd, 2003, 09:18 AM
The stuff would also be a lot harder to get rid of if directly applied to/dumped on a magician.

Is anyone going to carry on the torch tonight, or are we waiting for tomorrow (later today) to resolve this?

Jack Simth
July 22nd, 2003, 09:20 AM
Narf's got a spot reserved at the moment.
<hr>
Narf, are you planning on editing that, or should I post after it?

Krsqk
July 22nd, 2003, 09:24 AM
Didn't know if he was merely commenting or preparing a post.

narf poit chez BOOM
July 22nd, 2003, 09:29 AM
i was commenting. i'll check and get back to you on turn.

Jack Simth
July 22nd, 2003, 09:31 AM
Yes, I know - that's why I asked. And it appears that Narf isn't responding; that makes for three likely possibilities of what's up:

1) He's done for the night
2) He's momentarily busy with something else
3) He's busy editing that post right now

Unfortunately, we won't know unless either:
A: Narf tells us (works for 2 and 3, but not for 1 until tomorrow).
B: Narf finishes editing that post (works for 3 only).

We can guess at 1 if he remains silent for a while, but we can't be certain.

Krsqk
July 22nd, 2003, 09:32 AM
Wow. Respond, and ye shall have answers. http://forum.shrapnelgames.com/images/icons/icon7.gif

narf poit chez BOOM
July 22nd, 2003, 09:33 AM
my brains fried. i'll add to it tomorrow.

Krsqk
July 22nd, 2003, 09:38 AM
I believe I shall also head in the general direction of that place of rest known colloquially as "the hay," as in hitting the hay.

Catch up with you all in a few hours. http://forum.shrapnelgames.com/images/icons/tongue.gif http://forum.shrapnelgames.com/images/icons/icon7.gif

Jack Simth
July 22nd, 2003, 09:39 AM
Of course - he posted while I was busy posting. Figures. Well, if everyone else is leaving ... bye all.

Jack Simth
July 22nd, 2003, 09:47 AM
Originally posted by Krsqk:
The stuff would also be a lot harder to get rid of if directly applied to/dumped on a magician.<font size="2" face="Verdana, Helvetica, sans-serif">Definitely. Then the only solutions would be a cleaning that is not magical where it does the work of removing the dust (mundane water, magically moved water, telekenetically moved water, a mundane bonding agent that neutralizes the dust, carefully applied wind, et cetera) or the application of enough energy to burn out the dust.

Jack has limitless energy available, but it takes a bit (the rings will always be clear enough - the enchantment is buried inside the middle of the gem, where the dust can't reach - besides, they continuously produce energy). Worst case scenerio, the dust slows him down for a few critical moments. He could also use that energy to burn the dust off of others.

I really do need to go to bed. I ought to stop posting....

narf poit chez BOOM
July 23rd, 2003, 04:05 AM
there could be more expensive Versions that seek spells because of an added component or spell. now, all i have to do is think of a new post. new post.

[ July 23, 2003, 07:28: Message edited by: narf poit chez BOOM ]

Jack Simth
July 23rd, 2003, 08:40 AM
That would be even simpler to divert - send off a ball of magical energy/golem/whatever that travels at the same speed the dust does (perhaps watches the dust to do this) - the dust follows the energy ball/golem/whatever which heads away from the caster.

What you really want to do is coat a dart/arrow/whatever with it. The caster can't divert it magically because the dust absorbs any magic sent its way. When it hits, the dust gets into the caster's system, and prevents casting until the dust is burned out; it can't even be cleaned off as it has gotten into the caster's blood.

The defense would be to use a method of moving things that doesn't touch the object moved with any magic (like the way Jack moved the ring), or block it with some physical object (like a shield or golem), or dodge by some method. If a blocking method is chosen, and the physical object is being manipulated magically, the spell that moves it needs to be physically protected from the dart, or else it will need to be recast.

It could also be formed into blocks and used to make magic resistant walls to imprison a mage, or hide from one.

narf poit chez BOOM
July 23rd, 2003, 09:02 AM
um. yeah, that to. now, why didn't i think of that?

Jack Simth
July 23rd, 2003, 09:15 AM
Krsqk, as you seem to mind, here are two ways you can tell if you hit edit or post reply after the fact:
1) If post reply was selected, the text box will be empty; if edit post was selected, the text box will have something in it.
2) the finalizing button is different depending on which was chosen: "edit Post" for editing, "add reply" for a new post.

To fix it after you have selected the wrong one and typed a lot: Copy the entire post onto the clipboard, use the back button, select the one you want, the paste the text in.

Krsqk
July 23rd, 2003, 09:20 AM
I'm usually in a big rush to get my new post out the door, so I don't realize what I've done until I see the two Posts in a row. http://forum.shrapnelgames.com/images/icons/icon7.gif Maybe I should slow my life down a little.

Time for bed in this town. Narp, you cook up something good, ya hear? http://forum.shrapnelgames.com/images/icons/icon12.gif

narf poit chez BOOM
July 23rd, 2003, 09:21 AM
eh, what? speak up, sonny boy!

Jack Simth
July 23rd, 2003, 09:22 AM
Apparently he doesn't hear so good - but that's understandable, as you're typing.

narf poit chez BOOM
July 23rd, 2003, 09:59 AM
um, i just reviewed the thread, prior to posting and i think your supposed to teleport us now that we know where the telepath is - or come up with a reason why you can't.

Jack Simth
July 23rd, 2003, 10:03 AM
Oh, that's easy -
Need to have seen it or have been there to teleport to a given location; D's scrying will work (when he is done) but the life detection spell won't.

Otherwise, Jack would have teleported the party directly to the Psi from the mountaintop.

narf poit chez BOOM
July 23rd, 2003, 10:07 AM
oh, yeah, right.

*whacks forehead*

but doesn't this leave me having to come up with the danger AGAIN?? *whine* http://forum.shrapnelgames.com/images/icons/icon7.gif

Jack Simth
July 23rd, 2003, 10:09 AM
Not necessarily; you could have D finish the scrying, Jack teleport everyone, describe the room, and then have everyone hear a roar coming from behind them. The post could be ended there, leaving the next person to post (Probably Krsqk - I'm going to bed after this) to describe the critter.

[ July 23, 2003, 09:10: Message edited by: Jack Simth ]

narf poit chez BOOM
July 23rd, 2003, 10:13 AM
i know, i just wasn't sure how to extend it so it would be an actual post. thanks.

um. the weirdness can be ignored when you do the next post. it was an off-plot thing.

going to sleep soon.

[ July 23, 2003, 10:02: Message edited by: narf poit chez BOOM ]

Jack Simth
July 23rd, 2003, 11:03 AM
Okay - now I'm going to bed. THis is the Last post for a while. Honest. Really. I'm going to bed now. See? I won't even hit the "add reply" button down there. No. I won't. You'll see.

Oh, I just can't resist....

Krsqk
July 23rd, 2003, 10:01 PM
Oh, great. How come I have to hit the woman? I don't want to hit the woman. This is probably just a big misunderstanding. And I'm sure her little pet is really nice once you get to know him. Or he gets to know you. Kinda one of those beautiful from the inside out things--once you're inside his belly, you'll see he's not all that bad. http://forum.shrapnelgames.com/images/icons/icon7.gif

Fine. Since you leave me the hard part, I'll just make things a little more interesting. http://forum.shrapnelgames.com/images/icons/icon10.gif

Krsqk
July 23rd, 2003, 11:19 PM
There. That should keep us tied up for a little while. I'm assuming that the bandits are headquartered there--if not, we may have other problems later. http://forum.shrapnelgames.com/images/icons/icon7.gif

Have fun!

Jack Simth
July 24th, 2003, 06:37 AM
Just posted.

Notes:
Some of the damping flour would have become ground into the cloth in the room (and about the only cloth left in the room is that which people are wearing); John, Arthur, and D still have some cleaning up to do before they can cast unencumbered by the dust, although the lion's share of the flour is now in John's workroom.

The spell Jack used to clear the room is the same one he used to retrieve John's ring, minus most of the shielding that keeps such things from happening. The spell making and maintaining the hole was safe inside Jack's shield, and everything was whipped around into the hole in space.

Hope nobody lost their amulet....

As for the charge in the capacitor - it wasn't a full charge, which is why Jack didn't clear the entire room that way; it was, however, enough to clear Jack of the flour.

A thought on psionic powers: most of them would be highly individualized, as they are based more on innate ability than training. I would suggest assigning characteristics of them to individual characters rather than as a blanket on types.

A thought on damping dust: It couldn't be enchanted to hang in the air longer; attempting to enchant it would infuse the dust with magical energy, which it neutralizes. It could be chemically bound to a different material, however, to the same effect.

[ July 24, 2003, 06:57: Message edited by: Jack Simth ]

Krsqk
July 24th, 2003, 07:39 AM
It figures the bug is a coward. http://forum.shrapnelgames.com/images/icons/tongue.gif I tried to tell you all that it was a nice pet, but did anyone listen? No! No one ever listens to me!

http://forum.shrapnelgames.com/images/icons/icon10.gif

Narf, you're next. Jack, why do Arthur, John, and D still have to clean up, but Narp doesn't?

Oh, and anything in the puddle from the keg is also likely to be contaminated with the dust.

Jack Simth
July 24th, 2003, 07:55 AM
Originally posted by Krsqk:
It figures the bug is a coward. http://forum.shrapnelgames.com/images/icons/tongue.gif I tried to tell you all that it was a nice pet, but did anyone listen? No! No one ever listens to me!

http://forum.shrapnelgames.com/images/icons/icon10.gif
<font size="2" face="Verdana, Helvetica, sans-serif">Considering that you said the bug would be nice once you were in it's tummy? http://forum.shrapnelgames.com/images/icons/shock.gif Originally posted by Krsqk:

Narf, you're next. Jack, why do Arthur, John, and D still have to clean up, but Narp doesn't?
<font size="2" face="Verdana, Helvetica, sans-serif">He'll still have to clean up, but damping flour doesn't affect him, as he doesn't use spells, just a few minor enchantments on some of his items (like that magic quill he carries around). He just doesn't need to get rid of the flour immediately. The same goes for the Psi. Her clothing will be ingrained with the flour, but Psionics is unaffected; she'll be protected from spells acting directly against her until the flour is overpowered. I suppose the same goes for Narp; Jack may run into a few bumps trying to heal him any time soon, so watch out Narf.

Edit: Went back and edited to make that clearer.

Edit2: As for the bug, it isn't wearing cloth, and so will be free (or nearly so) of the flour.
Originally posted by Krsqk:

Oh, and anything in the puddle from the keg is also likely to be contaminated with the dust.<font size="2" face="Verdana, Helvetica, sans-serif">Good thought.

[ July 24, 2003, 07:03: Message edited by: Jack Simth ]

Jack Simth
July 24th, 2003, 08:58 AM
Originally posted by Krsqk:
Oh, great. How come I have to hit the woman? I don't want to hit the woman.<font size="2" face="Verdana, Helvetica, sans-serif">If you like, we could arrange for her abilities to be bound: a miniature Version of Jack's psionic-block spell surrounding her skull, tied in so that it draws on her energy for sustanence; anyone who knows how to tie a spell into a person like that could do it, if that character had also taken the time to examine Jack's psionic blocking spell. Damping dust wouldn't get rid of it; it's under the skin, so a simple dusting wouldn't do anything. If ingested, the dust would act as a poison as the spell drains more of her energy to replenish itself. A little knoweledge of magic on her part could clear her of the block (break the draining runes), or a lot of knoweledge of magic on the part of another. She could be turned over to the Baron to be imprisioned to prevent either of those two occurences, barring someone breaking in to rescue her (for later plot options if we run short on ideas).

Narf'scompatshop
July 24th, 2003, 10:28 AM
hi. my sig explains it, i think. went to the library today, or i would have posted sooner. hmm...ideas for the next post...

personally, if someone's trying to kill me and has a reasonable chance of doing so, i'm going to try to kill them. after all, special rights for women is sexist to. ok, lets see...

Narf'scompatshop
July 25th, 2003, 05:45 AM
ooc:[Of course Jack isn't seriously hurt - he hadn't dropped the shield he used to hold off the flour coming his way while he eliminated the rest of it.]


i thought you where just flooding the area with magic.

Jack Simth
July 25th, 2003, 05:59 AM
A bit of both: the energy needed to be there to intercept incoming flour so it wouldn't affect his spellcasting, the energy needed to form a shell to seal out the flour, and Jack needed to be protected from the forces he was about to unleash. All three were taken care of by the same shield spell.

Narf'scompatshop
July 25th, 2003, 10:02 AM
ok. um, next time could you specify, in case my brain is tired? which it generally is. i'm trying to change the sleeping habits of a lifetime.

[ July 25, 2003, 09:03: Message edited by: Narf'scompatshop ]

Jack Simth
July 25th, 2003, 07:22 PM
If I remember, I will. Meanwhile, I'll see about editing things to make it a little clearer (but no real content change)

Edit: Done.

[ July 25, 2003, 18:32: Message edited by: Jack Simth ]

Jack Simth
July 25th, 2003, 08:30 PM
By the way... I'll be out camping this weekend, and so won't be available to post tonight, tomorrow, and tomorrow night (I'm not speaking board time - I'm using American West Coast time; it's about 11:30 am here).

Narf'scompatshop
July 26th, 2003, 01:45 AM
i'll try not to put a clown nose on your character. http://forum.shrapnelgames.com/images/icons/icon7.gif

of course, i can't speak for Krsqk. http://forum.shrapnelgames.com/images/icons/icon10.gif

Krsqk
July 26th, 2003, 04:42 AM
Clown nose, eh? I think I could manage that. http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/images/icons/tongue.gif

Krsqk
July 27th, 2003, 10:05 PM
Finally got a post in. Nothing spectacular, but it makes my life a lot easier. http://forum.shrapnelgames.com/images/icons/icon7.gif Just think of it as a character-building experience for Narp. http://forum.shrapnelgames.com/images/icons/icon10.gif

Jack Simth
July 28th, 2003, 07:56 AM
Jumped down a well? Well, I suppose it is a little safer being overcrowded in a place you can drown than fighting a big bug, but still....

Anyway, if Narp throws a dagger or shoots an arrow or whatever at the psi, she'll either be distracted by the rocks Jack is dropping at her and get hit by the knife/arrow/whatever or she'll be distracted diverting the knife/arrow/whatever and will get hit by the rocks Jack is dropping on her instead. Then, Jack will be free to try the same technique on the bug, who isn't a skilled telekenetic, and should fall much faster.

Krsqk
July 28th, 2003, 09:01 AM
No, the goal is to wash off the remnants of the damping powder, since burning it off wasn't working too well. The pump would also have worked, but the well is a tad safer and quicker. http://forum.shrapnelgames.com/images/icons/icon7.gif

Jack Simth
July 28th, 2003, 09:35 AM
That makes sense. I wonder where Narf is?

Narf'scompatshop
July 28th, 2003, 10:36 AM
i don't post on sunday.

i think i detected a problem. Jack, you and the psi are teleport 50 large rocks and 'each of which gets teleported and telekenetically thrown a few times per second.' a few means three at least i think so, so that's a large rock every 6.6 milliseconds. i think 5 rocks a second might be more resonable. 200 milliseconds is straining the normal human bounds of reflexes, but people always get faster in combat condition's. even an automated process would have to find a sutable rock then cast the teleport spell at the rock. second, 150 rocks a second, the room would be full of rocks, given a rock size of a foot^3 and a room size of 40^3, in 13.3 seconds. so she has to be teleporting them away.

[ July 28, 2003, 09:45: Message edited by: Narf'scompatshop ]

Jack Simth
July 28th, 2003, 07:31 PM
Good point - I'll go edit.

Done.

[ July 28, 2003, 18:32: Message edited by: Jack Simth ]

Narf'scompatshop
July 29th, 2003, 09:47 AM
got a headache.

it's hot here. and our vehicles windows don't roll down. so, guess where i spent 4 hours today?

[ July 30, 2003, 08:25: Message edited by: Narf'scompatshop ]

narf poit chez BOOM
July 31st, 2003, 05:01 AM
and another 2 hours today. with no a/c.

i'll post soon.

Jack Simth
July 31st, 2003, 09:40 AM
Krsqk, it's your turn. Perhaps it would be a good time to climb/fly/teleport/explode out of the well.

Edit: Nevermind - you started on it as I was typing.

[ July 31, 2003, 08:40: Message edited by: Jack Simth ]

Krsqk
July 31st, 2003, 10:02 AM
I'm done. Who's next?

What kind of a mess would be made by squishing a giant bug? http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/icon7.gif

Jack Simth
July 31st, 2003, 11:20 AM
I'm probably a little out of cycle, but I took the post after yours.

As for the mess left by the bug, pretty bad. Most insects are rather decentralized, so you'd pretty much have to grind it into powder to keep it from being dangerous. You'd have better luck roasting it; it would stay in place and its innards would solidify, making cleanup easier.

Taz-in-Space
August 1st, 2003, 04:24 AM
????? (Taz double then triple checks his location... Yep SE4 Forum!)

http://forum.shrapnelgames.com/images/icons/confused.gif ???????????? http://forum.shrapnelgames.com/images/icons/confused.gif

(Taz leaves even more confused than when he first entered...)

Jack Simth
August 1st, 2003, 04:37 AM
Narf put the thread here to attract some of the Space Empires: IV crowd over to the roleplay thread (http://www.shrapnelgames.com/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=60;t=000159), and we spend much of the time in this thread discussing the roleplay thread (http://www.shrapnelgames.com/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=60;t=000159).

Taera
August 1st, 2003, 04:38 AM
do you realy think i'd click on it? im not that easily swayed off the forum!
(clicks)

Krsqk
August 1st, 2003, 05:31 AM
Originally posted by Jack Simth:
Narf put the thread here to attract some of the Space Empires: IV crowd over to the roleplay thread (http://www.shrapnelgames.com/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=60;t=000159), and we spend much of the time in this thread discussing the roleplay thread (http://www.shrapnelgames.com/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=60;t=000159).<font size="2" face="Verdana, Helvetica, sans-serif">Jack, I think you need to make your links stand out a little bit more, like this (http://www.shrapnelgames.com/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=60;t=000159) and this (http://www.shrapnelgames.com/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=60;t=000159), or even this (http://www.shrapnelgames.com/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=60;t=000159). http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/tongue.gif

Jack Simth
August 1st, 2003, 05:36 AM
Originally posted by Krsqk:
Jack, I think you need to make your links stand out a little bit more, like this (http://www.shrapnelgames.com/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=60;t=000159) and this (http://www.shrapnelgames.com/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=60;t=000159), or even this (http://www.shrapnelgames.com/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=60;t=000159). http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/tongue.gif <font size="2" face="Verdana, Helvetica, sans-serif">You forgot <font size=20>this</font> (http://www.shrapnelgames.com/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=60;t=000159), <font color=red>this</font> (http://www.shrapnelgames.com/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=60;t=000159), and <font size = 20 color=red>this</font> (http://www.shrapnelgames.com/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=60;t=000159). http://forum.shrapnelgames.com/images/icons/icon6.gif

Of course, if I really wanted to be clever, I could do this:
<iframe SRC=http://www.shrapnelgames.com/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=60;t=000159 TITLE="The Misadventures of the Missed Adventurers" WIDTH=95% HEIGHT=300 ALIGN=CENTER>The Misadventures of the Missed Adventurers (http://www.shrapnelgames.com/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=60;t=000159)</iframe>

[ August 01, 2003, 04:51: Message edited by: Jack Simth ]

narf poit chez BOOM
August 1st, 2003, 06:36 AM
is that clever, or just obtrusive? http://forum.shrapnelgames.com/images/icons/icon10.gif

you know, maybe i should make it more obvious what it is.

think that'll work?

[ August 01, 2003, 05:39: Message edited by: narf poit chez BOOM ]

Taera
August 1st, 2003, 07:01 AM
naaah...

Jack Simth
August 1st, 2003, 07:05 AM
Originally posted by narf poit chez BOOM:
is that clever, or just obtrusive? http://forum.shrapnelgames.com/images/icons/icon10.gif
<font size="2" face="Verdana, Helvetica, sans-serif">A bit of both, I suppose. Originally posted by narf poit chez BOOM:

you know, maybe i should make it more obvious what it is.

think that'll work?<font size="2" face="Verdana, Helvetica, sans-serif">Only one way to find out.

By the way, you once mentioned that the Psi had been summoning her bandits. How long do you think it will take for them to reach the room our party is sitting in?

narf poit chez BOOM
August 1st, 2003, 07:54 AM
you know, i hadn't thought of it. maybe...now?

or my next post, anyway.

or not quite now.

[ August 01, 2003, 07:04: Message edited by: narf poit chez BOOM ]

Phoenix-D
August 1st, 2003, 07:59 AM
-post removed because it was making the forum act oddly-

[ August 01, 2003, 06:59: Message edited by: Phoenix-D ]

Jack Simth
August 1st, 2003, 08:05 AM
Originally posted by Phoenix-D:
-post removed because it was making the forum act oddly-<font size="2" face="Verdana, Helvetica, sans-serif">Let me guess - you tried a circular reference with iframes.

narf poit chez BOOM
August 1st, 2003, 08:08 AM
well, that's as good an explaination as any not from Phoenix.

[ August 01, 2003, 07:28: Message edited by: narf poit chez BOOM ]

Jack Simth
August 1st, 2003, 08:27 AM
Originally posted by narf poit chez BOOM:
huh?<font size="2" face="Verdana, Helvetica, sans-serif">What an iframe does is produce a window inside your browser that opens a web page in that window. If the web page the iframe points to is the same one the iframe is in, then (unless there is a safety measure I am unaware of) your computer opens the page, sees the iframe statement, and opens the page the iframe refers to - which contains the iframe; in opening that page, your coputer sees the iframe statement, and opens the page the iframe refers to - which contains the iframe; in opening that page, your coputer sees the iframe statement, and opens the page the iframe refers to - which contains the iframe; in opening that page, your coputer sees the iframe statement, and opens the page the iframe refers to - which contains the iframe; in opening that page, your coputer sees the iframe statement, and ... gets stuck in an infinite loop until it can no longer open the page the iframe it is currently working on refers to due to memory problems or the user goes to a different page. Fortunately, I'm not your computer, and don't fall for the same trap.

In short, the iframe refers to itself, and your computer dilligently follows the circle to the limit of it's resources. Hence, it's called a circular reference.

[ August 01, 2003, 07:28: Message edited by: Jack Simth ]

narf poit chez BOOM
August 1st, 2003, 08:30 AM
oh, i wasn't saying huh to you, i was saying huh as in what did he erase and why did he erase it. but, thanks for the explaination anyway.

Jack Simth
August 1st, 2003, 09:02 AM
Sorry about that.

Hmm, Krsqk seems to be offline; should I take the next post?

Phoenix-D
August 1st, 2003, 09:15 AM
"Let me guess - you tried a circular reference with iframes."

Yup. Handled it better than I was expecting, actually. It works fine if you navigate to the same page after it loads, just not as the default page.

Jack Simth
August 1st, 2003, 09:21 AM
Pheonix-D:
Yeah; if you set it as the default, it automatically loads the same page again and again. While the Cache allows it to avoid clogging the network so much, it tries to keep an infinite number of copies of a page in memory at once. It can't do that, but it tries, filling up a huge chunk of memory, which would cause the quirky behavior. If it isn't circular by default, and you just navigate back to it, the iframe only tries to hold a limited quantity of them: The main, the one you navigated to, and the one the inner iframe is set for. You could theoretically navigate manually to overload the system when the iframe isn't in the default page, but you would need to do a lot of navigation by hand to make it happen.

Hmm, Narf and Krsqk seem to be offline at the moment, so I suppose I'll have Jack get up.

[ August 01, 2003, 09:08: Message edited by: Jack Simth ]

Krsqk
August 1st, 2003, 04:23 PM
Back to the original mage's cave? I'm starting to wish that Jack had been more places. Arthur's mountain and John's workroom will never be the same again. http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/tongue.gif

narf poit chez BOOM
August 1st, 2003, 06:19 PM
ok, i noticed a problem. how did you teleport Arther when he's got damping stuff all over him? you could teleport me, but not my shield.

Jack Simth
August 1st, 2003, 08:17 PM
You're right - missed that. For that matter, Narp never got his armor cleaned out from the first time. Grr. Let's see....

.... clipped the party-moving portion out.

[ August 01, 2003, 19:19: Message edited by: Jack Simth ]

narf poit chez BOOM
August 2nd, 2003, 01:20 AM
didn't remember Narf had flour on him.

Jack Simth
August 2nd, 2003, 01:23 AM
Krsqk made it happen at the same time he doused everyone else with it; Jack cleared the air, himself, and eventually the Psi; Krsqk had John, D, and Arthur clean up in the well, and Arthur overloaded the dust on the bug, but Narp was left coated.

[ August 02, 2003, 00:30: Message edited by: Jack Simth ]

narf poit chez BOOM
August 3rd, 2003, 02:14 AM
hello mister static. are you there? i think it's your turn.

first update to the about:alchemy.
>Alchemy:
?Alchemists produce potions, lotions, dusts, flours and smokes that have various effects on people, animals and terrian features, but not magical ones. ?in order from easy to hard: various sorts of fireworks with to many levels to put down, light bases, light acids, small fireballs, light healing potions; although slower than magical healing, they can be carried and are reletivily easy to make, damping flour; light, light attribute enhancements; strength, speed, intelligence,etc, medium bases, medium acids, medium fireballs, light sense enhancers; eye's, ear's, mouth, touch and nose, medium healing potions, medium attribute enhancements, damping powder; heavy, ingredients are expensive, heavy bases, heavy acids, large fireballs, heavy healing potions, heavy attribute enhancements, damping dust; legendary, only the best alchemists can make it and the ingredients are said to be extremely rare, but only the best wizards can dispel it.

ok, new thought: how about we add 3-5 low level wizard's to the enemy if the current bandit influx doesn't make things interesting enough. they wouldn't be very invetive or creative, but they could cast fireball, lightning and dispell at inopurtune moments.

and it would make sense if our anti-psionic's talisman's don't work any more.

[ August 03, 2003, 02:26: Message edited by: narf poit chez BOOM ]

Krsqk
August 4th, 2003, 04:45 AM
Oh, sorry. I lost track of whose turn it was. http://forum.shrapnelgames.com/images/icons/icon9.gif I'll be gone for ~2.5 days for my anniversary, but I'll post something before I leave.

Jack Simth
August 4th, 2003, 11:25 AM
Happy anniversary.

Not that you'll see this untill you get back....

narf poit chez BOOM
August 4th, 2003, 10:44 PM
Happy anniversary

well, later is better than never.

[ August 04, 2003, 21:45: Message edited by: narf poit chez BOOM ]

narf poit chez BOOM
August 6th, 2003, 09:08 AM
ignore this.

[ August 06, 2003, 08:18: Message edited by: narf poit chez BOOM ]

Jack Simth
August 6th, 2003, 09:54 AM
You know, there is still a hand sack of the damping dust sitting on top of the bug, slowly dissolving the bonds Arthur put up to contain it.

By the way - is the dust flammable?

[ August 06, 2003, 09:02: Message edited by: Jack Simth ]

narf poit chez BOOM
August 6th, 2003, 10:20 AM
well, that would depend on it's composition. flamable would definitly be cheaper.

Jack Simth
August 6th, 2003, 10:53 AM
Yeah - but flammable dust would have nasty effects when it hit a mage who was in the process of casting a fireball. The dust would dampen the spell, but some residual heat could spark the dust.

narf poit chez BOOM
August 6th, 2003, 11:10 AM
true. so should it be more expensive?

Jack Simth
August 6th, 2003, 11:30 AM
No - it's a specialty use that is normally a liability; if the opposing mage throws a fireball at your delivery mechanism before you can throw it at the mage, you've got problems. I'm just planting ideas; it's still your turn.

narf poit chez BOOM
August 7th, 2003, 08:34 AM
*wishes he had something.*

and if wishes where fishes, then nixies would ride.

not that i have more than a vague idea what a nixie's supposed to be.

Jack Simth
August 7th, 2003, 08:56 AM
Originally posted by narf poit chez BOOM:
*wishes he had something.*

and if wishes where fishes, then nixies would ride.

not that i have more than a vague idea what a nixie's supposed to be.<font size="2" face="Verdana, Helvetica, sans-serif">Nixies are sort of like pixies, only their domain is water.

You could try having Narp throw one of the dust pouches that have been thrown at us back at the mages, shooting a few arrows at the bandits, swordfighting, all of the above, or something else.

narf poit chez BOOM
August 7th, 2003, 09:28 AM
the problem isn't thinking up ideas, it's when i try to put them into words, it comes out bad. boring. i have to be interested in the scene before i can write it, and somehow none of them are stiring my imagination. and i just read 'her majesty's wizard' and 'count scar'.

well, i knew that much. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ August 07, 2003, 08:28: Message edited by: narf poit chez BOOM ]

Jack Simth
August 7th, 2003, 09:49 AM
Perhaps it would help if you took a break from action for a bit, and painted the scene as a still. Sure, we know we are in a cave, with a well, a broken pump, some shelving, et cetera - but how big is it? What's it smell like? How are things arranged? What color are the walls? Are they finished? What's the texture? Are they rock? What type? Are there patterns in it? How are the bandits dressed? What weapons do they carry? Armor? The mages? Robes? What do they look like? Color? Symbols? Staves? Where is everyone in relation to everyone else? Make the scene come alive in your head, then take a few pages to describe it in type.

Her Majesty's Wizard - that's a good one. I haven't read Count Scar however.

narf poit chez BOOM
August 7th, 2003, 10:03 AM
C. Dale Brittian and Robert A. Bouchard. it's good. realistic, within itself and they wrote it well together. you can see some stuff where they both have different ideas, but not very much. anyway, i have to go to bed soon.

thanks for the ideas. i've been thinking we need to keep better track of our suroundings. and, of course, it might help.

[ August 07, 2003, 09:05: Message edited by: narf poit chez BOOM ]

Jack Simth
August 7th, 2003, 10:37 AM
By the way - I'll be gone over the weekend; If Krsqk comes back, feel free to keep posting story stuff without me.

Krsqk
August 7th, 2003, 05:28 PM
And I am back. Narf, I'll wait for either Jack or you to post something, especially since I'm idea-free right now.

Maybe we could get captured?

narf poit chez BOOM
August 7th, 2003, 09:12 PM
well, i couldn't come up with anything good for Narp, but i did come up with an idea for Jack. if i can't come up with anything by the end of today, just post.


Jack "We really can't have fireballs flying into here. The psi might get hurt."

A green glowing bubble surrounds the wizards, who hastily cancel their fireball spells, then wave there scorched fingers in the air. after a few moments, they start casting dispels and a few of the warrier's throw sacks.
<font size="2" face="Verdana, Helvetica, sans-serif">feel free to change it, rearange it or ignore it.

[ August 07, 2003, 20:15: Message edited by: narf poit chez BOOM ]

Jack Simth
August 7th, 2003, 09:46 PM
Actually, now that Narp has been washed off, Jack would likely just teleport everyone away. Hmm, if there are no objections, I'll go post that.

Well, I didn't see any objections, so....

Done.

[ August 07, 2003, 21:40: Message edited by: Jack Simth ]

narf poit chez BOOM
August 8th, 2003, 04:49 AM
except i don't think Arther got his washed off. does John have any?

was away for 6.5 hours.

[ August 08, 2003, 03:49: Message edited by: narf poit chez BOOM ]

Krsqk
August 8th, 2003, 06:48 AM
Arthur, John, and D all jumped down the well, effectively washing them off. Any residual dust would have been burnt off by the funnel as they exited the well.

[edit]I just went back and re-read the Last several Posts. We do seem to have a problem, but it goes back further than the teleport, all the way to Arthur's force wall. This statement...
Arther gets two bags in the chest and Narp gets one on his shield. John manages to duck and the bag hits the force wall holding the bug down. fortunatly, it doesn't burst. unfortunatly, it appears to be dissolving the shield.<font size="2" face="Verdana, Helvetica, sans-serif">...is followed up by this...
Arthur quickly throws up a massive force wall in front of the bandits.<font size="2" face="Verdana, Helvetica, sans-serif">When Jack teleports, Narp's shield was left behind, but Arthur (his clothing included) apparently made it just fine.

The error is mine, as I wasn't careful enough to line my post up with Narf's. The question is, how do I fix it? Arthur might be able to cast when he's only partially covered, but a giant power-leaking spell like the force wall would probably be out of the question. Arthur's clothes making it with him during the teleport would definitely be out of the question--and, remember, even the minotaur had pants. http://forum.shrapnelgames.com/images/icons/tongue.gif http://forum.shrapnelgames.com/images/icons/icon7.gif

[ August 08, 2003, 06:06: Message edited by: Krsqk ]

Jack Simth
August 8th, 2003, 08:34 AM
I can throw in a comment about a massive power drain from Arthur's clothes; As for the force wall, simply go back and specify that Arthur channeled through his hands, avoiding the dust on his chest. The dust can only affect the magic it impacts; in order for it to have maximum effect, it needs to coat the mage over all surfaces that magic is channeled out of, or get into the caster's system (hence the value of exploding pouches and aerial dust). The dust got caught up in Arthur's wet garments, and wasn't able to perform properly.

Edit: I edited.

Originally posted by narf poit chez BOOM:
was away for 6.5 hours.<font size="2" face="Verdana, Helvetica, sans-serif">Oops. I'd gotten the impression that you'd pretty much given up on posting there due to the comment on having removed it and your later comment on not being able to come up with anything for Narp. The wrong impression, apparently. Sorry about that. Should I go back and edit out?

[ August 08, 2003, 08:13: Message edited by: Jack Simth ]

narf poit chez BOOM
August 9th, 2003, 08:03 AM
i seem to have writer's block. scuse me.

IT'S WAY TO EARLY! WHAM WHAM WHAM.

ok. i'm going to post something and hope it comes out good. if it doesn't, i'm going to leave it there anyway.

Yaay! i think it's gone!

[ August 09, 2003, 07:20: Message edited by: narf poit chez BOOM ]

Krsqk
August 9th, 2003, 10:52 PM
Okay, I've edited the offending post, and I'll have a new one up soon.

[edit]Yeah, I've been working on it this whole time. It's a masterpiece! It's the best thing I've ever written! You have to go read it now! Okay, so it's not that great. So sue me--I had to go get a dog (2-3 yr. old black lab mix) yesterday. My anniversary present, and all. http://forum.shrapnelgames.com/images/icons/icon7.gif And, of course, new dog=stinky dog=needs a severe bathing=Krsqk gets drenched while dog doesn't get much of a bath. http://forum.shrapnelgames.com/images/smilies/rolleyes.gif ]

[ August 10, 2003, 20:49: Message edited by: Krsqk ]

Krsqk
August 10th, 2003, 09:52 PM
Bump because my edit didn't bump it.

*/me smacks Krsqk in the head*

Jack Simth
August 11th, 2003, 06:58 AM
I'm back from my trip, and posted something.

narf poit chez BOOM
August 12th, 2003, 01:15 AM
ooc:[Of course, someone might come along in the cave, break the binding as well, and then gate them over. We didn't confirm that first mage's death, and it is his cave.]
<font size="2" face="Verdana, Helvetica, sans-serif">i've also thought out a method she could use to free herself - just poke a tiny hole in the spell and 'convince' the spell she's somewhere else. since the spell that's holding her powers in check is running off her life, it'd have nothing to run on. then, we come back and no buggy or psi.

wasn't this cave suppossed to be filled in? oh well, the cave-in could always have missed it.

[ August 12, 2003, 00:16: Message edited by: narf poit chez BOOM ]

Jack Simth
August 12th, 2003, 01:22 AM
Originally posted by narf poit chez BOOM:
i've also thought out a method she could use to free herself - just poke a tiny hole in the spell and 'convince' the spell she's somewhere else. since the spell that's holding her powers in check is running off her life, it'd have nothing to run on. then, we come back and no buggy or psi.
<font size="2" face="Verdana, Helvetica, sans-serif">Not quite - while I'd suggested such a method in this thread, Jack doesn't have that type of linking capability, and so is maintaining it himself. Of course, if Jack gets sufficiently dusted that he doesn't have a channel available to send power to the spell holding the Psi, she'll be free.
Originally posted by narf poit chez BOOM:

wasn't this cave suppossed to be filled in? oh well, the cave-in could always have missed it.<font size="2" face="Verdana, Helvetica, sans-serif">It was the Labyrinth that collapsed; we're in the mage's cave: the place he gated us to the Labrynth from.

narf poit chez BOOM
August 12th, 2003, 02:02 AM
oh, right. um. ignore my brain, i got way to little sleep Last night.

Jack Simth
August 12th, 2003, 02:11 AM
It's okay - I've been there myself.

Your turn, by the way.

narf poit chez BOOM
August 12th, 2003, 08:40 AM
ok, done. didn't have much to do, anyway.

Jack Simth
August 12th, 2003, 08:52 AM
You could have D scry to check on the conditions back at the castle, or have Arthur do it - he did kind of leave it open:
Originally posted by Krsqk in MOTMA:
Arthur looks at John in surprise for a moment, then turns to the rest of the group. "Well, what are we waiting for? Let's find out what's going on out there!" He mumbles something to himself, then recalls the scrying spell they were using earlier.

[ooc: I'll let someone else decide what's happening out there. http://forum.shrapnelgames.com/images/icons/icon7.gif ]<font size="2" face="Verdana, Helvetica, sans-serif">

[ August 12, 2003, 07:54: Message edited by: Jack Simth ]

narf poit chez BOOM
August 12th, 2003, 08:59 AM
oh. yeah.

narf poit chez BOOM
August 13th, 2003, 10:47 AM
*pokes the thread*

Jack Simth
August 13th, 2003, 05:06 PM
I'm pretty sure it's Krsqk's turn.

narf poit chez BOOM
August 13th, 2003, 09:07 PM
hellooo krsqk...

Krsqk
August 14th, 2003, 05:32 AM
Sorry, guys. I've been getting ready for teaching again. These summers off are nice, but they make August pretty dreadful. http://forum.shrapnelgames.com/images/icons/icon12.gif

Jack Simth
August 14th, 2003, 06:52 AM
Originally posted by Krsqk:
Sorry, guys. I've been getting ready for teaching again. These summers off are nice, but they make August pretty dreadful. http://forum.shrapnelgames.com/images/icons/icon12.gif <font size="2" face="Verdana, Helvetica, sans-serif">It's okay.... at least you don't have to deal with college loans....

by the way, it's your turn narf.

narf poit chez BOOM
August 14th, 2003, 08:36 AM
strategy, strategy...time to tink i mean trink uh thik um THINK! yeah, that's it.

that's ok, just tell us if your going to be busy. http://forum.shrapnelgames.com/images/icons/icon7.gif

i don't think people in this world would become superstitious exactly, magic would be a fact of life.

[ August 14, 2003, 08:21: Message edited by: narf poit chez BOOM ]

Jack Simth
August 16th, 2003, 05:50 AM
Is it my turn or Krsqk's?

Krsqk
August 16th, 2003, 06:57 AM
I thought it was Jack's turn.

I think a majority of the people would feel about magic the way many "seasoned citizens" in the 70's and 80's felt about new technology--they view it with some suspicion, while willing to accept benefits from it. Probably a sizable portion would be ignorant (unlearned) and have false ideas about magic--thus, superstitious. Jack's previous "performances" while at the castle and with the guards on the road wouldn't help the general perception--his magic is far above what they would be used to, especially with meta-magic, fancy-schmancy teleports, and the like.

Having said that, I'll edit those comments if you like.

Jack Simth
August 16th, 2003, 08:13 AM
Well, it's your turn now, Krsqk. Lead the demoralized bandits in, so you can start shooting at them.

As for how the general populace would view mages and magic, most would likely be suspicious and fearful, unless they have enough resources to employ one, or have worked closely with mages. They don't age in the span of a normal mans life, they are never disarmed (can't remove their ability to throw lightning/fireballs as readily as you can take a bow from an archer), and are very hard to catch at what they do (due to teleports, invisibility, flight, or whatever). With long lifespans, many mages would refuse to closely associate with non-mages to avoid the inevitable pain when the mage outlives the non-mage. A mage isn't easily disarmed, so they would be watched much like one might watch someone who carries a sword around all the time. A mage isn't easily caught in wrongdoing, and is difficult to bring to account even if caught, so it would be difficult for mages to defend themselves from charges of theft/murder/whatever.

None of this would be good for their reputation.

Some people would consider it too much power to have in the hands of individuals, some would be jealous of that power, others would be fearful, some might consider it an affront against all that is good, while those who have worked with mages might consider them skilled craftsmen. The first three Groups would likely spread tales of magic abused, while the Last group would be the only real check against mages being vilified. If that group is large (mages are common and often work with non-mages) then magic will be well-regarded by most in most areas. If that group is small (mages aren't so common and/or don't often work with non-mages) then magic will be poorly regarded. It basically comes down to how common magic Users are. Either way, however, magic wouldn't be commonly understood by non-mages; how well do most understand the practice of law, the practice of medicine, car repair, computer programming, or most other forms of skilled labor? Those without some knoweledge of them might very well consider them to be random and mystic. Those with some knoweledge of them would consider them quite orderly. As pretty much only mages will have knoweledge of magic, those comments likely stand.

As for Jack's antics, keep in mind he's only done the fancy stuff around a very few people. The gaurds caught him teleporting a bolt, and putting up a shield - both reasonably normal things to do, as far as magic is concerned. Most mages we've encountered can do teleports of various sorts, and shields are a bit of a staple of fantasy. The only people not in the party that saw the spacewarp were the bug and the psi - nobody else was around. Other than perhaps the specific application, Jack hasn't actually done anything in public that the local mages haven't, other than perhaps some illusion (which would only have been noticed by the doorman, who was present when it happened). John recognized it for what it was, and so is pretty obviously familiar with it. The fancy stuff has pretty much all been in isolated circumstances, with few witnesses. Granted, he is a lot freer with his spells than most of the local mages, and so might be viewed as more powerful, and that might have an effect. However, unless the various mages are spreading rumors, the fancy aspects wouldn't have reached the general populace yet.

narf poit chez BOOM
August 16th, 2003, 10:26 AM
don't worry, Krsqk. i'm is a pretty easy going RPM. just stick your suggestion in the gulitine-mouthed suggestion box... http://forum.shrapnelgames.com/images/icons/icon10.gif

i've been thinking about it differently, that even farmers could afford some low-level life extension magic or potions and maybe some other stuff and that the average life-span could be 300 years, with thousand and more year old wizards. but we'll go with the majority.

on two other things for discussion, i've been thinking that 12-14 feet is rediculous and was wondering what you'd think of 8-9/9-10 feet for minataur height.

and i've been thinking about the oceans. the rough wether would come on land without something to stop it, so big pillars every # on the coast to stop bad wether. it would be a legitimate use of major weather magic and would probably be greatly respected. the upkeep would be divided between the major guilds and messing with them would incure dire penalties.

[ August 16, 2003, 09:28: Message edited by: narf poit chez BOOM ]

Jack Simth
August 16th, 2003, 11:44 AM
Narf -
Personally, I've mostly been posting things with a rule of "don't contradict anyone - at most, expand/temper what was said". I'm personally inclined to let any undecided aspect of MOTMA be decided the first time someone mentions it in the MOTMA thread in a non "ooc" conversation or narration, and view this thread more as an area to bounce ideas around or coordinate with yourself and Krsqk.

Also, it isn't a clear majority - my answer was basically a long winded Version of "depends on another factor not yet decided". By the rule I've been using, all Krsqk's post did was say that most people are superstitious and have misconceptions about how magic is run; superstition goes with the setting, and misconceptions are common of any skilled labor - many people get their impression of lawyers from TV (common set: Lawyers are: Sleazy, Showy, Greedy), not personal experience, and TV bears little resemblance to reality. Many in the modern world have misconceptions about lawyers; many in MOTMA have misconceptions about magic.

At least, that's my view of things.

narf poit chez BOOM
August 17th, 2003, 02:36 AM
i've been mostly thinking what's written goes, it's just that i was writing with a certian unstated assumption, so i wanted to check veiws. you make sense with that missconception stuff. *throws the ball at Krsqk* ie; do you agree with what Jack said? if not, what is your basis for the superstition? i hereby make you the RPM for this, unless you say it's purple monkey's.

as for the minatuar's, i invented them and their height hasn't been really mentioned in-RP, so that could be changed simply by changing the about. in the case of the minatuar's, there height was setting off my sense of redicualious.

[ August 17, 2003, 01:39: Message edited by: narf poit chez BOOM ]

Krsqk
August 17th, 2003, 02:46 AM
New post. No dialogue; just a narration of the bandits' previous and current state.

Jack Simth
August 19th, 2003, 09:16 PM
Let's see - by my count, it's your turn, narf.

If you are running short of ideas, Narp has a bow and Jack can retrieve most the arrows - those that land in sight. Likewise, Narp can always make devious suggestions, such as asking Jack to start teleporting people a thousand feet straight up or recall some of those golems in the forest for new orders, suggesting Arthur play around with freezing rain or lightning, or talking to the skeleton crew (servants?) left behind on how to properly defend the manor.

Suicide Junkie
August 19th, 2003, 09:20 PM
http://www.ebaumsworld.com/castle.html
http://forum.shrapnelgames.com/images/icons/icon7.gif Some practice for that people thowing idea http://forum.shrapnelgames.com/images/icons/icon7.gif

narf poit chez BOOM
August 19th, 2003, 09:29 PM
not short on ideas - sunday just came along faster than i thought it was. then, of course, the forum went down. i'll post today.