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#1 |
Member
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#2 |
Senior Member
Join Date: Aug 2002
Posts: 252
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#3 |
Senior Member
Join Date: Oct 2002
Posts: 310
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Ages of Despair has an interesting one, or maybe had.. Currently the guild is suspended, pending some adjustments to balance it. Originally it was two guild that got crammed together into one in the development stages, so it ended up a tad over powered. In any case, the magic system for Woodland is based one elements, which shift through use. The entire guild has to work cooperatively to keep the elements in balance (by avoiding over-use of say fire spells), it is actually possible to depleat one element to the point where spells using it have little or no effect. Spells themselves are not automatically gained either, they must be found, and as I understand it there are different 'paths' you can follow, each with unique sets of spells, so you can't ever aquire the entire list of possible spells. There are quite a few people desperately waiting for when this guild reopens.
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#4 |
Senior Member
Join Date: Aug 2002
Posts: 252
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#5 |
Member
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Like I said, I'm not looking for a mud to permanently play. I wasn't sure where to post this, but I wanted people to be able to really promote theirs as well as discuss, as I am currently visiting quite a few in search of inspiration for my novel, and eventually, a game based on that setting.
Armageddon definately has an interesting setting. I've been tempted to apply there, but I don't play often enough to feel I could really get into it. I like the idea of making magic depletable/dependent on how much people use it, like shadowfyr's input suggested. If anyone remembers Ravagers from the Dark Sun campaigns, damage and other effects on the world when you use magic is also something I've thought about. Another thing that has caught my interest, is making new students of magic capable of grasping more than they can handle, up to and including risk of death. After all, there's nothing stopping you IRL from driving without knowing how to drive. I can think of some interesting situations that could occur should a spell go overboard; create rose might start a nearly impenetrable rosebush barrier, with you at the center. Or you might just explode from a massive electrical discharge if you don't know how to handle the energies of the storm you're calling. |
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#6 |
Senior Member
Join Date: Apr 2002
Location: New England
Posts: 849
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Unfortunately, much of the magick system in Armageddon is "In-character Info" and we'd get bludgeoned to death if we posted anything too specific here.
I'll say though, that there definitely are consequences to spellcasting in Arm, up to and including overload and backfire, which can result in permanent death of the character. I actually heard about one mage who was going about his business and spontaneously acquired a new spell on his spell list - which some how or another casted itself without any prompting from the mage. He ended up transported to nowhere, and disappeared from the face of the earth forever. I have no idea if that's what really happened, but if it did, it's a pretty danged awesome drawback, heh. I'll add another point, regarding a pay-to-play I used to play. GemstoneIII's magick system has an interesting drawback to using magick. If you have less than the amount of mana necessary to cast, and cast anyway, it results in damage in the form of scars (if I remember right) that prevent you from casting anything until you are sufficiently healed. Think of it as a quirky coded version of a migraine headache. |
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