Setting immersion and...things

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JIŘÍ
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Re: Setting immersion and...things

Unread post by JIŘÍ »

DM Foresight wrote: Tue Aug 18, 2020 4:35 pm I think the time of troubles would be very interesting for rp, but removal of magic from the server would indeed be a devastating blow on a ooc level, perhaps not for many current players, but think about the new arrivals during such a time

* buys nwn2, finds bgtscc, logs in, wyd I cant play a wizard?*

Its almost like inviting new players to experience half of what the game has to offer. I'm sure some wpuld welcome in, but many others would despise it.

The idea of wild magic does bring a interesting idea to mind though that could be very interesting to appease both sides. Perhaps have shifting areas of both wild magic and dead magic zones. Areas were if you cast magic it could have some crazy unintended effect, and at the same time areas that magic fails to work at all. Over the course of the TOT these areas could change. One month mabye you could cast magic normally in the northern lands, then suddenly it shifts and now magic does not function there at all.

Flip the areas of normal magic, wild magic, and dead magic as the year progresses, abd mabye even have a month or two in there were its dead everywhere all at once.

The magic could have attached a % for a failure instead of removal, or doing some other random effect world wide. But i would add a text that would pop up above PCs head to explain it is caused by events the world finds itself in.
5% chance for that (higher in unstable areas) would suffice.
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Shadowspinner70
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Re: Setting immersion and...things

Unread post by Shadowspinner70 »

If I remember correctly, ARCANE magic is unpredictable and DIVINE magic doesn't work at all unless the physical aspect of the god is however far away. Not all magic would be taken away and again, if I remember correctly, your innate relics/magic items should still work fine. Every mage would just become a borderline wild mage and your clerics will become weak fighters.
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JIŘÍ
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Re: Setting immersion and...things

Unread post by JIŘÍ »

yyj wrote: Tue Aug 18, 2020 4:36 pm There are some NWN1 servers on different low magic settings that provide this "immersive" low magic rp, why try to turn Forgotten Realms into something that it isn't? Time of troubles is just a part of it. Not the whole thing.
Low magic rp does not exclude playing Faerun. Not everyone on Faerun is level 30 boss bringing cities down with a spell like in books :dance: but yes, the fact we all play a hero type, brings its disadvantages.
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gedweyignasia
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Re: Setting immersion and...things

Unread post by gedweyignasia »

Shadowspinner70 wrote: Tue Aug 18, 2020 4:39 pm If I remember correctly DIVINE magic doesn't work at all
So basically, that year would be a vault wipe. :lol:
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Shadowspinner70
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Re: Setting immersion and...things

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"The immediate effects of this edict were threefold. First, divine magic (spells granted to clerics by their patron deities) ceased to function altogether unless the cleric was within one mile of their deity's avatar. Second, arcane magic (a force channeled from the Weave by wizards and sorcerers) ceased to be regulated by its steward, Mystra, and became dangerously unpredictable. Third, the characteristically immortal and aloof deities were now vulnerable (though still devastatingly powerful) and dwelling among the civilizations of Faerûn."

From the FR wiki. The ToT could be EXTREMELY interesting. Imagine a group of adventurers realizing the gods are talking among mortals and trying to assassinate one of said gods. The Silence of Lolth would start a lot sooner, let me tell you that. I'm not sure whether that'd be borderline immersion breaking or a way to really change the timeline, but I can see players trying to eliminate a specific set of gods. Someone might go after Bane, for example.
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yyj

Re: Setting immersion and...things

Unread post by yyj »

JIŘÍ wrote: Tue Aug 18, 2020 4:39 pm
yyj wrote: Tue Aug 18, 2020 4:36 pm There are some NWN1 servers on different low magic settings that provide this "immersive" low magic rp, why try to turn Forgotten Realms into something that it isn't? Time of troubles is just a part of it. Not the whole thing.
Low magic rp does not exclude playing Faerun. Not everyone on Faerun is level 30 boss bringing cities down with a spell like in books :dance: but yes, the fact we all play a hero type, brings its disadvantages.
That would mean ignoring the 100s of NPCs that aren't epic and according to server a lvl 30 equals to a level 15 when compared to truly epic NPCs (Elminster, Scar of the flaming fist, etc.) The players are a minority in the world. Even when you have the server full with 90 people, adventurers are still a minority.

If people here really want their immersion they can just rp a commoner and call all the adventurers crazy or just making up tales.

No PC can go and destroy a town here, it would have already happened. People just like to exaggerate as this thread started with someone bothered by something personally, and everyone telling their personal opinion, but it even seems that IMMERSION means something different for everyone. And that is fine, immersion is a personal thing and if you only try to find fault or bothered by other's rp then that's on them.
JIŘÍ
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Re: Setting immersion and...things

Unread post by JIŘÍ »

Shadowspinner70 wrote: Tue Aug 18, 2020 4:44 pm "The immediate effects of this edict were threefold. First, divine magic (spells granted to clerics by their patron deities) ceased to function altogether unless the cleric was within one mile of their deity's avatar. Second, arcane magic (a force channeled from the Weave by wizards and sorcerers) ceased to be regulated by its steward, Mystra, and became dangerously unpredictable. Third, the characteristically immortal and aloof deities were now vulnerable (though still devastatingly powerful) and dwelling among the civilizations of Faerûn."

From the FR wiki. The ToT could be EXTREMELY interesting. Imagine a group of adventurers realizing the gods are talking among mortals and trying to assassinate one of said gods. The Silence of Lolth would start a lot sooner, let me tell you that. I'm not sure whether that'd be borderline immersion breaking or a way to really change the timeline, but I can see players trying to eliminate a specific set of gods. Someone might go after Bane, for example.
We would end with 80% of gods wiped out.
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yyj

Re: Setting immersion and...things

Unread post by yyj »

A lot of ToT stuff happens very very far from the Sword Coast. And then either mechanically change classes to retain "immersion" or just make 100% rcr period and forbid people from taking spell casting classes, or have DMs on 24/7 to make sure people are rping their stuff correctly to prevent immersion breaking and so on and so forth.
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Shadowspinner70
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Re: Setting immersion and...things

Unread post by Shadowspinner70 »

JIŘÍ wrote: Tue Aug 18, 2020 4:49 pm We would end with 80% of gods wiped out.
Yep. And I don't think we should force our staff to make whole new gods to take over the missing portfolios. What I can say is I'm personally excited for the ToT and how the server chooses to handle it.
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c2k
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Re: Setting immersion and...things

Unread post by c2k »

yyj wrote: Tue Aug 18, 2020 4:27 pm Maybe we are playing different games but this isn't supposed to be a realistic setting. Faerun isn't a setting where magic is rare, maybe you are in the wrong game if you think permakilling or not having magic solve issues goes against the setting immersion.
Actually, what can be gained from FR is that magic causes way more problems than it solves them. Having a deity control the ebbs and flows of magic is a treacherous thing in that upsetting this balance causes cataclysms. One of the major points in the FR arc is the Chosen of Mystra going around making sure that balance is kept, balance I am sure this server has destroyed. :lol:

Also, regarding divine magic. Clerics don't cast their spells. They are calling on their deity to perform their miracles. It is very possible for a deity to just say "no".
c2k
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Re: Setting immersion and...things

Unread post by c2k »

Shadowspinner70 wrote: Tue Aug 18, 2020 4:44 pm Someone might go after Bane, for example.

Bane does die. And he stays dead until 3rd Edtion(I think its 1373), when he takes over the body of Iyachtu Xvim.
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Hoihe
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Re: Setting immersion and...things

Unread post by Hoihe »

c2k wrote: Wed Aug 19, 2020 1:58 am
yyj wrote: Tue Aug 18, 2020 4:27 pm Maybe we are playing different games but this isn't supposed to be a realistic setting. Faerun isn't a setting where magic is rare, maybe you are in the wrong game if you think permakilling or not having magic solve issues goes against the setting immersion.
Actually, what can be gained from FR is that magic causes way more problems than it solves them. Having a deity control the ebbs and flows of magic is a treacherous thing in that upsetting this balance causes cataclysms. One of the major points in the FR arc is the Chosen of Mystra going around making sure that balance is kept, balance I am sure this server has destroyed. :lol:

Also, regarding divine magic. Clerics don't cast their spells. They are calling on their deity to perform their miracles. It is very possible for a deity to just say "no".
Only time a cleric would be denied spells would be:

A) Casting the spell on the enemy of the faith
B) Is an evil deity that screws with its worshipper for no reason, ala Lolth.

Thankfully, we've Ilmater and Tymora - one cares about morality of the receipent, the other? Their pockets.

And then the racially specific gods for their races.
For life to be worth living, afterlife must retain individuality, personal identity and  memories without fail  - https://www.sageadvice.eu/do-elves-reta ... afterlife/
A character belongs only to their player, and only them. And only the player may decide what happens.
yyj

Re: Setting immersion and...things

Unread post by yyj »

Hoihe wrote: Wed Aug 19, 2020 2:18 am
c2k wrote: Wed Aug 19, 2020 1:58 am
yyj wrote: Tue Aug 18, 2020 4:27 pm Maybe we are playing different games but this isn't supposed to be a realistic setting. Faerun isn't a setting where magic is rare, maybe you are in the wrong game if you think permakilling or not having magic solve issues goes against the setting immersion.
Actually, what can be gained from FR is that magic causes way more problems than it solves them. Having a deity control the ebbs and flows of magic is a treacherous thing in that upsetting this balance causes cataclysms. One of the major points in the FR arc is the Chosen of Mystra going around making sure that balance is kept, balance I am sure this server has destroyed. :lol:

Also, regarding divine magic. Clerics don't cast their spells. They are calling on their deity to perform their miracles. It is very possible for a deity to just say "no".
Only time a cleric would be denied spells would be:

A) Casting the spell on the enemy of the faith
B) Is an evil deity that screws with its worshipper for no reason, ala Lolth.

Thankfully, we've Ilmater and Tymora - one cares about morality of the receipent, the other? Their pockets.

And then the racially specific gods for their races.
Ilmater aids everyone who is hurt, evil or good or neutral.
c2k
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Re: Setting immersion and...things

Unread post by c2k »

Hoihe wrote: Wed Aug 19, 2020 2:18 am
Only time a cleric would be denied spells would be:

A) Casting the spell on the enemy of the faith
B) Is an evil deity that screws with its worshipper for no reason, ala Lolth.

Thankfully, we've Ilmater and Tymora - one cares about morality of the receipent, the other? Their pockets.

And then the racially specific gods for their races.

Not entirely true. Also, the Afterlife is so alluring, that some times the recipient of a Raise Dead spell chooses not to go back.
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Hoihe
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Re: Setting immersion and...things

Unread post by Hoihe »

c2k wrote: Wed Aug 19, 2020 2:44 am
Hoihe wrote: Wed Aug 19, 2020 2:18 am
Only time a cleric would be denied spells would be:

A) Casting the spell on the enemy of the faith
B) Is an evil deity that screws with its worshipper for no reason, ala Lolth.

Thankfully, we've Ilmater and Tymora - one cares about morality of the receipent, the other? Their pockets.

And then the racially specific gods for their races.

Not entirely true. Also, the Afterlife is so alluring, that some times the recipient of a Raise Dead spell chooses not to go back.
Good thing the only person capable of making decisiona for a player character is the player who they belomg to, for only the player knows how they think and feel..
For life to be worth living, afterlife must retain individuality, personal identity and  memories without fail  - https://www.sageadvice.eu/do-elves-reta ... afterlife/
A character belongs only to their player, and only them. And only the player may decide what happens.
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