Burning spec apps for full magick

Started by MeTekillot, November 03, 2018, 12:34:51 PM

I had the idea that, if we're not going to bring back full magickers (are we?) that, once your subguild spells are properly maxxored, that you could submit a spec app request to take your character concept in a more magick heavy direction toward the purpose of pursuing more magick power. Plotlines could be made out of this: Your Vivaduan tries to connect with her Element for more reasons and she starts getting prophetic dreams about a defiler sickening the land deep in the Grasslands, or maybe she needs to start sacrificing her Suk-krathi lovers on an altar to Vivadu, but only through exsanguination. Whatever, I'm not picky.

I would say that not everyone should get approved if they make the request. Up to staff discretion.

I'm a vocal proponent of full magickers returning, or at least a double-subguild magick specialist, but definitely not on top of a full guild class.


If this brought in mages who could fill the plot void that nilazi used to inhabit, all the better.

Way back when, nilazi would by virtue of being nilazi create plots where they would build up power and then take on a unit of the Arm in a mini-rpt, and this happened every month to two months like clockwork. We need that kind of excitement again.
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I'd be in full support of something that allowed for advancement for magic characters, even if they had outlandish IC requirements--going on pilgrimages to obscure and dangerous shrines, collecting insanely rare materials to use as ritual sacrifice, that sort of thing.  It would also allow more uncertainty as to just how powerful mages are--it's easier to guild sniff mages than main classes now.

Yes, and yes, all of this yes please.  So much Yes!  It's far too easy to guild sniff a mage now and know exactly what will counter even their top spells.  Being a maxed out warrior your usefulness is unlimited, but being a maxed out mage means your still only 1/3 as useful as you used to be. It's quite limiting and frustrating at times to work around this, especially since we're spending karma to put ourselves in this position.  Maybe having to spend additional karma when spec apping for the addition of spells would be mandatory as well?
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Maybe have an option
One full guild+ one subguild
Zero full guilds, three subguilds.

I would be all for a return of full mages by special app.

The nice thing about those classes is that it completely changed the way you play the game.  You have a different set of challenges and benefits when you're lacking a lot of the skills needed in Zalanthas.  It also made those mundane classes more valuable.

The drawback is that guild sniffing will undoubtedly return.  A few players had it down to a handful of questions back in the day.

Overall, I think the pros outweigh the cons.  And, like Akamaru said, it's a great choice for indie players.
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I'd love to see full mage classes return. But I'd be okay with a previous suggestion for an option:

You can pick one non-magick subclass, plus any two magick subclasses of the same element, and no main class.
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That sounds extremely limiting, I liked the double-subguild and main class thing.

I don't see any of these ideas being mutually exclusive.
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I've played 2 of the magick subguilds now, and they were mostly fine.  Much more fun than any full 'gicker I ever played.
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Quote from: Synthesis on November 05, 2018, 07:42:02 PM
I've played 2 of the magick subguilds now, and they were mostly fine.  Much more fun than any full 'gicker I ever played.

Hard disagree. The magick subguilds I've tried are fun, but nothing compared to a full mage. Oh to be a full Rukkian again!
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I don't really miss full magick guilds.

But I do miss the days where something was scarier than a high-statted dwarf.

November 06, 2018, 09:44:16 AM #14 Last Edit: November 06, 2018, 09:46:51 AM by Strongheart
Some aspects are notably useless in the sense that they have less spells that are useful which makes it difficult to get past the notion that the other aspects of that element aren't superior to them. I understand COMPLETELY that an aspect shouldn't be desired for its capabilities but if we're being honest they do leave a lot to be desired when those abilities are either too obvious and you're a rogue mage OR never have any practical uses outside of super rare occasions or are simply just flavor spells.

I like the idea of laying out rules for partial elementalists to eventually become full elementalists w/o forced storage.

IC plots are good, but also IG/IRL time limits or other determining factors besides something that only occurs every so often.  Basically, rules for if any subguild mage or even "touched" invests enough to get to the next "stage," with primary guilds being left behind upon obtaining this.
Bear with me

Anything that gets full elementalists back into the game.  I don't care if it's special application, random chance, in-game quests, karma restricted, etc...  The game just feels so shallow without full elementalists. 

I agree, bring back full mages.  bring back all of the lost things.  make the sandbox big again.
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I think subguild mages who can eventually reach the pinnacle of their power gaining some additional things is supportable.

I would probably do mages like:

Predominant mage - would get a basic character package with some mundane utility, but with some more capability than before to make them not super sniffable. That class would be able to get 75% of the spells, basically, could get most of the basic/utility/flavor spells, and some signature more powerful stuff.

They either then get to take a subguild for flavor - (there you go, mages can craft again) or double down and take a magick aspect, which would give them a headstart on that aspect's basic spells and a more full access to that aspect.

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Quote from: wizturbo on November 06, 2018, 02:01:31 PM
Anything that gets full elementalists back into the game.  I don't care if it's special application, random chance, in-game quests, karma restricted, etc...  The game just feels so shallow without full elementalists.


I don't know if its being used anymore, but there exists code in the game for expanding a witch's abilities, at least a little bit, which could only be attained through extensive rp and work on the player's part. It might not work anymore with the new system of magick code, but I'm saying that this is probably easier to accomplish than trying to make a corpse display a hooded sdesc when its on the ground (I like that idea too, but am not ready to assume its going to be done anytime soon.)
https://armageddon.org/help/view/Inappropriate%20vernacular
gorgio: someone who is not romani, not a gypsy.
kumpania: a family of story tellers.
vardo: a horse-drawn wagon used by British Romani as their home. always well-crafted, often painted and gilded