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Topics - Tom

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211
Feature Requests / Adventurer Taxation
« on: September 07, 2011, 10:23:07 AM »
I think adventurers should feel the tax burden stronger than they do.

In addition to realm taxes (property and wealth), they should pay the region taxes as peasants do. In other words:

Whenever taxes are collected, all adventurers currently in a region having tax collection have to pay the regions tax rate to the region.

212
SM General Discussion / IRC
« on: September 01, 2011, 09:02:51 PM »
I've opened a channel #spellmaster on quakenet, next to the #battlemaster channel(s). I'll hang around there now and then.


213
SM General Discussion / Beta Testing "Launch"
« on: August 31, 2011, 08:09:00 PM »
I'm officially announcing the start of beta testing.

That means two things:

a) Please test and play with all aspects of the game
b) There will be a reset on launch, so feel free to trade spells, spend XP, etc.


214
SM General Discussion / Spells Feedback
« on: August 25, 2011, 09:50:36 AM »
Because there is no message system currently, so rejecting a spell does not tell the inventor anything:

Skim Thoughts - like the other mind/perceive spell, I'll reject this one because the target should be 2 - you are reading the thoughts of a human, not of his head. That's a modern/mechanical thought, in a holistic/magical view, thoughts aren't located in the head, they are the property of the whole being.

With a target of 1, you could read the "thoughts" or emotions of a small animal.


215
SM Stories / Board is not yet active !
« on: August 24, 2011, 08:18:45 PM »
Please don't yet post to this board.

Stories for "warming-up" can be in the discussion board. Things posted here are "really happening", and this board will open with the official launch.


216
SM General Discussion / Rise of the Engine
« on: August 24, 2011, 08:15:37 PM »
I am working on the game engine and it is making good progress.

If you log into the game, you should see details for your characters, including some XP and energy they have already accumulated. You can spend XP already, but the "+1 per hour" part doesn't yet work, and I will likely clean everything out for launch, but you can play around and become familiar with how everything works.

The most important part is that you can "research" - aka submit to the GameMasters for checking - new spell ideas. We are looking forward to your spells, and your contribution will not be in vain - every spell remembers its inventor. I don't yet know what good that'll be for, but it does.

Again, much is still unfinished, among other things, the GMs can not yet accept your spells. But all of that will be coming very soon.

217
SM General Discussion / Some things to know and discuss
« on: August 22, 2011, 10:59:01 AM »
I'm working on the backend engine. The engine will manage your characters, with experience, skills, etc. as well as spells including research and stuff.

It will have a "parser" part which allows you to write your roleplays in a form that basically authenticates them. I'm not yet sure about the technical details. The idea is that there will be a way to post a roleplay using spells, etc. in a way that not only manages the relevant details of energy and concentration, but also verifies to the other players that you do, in fact, know those spells you use and that you have the necessary skills to use them.



The other thing is the bases and intents. I will need to have a basic collection of those and some initial spells to start. Some of the ideas can be taken from the older games.

There won't be many intents, really. Harm, Protect, Control are the main ones I can think of, but please post ideas below.

There will be more bases, but not too many. The basic idea is to group them. So Fire will also stand for heat, burning, etc. while Water will also stand for ice and thus cold. Aside from the elements, there will be bases like Death (for all those necromancers out there), Body (for healing and direct-damage) and Mind (for all those control and influence spells). I can think of a few more, but once again, please post ideas you have below.



The game will need plenty of spells, and the basic concept here is that once we have a basic set, there will be a laboratory where your characters can spend time to invent new spells. Inventing spells is basically creating one and proposing it to the GameMasters, who will decide if they accept or reject the spell. Rejections will have comments, so you can refine the spell and try again - that simulates the research process. Except for spells we already have. There will be only one Fireball spell, making up your own won't work. Because getting spell formulas, trading for them, etc. is a major part of the game. And control of some especially interesting spells will be part of what the councils powers could be.

Once again, if you have ideas for spells that you are dying to get heard, post them below.


For everything you post, please don't expect individual answers, but I will read it all and you may find it incorporated into the engine.

218
SM General Discussion / Background posted
« on: August 12, 2011, 12:18:36 AM »
I have posted the game world background to the official website:

http://lemuria.org/SM3/welcome/world


Now you can start to think about your characters. :-)

I don't think I will be able to finish the game engine before I go on holidays on saturday, so let's  consider something like September 1st for the official launch, but you can now begin to come up with character concepts and maybe post them here so I can give you feedback.

Also, as always, if there is something unclear - ask. One thing in advance: There is more background than this, but it has only been posted to the GMs because you as players should discover it IC. :)


219
SM General Discussion / Rules / Website
« on: August 09, 2011, 01:33:51 PM »
I've written up everything and sorted it and put it up here:

http://lemuria.org/SM3/


Check it out, and post below what you think or especially what you don't understand. I'm sure the first draft is not perfect, your feedback will help me improve it.


220
SM General Discussion / Game Mechanics
« on: August 05, 2011, 04:53:21 PM »
Here are the first rough guides on game mechanics:

For the cooperative storytelling, there is no need to invent new rules the ones from SM2 will do just fine:
http://lemuria.org/SM2/roleplaying.html


For the magic system, there will be something very new.

Spells will be defined by the following characteristics:
  • a (unique) Name
  • an Intent
  • a Base or source of power
  • a Power Level or strength of the effect
  • an Effect Description
The new elements Intent and Base work as a dual-axis category. Both are single-word categories.

Intents are concepts like harm, protect, control, transform. It describes what the spell is supposed to do. Magic being an art of the will, intention is important. As a spellcaster, you don't just create a ball of fire - that is actually just the means. What you (magically) do is create a ball of fire in order to harm someone. A spell without intention is unimaginable. And yes, that does mean you can't use a Fireball (which is a harm spell) to light a campfire. You can use it to burn a peasant and throw him into the firewood to get a fire started. If you're a member of the Underworld. :-)

The Base of a spell is where it draws its power from, how it manifests. These are words like fire, water, stone, death, mind, etc. - they describe how the spell works to achieve the intent. The base is also important for spell interaction.

Spells interact with each other based on their bases. This is especially important in magical duels or Certamen. Interaction can be normal, strong or weak. It is always reciprocal. For example, fire interacts weakly with itself. You can throw a fireball right through a burning room and neither fire will be affected very much. In Certamen, a fire-based defensive spell will be very ineffective against fire-based attack spells. At the same time, the fire-based attacks will, while passing easily through the fire-based defenses also not affect the defenses very much. Fire and water, on the other hand, interact strongly. A shield of ice (water-based protection spell) will be very effective against a fireball. At the same time, while the fireball will be very likely blocked, it will also do a lot of damage to the shield of ice.
In Certamen that means that there is a strategic balance between passing through defenses and doing damage, and smashing into defenses to take them down (so your future attack spells can do more damage).

The actual numbers depend on the power level.

The effect description is a free-form text that describes what exactly the spell does. Spells are exact in so far as doing exactly what the description says and nothing else. See the SM2 example - you can't use a "summon undead army" spell to summon an undead servant, because it a) summons an army, not just one and b) it summons soldiers, not servants.



Like in both predecessors, spell formulas can be traded.

Learning will be much simplified and automated.

221
SM General Discussion / Relaunch ?
« on: August 05, 2011, 01:07:33 AM »
It has been suggested that we should try again to relaunch SpellMaster.

Well, if the interest is there, then why not?  :)

222
BM General Discussion / The Big New Maps Cooperation
« on: July 23, 2011, 01:09:24 PM »
This is a call for a cooperative effort, open for everyone who wants to contribute. It will benefit both BM and BM:WI and more.

The goal of this project is to create new maps for the games. Maps that are not limited to a single perspective or zoom level.
Here is a render of what the end result could look like. This is the result of an old attempt at this:


This one has many limitations still. Together we can be even better.


I've thrown up a wiki page with a draft workflow. This is how it could work. This thread is for discussing the best way to actually do it.


What we need especially:
  • people who figure out the best way to generate heightmaps and splatmaps
  • people to write shaders for Terragen 2 for good-looking land-types (grassland, desert, plains, mountains, etc. etc.) - I will gladly provide the shaders I made for the image above as starting points
  • people who can make models of cities and towns. Low-poly, to-scale. Nothing like this seems to exist on the market. This page contains some inspirations, from the boardgame Mighty Empires.
  • people who tie everything together, figure out the best ways to import/export from the various tools in the workflow, etc.

223
General Talk / Google+ - Tom's Stream
« on: July 18, 2011, 09:38:28 PM »
If you're on Google+ and want to follow me, here's my profile, add me to following and send me a PM so I can put you into my "BattleMaster" circle. I'll be posting some thoughts and what's going through my head to that circle only, so just following me won't do it.

https://plus.google.com/101656807248507042879

This is my attempt at checking out social media which I'm not really a big fan of, but I know some of you are. It'll not replace the forums, but if you care about what's going through my mind, you may catch it there.


224
Questions & Answers / IC Courthouse - yes or no?
« on: July 17, 2011, 10:07:56 AM »
See the discussion in the other thread. Let's get a few opinions...

225
BM General Discussion / Google+
« on: July 15, 2011, 09:21:14 PM »
Help me out here, please. I'd like to set up a "BattleMaster" circle on Google+, but to be honest, I don't know half of you guys by real name.

So if you want to be added to a circle I may use to post some thoughts about BM (but no guarantees), then send me a message in Google+ so I know who you are, or even just that you are a BM player. :-)

Until Google+ has groups or something like it, there really is no way for me to tell if that John Doe who just added me to his circles is some BattleMaster player, someone who reads my blog, someone I know from some other forum, mailing list, whatever, or just someone who is mistaking me for someone else. :-)


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