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File: 1763352145647.jpeg (174.16 KB, 546x569, IMG_2994.jpeg)

 

> yeah bro, my games universe has magic, paranormal stuff, and mysticism that normal people interact with daily
> oh but magic, yeah that’s some elite stuff that only a conveniently select few type of people know about

i'd like a game that has magic, but only those trained on it since childhood can master it.
like it would take time to learn a single spell.

kinda like how Wizardry has spells fizzle and backfire if you're not trained on magic enough.

>>44981
Nice for not describing any TES game then

>oh but magic, yeah that’s some elite stuff that only a conveniently select few type of people know about
>every bandit gang you encounter fields multiple wizards

I wish there more RPGs that use fantasy elements sparringly to keep them feeling fantastical.

>>45017

this, i've heard there's a mod named Requiem that does this, but i think it could fall short if immediately in any dungeon you start finding magical enemies by the ton.

maybe not, what's ya'lls proposals? i wanna hear them.

my idea for worldbuilding was this religious magic thing where there's adepts and then there's priests which are like special ops in magic schools, and there's some of them that are legitimately good but most of them are petty at best at casting spells for anything that isn't blessings.

and as such you'd be able to bless weapons but the best weapons to bless are the older ones with more pure materials somehow, making ancient, vintage and wooden weapons like old rifles buffed as you can get better spells on them over let's say a modern rifle made with polymers and such.

>>44981
>i'd like a game that has magic, but only those trained on it since childhood can master it.
magic but you actually need like lobotomy-tier surgical intervention to be able to interact with like leylines or whatever that normal people can't see and you lose a large part of yourself to even be able to start learning it

>>44981
Problem is having each party member only know one spell would be boring, if you don't massively balance it out with individual spell potency. I quite like casting in dungeon crawl stone soup, which has misfires at low intelligence, but also allows you to cast at zero mana with an active backfire chance.
>>45017
Personally i think ubiquitous magical artifacts are a severely underutilized woldbuilding mechanic. They're usually asides to diversify wizards, give profane classes more to do and flesh out the lore. Even magitek in final fantasy, which should be a pretty big deal on its own, always comes with masses of human spellcasters. Maybe the writers just don't know how to make the party doing fictional engineering fun, apparently guilds and crafts are as intricate as it gets.
>>45018
>vintage and wooden weapons like old rifles buffed as you can get better spells on them over let's say a modern rifle made with polymers and such.
While your overall idea seems promising, this part doesn't really seem well articulated. Wood in particular already is a pretty durable, lightweight material and the gap to modern, special-purpose polymers isn't that great. IIRC wooden stocks remain popular for recreational rifles. The next best thing would be to make up something about nuclear weapon tests or a man-made disaster contaminating any resources extracted past a certain year, but i don't feel like this is what you want.

>>45020

It was gonna be a tactical RPG so it evened out by having many units in-game kinda like Jagged Alliance
so it was also supposed to be "realistic" problem is gun nerds love old guns, but just making old weapons outdated and removing them from the meta would be boring so i thought of a way to buffing old weapons so you can maybe build a competent Springfield or even a legendary Jezail musket

>>45018
SSEEDIT

I already nodded my Skyrim heavily for the combat by removing perks that gave npcs arbitrarily high magicka regeneration and removed a bunch of spells from mages who didnt specialize in certain fields of magic

This is more of a world building problem than a gameplay problem. But gameplay should come first, the world building should be created after the fact.

I don't even see how you could implement magic in a game that's more complex than what you get in something like D&D or just being superpowers with an occult theme. Real life magical/occult practices are usually subtle and free form in how they're supposed to work. It's something I only see working narratively.

>>45026
WRONG. No gameplay loop no matter how perfect is worth anything if the world you play in is boring as shit

yeah bro, my universe has tech, industrial stuff, and machines that normal people interact with daily
oh but engineering, yeah that’s some elite stuff that only a conveniently select few type of people know about

>>45018
>>45021
>the older the weapon the greater magical power can be infused
>archeologists run black markets for ancient weapons to enchant
I like the idea of Sorceror Kings with magic copper swords running around the same setting as Fudds with great grandpa's colt model army that has homing bullets or some other blessing.


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