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RolePlay #3 preparation

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if we lock a theme, then better get the entire RP restarted
I fear that is true.

RACC Origin was magic
Yes,the original theme was fantasy/medieval and [email protected]'t even argue with me on this one,I've been here longer than everybody in this thread ATM

I know tech will win... but magic =/= medieval stuffs

But what if there's still magic? You can't just erase the presence of magic! If so, how do you explain the use of magics in RP #1? And RP #2?

I'll still go for Science Fantasy. Futuristic setting with magic. No stone age or medieval weapons, but there'll be still magic and technology. Like some Final Fantasy games, Harry Potter, etc.

Edit: TLDR -- Science + Magic.
If so,how the hell do you explain all the medieval and fantasy stuff from RP #1 and RP #2?
 
We don't have to restart if we make a good excuse of one side extinction (eg. Magic disappears, Tech disabled etc...).

Still, using both magic and technology can be inconvenient (I experienced this when using TMK, but not NM, since NM is quite tech oriented to serve it's purpose as anti-TMK).

Anyway, I see that either way, both actually share almost all similarities.
 
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Anyway, I see that either way, both actually share almost all similarities.
I wouldn't say almost all,but I see what you mean and agree.There are a lot of things that can be with tech that can be done with magic and vice versa
 

Chaosy

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but magic =/= medieval stuffs
Fair enough.

But what if there's still magic? You can't just erase the presence of magic! If so, how do you explain the use of magics in RP #1? And RP #2?
Somewhat true. Though since this is custom lore you can come up with literary anything.

No stone age or medieval weapons, but there'll be still magic and technology. Like some Final Fantasy games, Harry Potter, etc.
Still unbalanced. You may see a magic bolt and tumble behind an object of some sort. But you can't dodge bullets, not humans anyway.

edit:
Mage can still create a shield
Yeah if he goes god mode and instant casts it while being some kind of mechanical eye that allows him to see bullets.

, or wear some bulletproof armors.
Which is like asking an archer to wear knight armor to protect him from melee attacks.
 
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Still unbalanced. You may see a magic bolt and tumble behind an object of some sort. But you can't dodge bullets, not humans anyway.
This.

Yeah if he goes god mode and instant casts it while being some kind of mechanical eye that allows him to see bullets.
This.Bullets move to fast Directive.You can't stop it unless you move at super sonic speed.

Which is like asking an archer to wear knight armor to protect him from melee attacks.
Mages aren't really know for wearing armor,except battle mages of course.But regular mages don't really wear armor or heavy items.
 
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I think magic and tech can exist together,

like....(My planned soldiers for RP3)

Dark Tinker: Nifty little Ganarg, can craft gadgets and enchace with dark magics. Can cast Lay Shadowfused Mine, Dark Eye, Dark Scout and Throw Shadowbomb

Plasma Reaver: A mechanical wonder, can use plasma to destroy enemies. Can cast Plasma Blade, reverting it to melee form, in which 2 Plasma Blades replaces for his twin plasma guns. Has Plasma Aftereffect, which if an enemy unit is killed, the enemy unit will explode.


Cyro Blademaster: A fel orcish blademaster, whose weaponary is enchanced with Cyro Energy. Can Bladestorm and Cyro Blast.

There.. some examples
 
Alright, I try to consider some stuff. Might be helluva long...

Anyway, proposed solutions :

1. Magic Theme, we modify the scientific weapon to be magical yet retains it's attribute to some extend. Guns can still remains, but generated through magic force (or blacksmith duh, Warcraft is Fantasy and those riflemen got some guns), but not robots.

2. Magic-Science Theme, either lower the tech power or get a boost for magic, which can be decided further on. There has to be a special logic applied to ensure the gap between two aren't high, using normal logic would favor one side.

Stuffs that is messy are like the long range nukes and controlled storms, time art spells, instant death stuffs, and other practically imbalanced stuffs.

Also, I was thinking if we better get a certain age based theme instead ; Renaissance, Dark Age, Steampunk... (Ok, go slap me now, gotta hide :D)

==============
Personally, I can easily turn my factions into magic based or tech based or magic-tech based if I want, all of them. And I have no plan of using current factions anyway (aka start new)
 
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1. Magic Theme, we modify the scientific weapon to be magical yet retains it's attribute to some extend. FYI, guns can still remains, but generated through magic force (or blacksmith duh, Warcraft is Fantasy and those riflemen got some guns).
I prefer this one.

Personally, I can easily turn my factions into magic based or tech based or magic-tech based if I want, all of them. And I have no plan of using current factions anyway (aka start new)
This entire discussion doesn't bother me because I will be going full RP mode in RP #3 with only character.And that character is familiar with tech and magic,futuristic and medieval/fantasy stuff
 
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For me its just Archimonde Supreme.I planned on discussing this when we discussed Other stuffs that might be necessary for RP #3 :
 

Chaosy

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It's Facedesk, sir.
tumblr_n5q97b07tP1tbqfqfo1_400.gif
 
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Yeah.
But we should continue on-topic.I don't think one specific theme is going to work out since everybody wants what he is comfortable with.
 
Lock everything up in magic theme suits well IMO. A dual sided faction can easily be converted to magical faction and they don't loss most of their tech, except those chrono and nuke stuffs, which can be replaced with a magical counterpart. Many of RP #2 factions will perish in the end of this bullshit warfare anyway, so I don't see the problem.

Sorry Leo and Directive, but I don't think getting dual theme is my type. My apologies.
 
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