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A Proposal To Lock All Of The Magic Subtypes.

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 Be like Joe Blackman. When I first met him, he was constantly around asking wizards to teach him magic. He was turned down, but the guy didn't give up. He kept trying and now his own ambition paid off. He's a geomancer, conjurer, necromancer and shade. 

 

Good going, Joe. Props for doing it right and achieving what you wanted.

 

I think there should be some restrictions on magic. Seeing newbies rp as mages is disconcerting. Magic, as well as a few other occupations (such as high level Alchemy), are easy to PG if you're not careful. 

 

And as Ahri pointed out, guides only get you so far. For every guide on magic I've read, I've left with tons of questions. What if this happens? Is this possible? Or what about this, should it be done?   How do you know when you've crossed a line, if the guide never brings up that particular topic?

 

Where are these people learning magic anyway? Self taught? Self taught should be extremely hard to do, imo. Go learn a new skill by yourself. See how frustrated and confused you get at times. Have a question? Too bad, figure it out for yourself. Now have someone show you what you need help with. Suddenly it makes sense, it's easier. And that question you have? They explained it to you. 

 

tl;dr guides aren't enough, you need a teacher.

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I disagree with this mainly because magic is already open to everyone, taking it back from new players is just a slap in the face. 

 

Instead what I propose is sanctioning players who feel a burgeoning pull toward creating Magical Role-Play to band together and form Covens, Guilds, and place limits on loner mages/witches. If more people are pushed together into a system where you can only be a mage/witch in a guild/coven system. More seniors will be able to help newcomers to avoid being power gamers. With the added incentive of team-work. Because magic users would see the need to band together in order to pool their talents. As well as their resources together in order to survive in the environment. Make a rule that clearly states players are unable to be a spell-caster unless they are aligned with a guild. This solution will add to RP, and it will add new blood to players who want magic.

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When I was designing the current magic system with the magic team, before we got rid of the magic team entirely we had one set goal.  Make magic available to anyone.  Anyone should be able to come on lord of the craft and do magic whether they are staying here for a day or for a year.  Making people sit and wait months and months before they get to try and RP how they want is pretty stupid and pointlessly restricting.  We've made it so that anyone can role-play some magic regardless of who they are.  Some magics require special things before you can learn them, but not all of them do.  We made it this way for a reason and we're happy with it.  It likely won't change in the near future.

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When I was designing the current magic system with the magic team, before we got rid of the magic team entirely we had one set goal.  Make magic available to anyone.  Anyone should be able to come on lord of the craft and do magic whether they are staying here for a day or for a year.  Making people sit and wait months and months before they get to try and RP how they want is pretty stupid and pointlessly restricting.  We've made it so that anyone can role-play some magic regardless of who they are.  Some magics require special things before you can learn them, but not all of them do.  We made it this way for a reason and we're happy with it.  It likely won't change in the near future.

 

Why not compromise with the concern of what the poster is suggesting and enforce a guild system instead? Players need to learn through effective team-work, and they need people who are willing to call them on their abuse of the current system. Some people just want a way to see who all is, and is not a magic user. If you restrict it to players who are a part of a guild/coven system. The players need only note their guild/coven, and rank to where all the magic isn't abused so much. But largely remains available to all.

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We already got rid of magic applications, this is just another form of them returning. Rather then locking magic for new players we should teach new players through example how to roleplay magic in a manner that may not be seen as powergaming.

The more we show them, the more they don't know, but need to. As much as I'd like teaching new players OOCly to be a viable option, it really isn't. In fact, the best way to teach new players is getting them to find a teacher IC.

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The more we show them, the more they don't know, but need to. As much as I'd like teaching new players OOCly to be a viable option, it really isn't. In fact, the best way to teach new players is getting them to find a teacher IC.

 

See the previous page for a solution to the problem please. I believe a guild/coven system could work in this case.

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See the previous page for a solution to the problem please. I believe a guild/coven system could work in this case.

 

What if it makes no sense for my char to be in a guild?

 

What if they're already in 6 other guilds and have already had magic for a very long while?

 

It's good on paper, but really doesn't work in practice.

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When I was designing the current magic system with the magic team, before we got rid of the magic team entirely we had one set goal.  Make magic available to anyone.  Anyone should be able to come on lord of the craft and do magic whether they are staying here for a day or for a year.  Making people sit and wait months and months before they get to try and RP how they want is pretty stupid and pointlessly restricting.  We've made it so that anyone can role-play some magic regardless of who they are.  Some magics require special things before you can learn them, but not all of them do.  We made it this way for a reason and we're happy with it.  It likely won't change in the near future.

Making magic available to anyone without any written guidelines, or letting players know what magic they are getting into is what's causing the problem with new players getting ridiculed, PVP defaulted, excluded and shunned without knowing what they did wrong. Magic is so complex that players are better off learning in RP than simply picking it up and playing.

The very reason players had to wait months to learn magic is because of how Magic Applications were set up. Teacher were restricted to at least 2 to three students maximum until one of them has reached a certain tier, which took months. With the magic team gone, and how magic is currently commonplace, it shouldn't be hard to find a teacher, or at the very least a tome.

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That really only goes so far and usually takes months to have any noticeable effect, as opposed to rarely, if ever with this.

 

 
OP stated the flaws with this already. Guides don't go far enough, and unless you're teaching them, there isn't enough time or info on their issue to really help.

 

You can still try and help, not with tips but with sending a guide, a guide covers mostly everything about the magic type and if they took your advice and read it, they would at least improve. If you don't want to try, then you're just contributing to the problem by letting them continue to rp it incorrectly.

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You can still try and help, not with tips but with sending a guide, a guide covers mostly everything about the magic type and if they took your advice and read it, they would at least improve. If you don't want to try, then you're just contributing to the problem by letting them continue to rp it incorrectly.

 

I can tell you from experience the electrical evocation guide covers not nearly enough.

 

I do help when I can. Issue is, I do not want to sit there for 7 hours telling them what they're doing on only to get cursed out and spit in my face about it.

 

I'd rather to not have to deal with it at all and have a handful of people complain about needing to RP on a RP server.

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What if it makes no sense for my char to be in a guild?

 

What if they're already in 6 other guilds and have already had magic for a very long while?

 

It's good on paper, but really doesn't work in practice.

 

I would probably call b.s., because even the most prolific Wizards, and Warlocks in lotc, and elsewhere of the old days banned together. Most notably:

Lucas Black

Blundermore

Availer

etc.

 

2.) You make it to where a player can only join 1 guild at a time. If their alignment changes and they end up helping out an opposing aligned guild. You should note those changes in the guild privately to the guild leader.

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You can still try and help, not with tips but with sending a guide, a guide covers mostly everything about the magic type and if they took your advice and read it, they would at least improve. If you don't want to try, then you're just contributing to the problem by letting them continue to rp it incorrectly.

I stated in the original post that Guides don't cover everything people need to know. There are so many important factors that guides can leave out, and it leaves players with so many questions.

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I would probably call b.s., because even the most prolific Wizards, and Warlocks in lotc, and elsewhere of the old days banned together. Most notably:

Lucas Black

Blundermore

Availer

etc.

 

2.) You make it to where a player can only join 1 guild at a time. Should their alignment change and they end up helping out an opposing aligned guild you note those changes in the guild privately to the guild leader.

 

1) Those are 3 people of well-over 200 mages, and those all pioneered new theories in massive quantities with a very well-defined set of morals. Most characters don't have such well-defined morals and actions.

 

2) That in itself is incredibly restrictive to RP. Why can't I be head of guard, a high-up of a magical research guild, and a pious religious leader if I want to?

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I actually support, although if we were to bring back apps they need to be very simple.

 

How did you learn this ic?

Who was your teacher?

How long have you been studying?

What other magics do you know?

 

Then there would be a few questions so as to demonstrate they know how to rp the magic, and it's red lines.

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1) Those are 3 people of well-over 200 mages, and those all pioneered new theories in massive quantities with a very well-defined set of morals. Most characters don't have such well-defined morals and actions.

 

2) That in itself is incredibly restrictive to RP. Why can't I be head of guard, a high-up of a magical research guild, and a pious religious leader if I want to?

 

1. Lucas Black and morals? LOL, surely you jest. Even as much of a loner Lucas was, he worked with Rilath and people who he considered close. Blundermore worked in an unofficial mages guild prior to the magic plugin being created, even before he was an Ascended.

 

2. People with magic dedicate their entire lives to the study of magic, and only magic. They have a neutral focus when it comes to matters of the nations they were born to. The core focus of study and reflection is a mantra that guides them. So they sacrifice all else to become surreal to their craft. You can either pick the book, or the sword. You don't get to have both so choose wisely.

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