Jump to content

Power Sources


squakhawk
 Share

Recommended Posts

Power Sources

This thread covers the explanation of Power Sources, the Story Team’s stance on them, and advice on how they can apply to your lore. 

 

RTuz2FS.png

 

For advanced or veteran lore writers working on shelved pieces of lore, Powersources can be a very difficult topic to come by. 

 

Power sources are effectively what fuels a piece of lore. Feat, Magic, CA, etc., powersources are what gives a lore it’s lore effects. On the server, we have a good few. You can find them HERE at The Canon Energies. Please reference this post for any information on power sources.

 

Typically, we dislike new powersources. While this can be disheartening, we’ve already got most of the thematic bases covered and more. To think that one could have all these different sources of mana, and a new one, it can be frustrating. Often new powersources do exactly what others do, or try and emulate some combination between them- something which is most of the time, not positive or beneficial to lore. 

 

Another powersource we tend to have problems with is Egregore type lore, or lore that is made given the thoughts of a collective. This is often hard to represent, and often is just used as a justification to get something since “NPCs” can believe anything, and there can be any amount of them. It’s downright impossible to make new lorepieces that seem well made through the power of thought.

 

We already have many types of powersources. Instead of trying to make new ones, maybe try sub-dividing ones based on what type of magic you’re using. Deific magics have an easy ticket with this, as they can have their souls deifically blessed or modified to have their mana give a different effect- such as with Azdrazi/Herald Draan, or Paladin Embers. 

 

Mundane magics are things which have been tried, and are things best avoided. These are things like your typical D&D Sorcerer or Wizard, or your WoW Mage and Warlock. While concepts from these are nice and often used on the server, given our give-and-take system and drawbacks, this is simply undoable. Many have tried in the past to take the void out of voidal magics, but it often leaves it flavourless and just a straight upgrade in comparison. While voidal weakness and the infinite-horror aesthetic has been largely made optional, we do get the occasional submission to try and write it out. 

 

The beautiful thing about lore is that lore itself points you into a direction of how it should be roleplayed. Unfortunately, many take that route and simply stick to it with no plan to deviate. This can lead to a very same-y feeling between roleplayers. A good lore, if not most lore, allows players to take aesthetic variance and do things without the writing of additional lore. Some lorepieces have additions or variants which allow for wildly different lore-enforced variants between types of magics. An example, being The Voidal Feats and voidmagic. While voidmagic itself allows a roleplayer to take a thousand and one personal aesthetics with the basis of following the lore’s redlines, voidal feats take them into a direction where they can experience massive flavor, aesthetic, and mechanical difference in counterpart to one another. Think of this when you’re both using, and writing, lore. Allow some aesthetic variance and interpretation that doesn’t change how the lore affects others. 

 

Overall, stick to the basics. Keep your power sources used between magics, and try and focus on subdivisions of current power sources rather than re-inventing the wheel for just a single, new, piece of lore. 

 

RTuz2FS.png

 

Link to post
Share on other sites

Guest
This topic is now closed to further replies.
 Share

  • Recently Browsing   0 members

    No registered users viewing this page.



×
×
  • Create New...