Jump to content

((Ooc)) What Do Dwarves Want From Runesmithing?

 Share


Tethras

Recommended Posts

Don't give runesmithing to the dwarves until they pull that axe out of their ass, let their vocal cords heal from shouting so god-damned much, and start actually doing what dwarves are supposed to ******* do like drink ale, tell stories and smith ****.

 

You're running out of wars, dwarves. The situation with the High Elves should have taught you that by now. You can complain all you want about how the High Elves won't play ball with you, and that's another debate, but don't be so ******* dependant on killing people to create RP. There is one war, however, that you guys have decided to almost entirely ignore, that of the antag. Use it to wean yourself off dependence on war as a producer of RP, because come 4.0 a hell of a lot is going to change and your current mentality will be so out of place there that you will almost certainly stagnate into nothing.

 

It's like you guys are playing Civilization V and only building military units. Where are your Great People? Where are the culture-point producing buildings that let you buy social policies? The Orcs have it awesome: they've got a strong army of military units, as well as dozens of culture buildings and so they are freaking loaded with social policies. Go talk to them.

 

However, if you guys just don't care, then I'm in favor of having Runesmithing and Golemancy taken hostage by Dave. Something happens where all the golem anvils break or something, withering away into dust. You don't deserve special toys like the Orcs do with Shamanism if you can't handle using them. And don't say you need the toys FIRST in order to change your playstyle: that's bullshit and you know it.

 

Santa doesn't give presents to people on the naughty list in order to move them to the nice list.

 

 

Didn't know whether to put this here or in the dwarven thread, I think it is better here.

Link to post
Share on other sites

Thank you Ptah for saying in part what's been on my mind. Personally conflict RP gets stale fast, hell if it were solely up to me I would just leave the ******* high elves alone. Thing is I can't get two words in before hearing one on idiot yell Dungrim, another cursing the high elves and the last yelling delver king. I do not agree with bottling up the dwarves unique abilities due to the "conflict group" however. I believe that a solution can be found otherwise. My biggest gripe is that people are to concerned over power and possessions rather then having fun RP. I am getting tired of it, one end not wanting conflict and the other ONLY doing it. Unless a solution can be found I can't imagine the kingdom getting better

Thanks Ptah

Link to post
Share on other sites

Thank you Ptah for saying in part what's been on my mind. Personally conflict RP gets stale fast, hell if it were solely up to me I would just leave the ******* high elves alone. Thing is I can't get two words in before hearing one on idiot yell Dungrim, another cursing the high elves and the last yelling delver king. I do not agree with bottling up the dwarves unique abilities due to the "conflict group" however. I believe that a solution can be found otherwise. My biggest gripe is that people are to concerned over power and possessions rather then having fun RP. I am getting tired of it, one end not wanting conflict and the other ONLY doing it. Unless a solution can be found I can't imagine the kingdom getting better

Thanks Ptah

 

Grab the new dwarven players as soon as they come and exile all the shitheads who bother you. You're the Grand King.

Link to post
Share on other sites

I'll also like to thank Ptah for posting that, it's true. Runesmithing + Golemancy won't help us at it is now, due to our current way of doing things. At the end of the day they're the enhance rp and the current issue is with our core rp. We're not Dwarves, we're small humans with Northern accents. But again that's for another thread... The purpose for this thread is suggestions for runesmithing and how to improve it. I don't really want this thread to turn into a debate one where we morally debate but at the end of the day. Actions speak louder than words, and one of the issues with LoTC is we're really fond of using words. But when push comes to shove, things tend to not get done. Or just get overly rushed.

 

My final word on the whole teaching more people - It will be done with the redraft. If you take a moment to look at the current Rune Lore, I did a major muck up making it clan based. Even with the times. Honestly it's terrible... The lore written by Shoi was good, but the parts I input at the time are not. Hence why it needs re-looking upon. It's not functional, we can't use it. Hence the redraft and why I made this thread. So whilst I'm doing it, I can get input to further improve it. Since as they say "Two heads are better than one."

 

Now onto the feedback...

 

 
So Rune smithing should be like Coding. A certain set of runes does one thing, and another does something different.

Like one chain of runes makes a rune arm work. While another chain of runes can make a fire mine. Another could even make a sword be as hot as magma.

 

This is one of the things I've debated with past co writers. There's really two ways of doing runes in my eyes:

 

1) Runes are directly translated into Ancient dwarven. When you carve runes you carve out sentences in Dwarven, essentially carving out what you want the rune to do. Although this can be an issue due to the language not wholly complete, and also it may be overly complex for some people.

2) Runes are just a series of symbols, different runes do different things. Sure they have meaning in Dwarven, but when you put them together they don't make a readable sentence like the first option. So say we have a fire and a storm rune together. It would be "Fire , Lightning" when translated. Obviously it would vary depending on variance of that rune. This could get rid of the interesting factor of the runic writings though. But that's really subject to personal opinions.

 

Thoughts? I mean if I'm not grasping what you're saying properly please put an example. But that's how I see it.

 

Next...

 

Perhaps add a fullmetal alchemist aspect and add quick drawn offense runes.

So quickly drawn runes, that could alter shapes? My only real issue with this is balance, but how about possibly they have weaker effects?  Runes need to be kinda quick, but I'm not too sure about that. Thrym did suggest at one point we have "energy stored runes". That they activate, kinda like traps. I think we could have traps on items instead of insanely quick drawn. But again if I'm not understanding you properly,  please offer an example. 

 

 

Rune-Limbs: Lost an arm? Get a fully functioning Rune-Arm! 

Rune Walls of Repair: Magnetically repairs itself

Magic Shields: Dwarven Legion having trouble with Pyromancers in the far reaches of their empire? Forge a shield that absorbs magic! ***Drawbacks require***

Putty Swords: Swords that cut through armor, like putty.

I think most of this is already included, really it's down to use. For example the Rune of anti magic could be put on a shield or piece of armour. But if I'm not understanding you again, please elaborate. On another note I do like the idea of pyromancers, I think we need to focus more on cultural and mechanical aspects rather than war with runes. But I do like your suggestion of a more tactical take. It's quite intriguing.

 

Next....

 

I'd like to simply seen runesmithing used more. Maybe the techs could code a plugin so that runesmithers could craft different runes, and like warlord said, they could craft those runes into different things? Could be kinda cool, people finding runes but not knowing what the hell to do with them.
 
My issue with the people just writing down runes and "bam" magic is that it's really unfair to those who put time and effort to learn it. Although I think once it goes through, "we" (Dwarves) should do rp post and have more runes around Anthos. I mean we have Ruins of the Scribberfolk in Southern Anthos. They're ancient Dwarves who knew runes, so there could be a high chance of runic things scattered across Anthos. Yet I feel we should focus on that more after getting the core mechanics and how it works down.  Runes could really be activated by anyone, really depending on the method of it's activation. From a key word like the entrance to the Mines of Moria, or simply stepping on it for example a magic circle. Coding, I would say wait until we get it written down, but that would be nice.  I agree though, I think runes should be able to be carved on more things.  My issue with coding is plugins break - So I think we need to make it functional without any reliance upon any plugin. So plugins are not really something to think about at the moment. 

 

Next...

 

 <18:22:42> "PtahWithin": Use runesmithing to accomplish mechanically impossible feats
<18:23:01> "PtahWithin": Such as making it repel water with great force
<18:23:08> "PtahWithin": allowing you to make stone ships
<18:23:28> "PtahWithin": Which can float by the sheer force of the rune

 I completely 100% agree with this, I think this should be runesmithings focus in the redraft. I was planning to incorporate water elevators in which Lagomorphia already wrote a book on how the Scribberfolk made them in game. So we can make them without the whole "Swimming up water is so no rp..."  But we would have to be so careful in regards to balance. Maybe restrict the size of the ships? Or making them slow as a result of the runes? 

 

 

 
I'd like it to be a realistic goal with good application, like vaporizing any high elves who touch golem anvils, at t5 after emoting 30 times or something. Dwarves only too, unlike golemancy somehow. 

This is still subject to debate, as much as I would love for it to be Dwarf unique. We've had anvils that killed people by touch in the past. It wasn't really good....  In regards to vaporizing high elves by touch, who knows? Maybe if you put a specific rune on that anvil... Although that may break it. Not to mention properly killing you as well if you touched it.

 

Apologies if I've missed anyone feedback! Please offer critique here, otherwise I won't know what you guys want! I'll post some more things in regards to the Rune lore at a later date so you guys can see what's been written.

Link to post
Share on other sites

I want more people learning it >:|

Possibly allow some people to prove themselves?

Link to post
Share on other sites

Possibly allow some people to prove themselves?

Indeed, though this will fit in with the Nation events or other such things. 

 

But this is for after the redraft, why? Because the current one is not really usable... The focus should be on the core mechanics for it. So just "teach it" to people post isn't really helpful for feedback. Since it's not really in a state to be passed on. Hence this thread about redrafting it.

Link to post
Share on other sites

Just a few thoughts from a non-dwarf(don't axe why.) for runesmithing

Going on what Ptah said maybe use rune smithing to make the dwarves technologically advanced. Not military wise but for culture, science, etc. use runes to create a series of steam lifts in the dwarven city for 4.0. Or use runes to do science experiments..or to make gold! That'd be lore fitting and awesome!

Link to post
Share on other sites

I'm thinking we could do stuff like the traps and mechanical uses, and we could use runesmiths in battle, like in Warhammer. Essentially what happens, is there is an anvil specifically made for runes, runesmith with a rune of lightening on the face of the hammer. A piece of metal with an air rune is then struck, causing the metal to explode, sending an arc of electricity into enemy lines. #Magicpluginneeded2013

Link to post
Share on other sites

Moved to the Great Library. It shall be sorted into appropriate category shortly.

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...