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BrandNewKitten

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Posts posted by BrandNewKitten

  1. 44 minutes ago, MavrominoAlt said:

    yeah sorry let me rewrite the whole thing in the box real quick. i guess rewriting arcanism wasn’t enough to show that i know my lore : (

     

    I feel that. Give this player a cookie!

  2. Halsi is one of the most trustworthy players I have come across on the server & has the drive to create exciting content for those around them. They have had direct contact with several of the servers long-standing arcanism masters & displays a constant willingness to learn and improve. You can be assured that these traits will be beneficial to those that come to learn from them!! 

  3. The idea that a magic should take multiple slots is redundant. If you have multiple magics that are just separate slots of the same thing then you are just creating rules for the sake of creating rules. The fact is that this magic only really does a few things but has a sliding scale in terms of raw power. It shouldn’t take multiple magic slots in order to allow a magic to be diverse. History tells us that most users won’t use all of it. It allows them to pick and choose from an arsenal of spells that best fit their character. They aren’t just arcanists, they are unique characters with individual spells that used to more closely relate to their personal story.

     

    That being said; This is “lore”and as the person who created and shaped this magic (orignal arcanism existed in Aegis but was nothing like what I did with it) I would personally appreciate some more recognition for my roleplay character, Iatrilemar Elervathar, and the years and years of roleplay that went into its development. Pretty egotistical of me to ask after you did all this work, I know, but I think giving credit to where it is due is important for the story of this magic. (Or perhaps I should just write a Legend thread to satiate that need for ego).

     

    Edits after read 2: I agree with the usage of weapons and sharpness and their relation to enchantments. In general this piece sticks close to the original. I can see that a lore sidenote might be out of place for a post that is describing the spells and workings of the magic but I want to reaffirm that it’s important to know the history of the magic. Could a small section be formed at the beginning? Otherwise I am pleased with the direction. I’ll spend some time retreading it. 

     

    If you have any questions for me let me know. Also ty for taking this on when I was too fed up to do it myself.

  4. 10 hours ago, Amayonnaise said:


    I’m just happy the rewrite has emote counts, regardless of whether they change etc!

    I know the current Life Specialisation has spells that can be used, but they’re not listed in this rewrite at all. Is there a reason behind that, or is it being fully melded with configuration?

     

    The writer of this specific iteration cut it essentially.

  5. On 11/30/2019 at 8:19 PM, Amayonnaise said:


    @ZythusRequiem First of all, absolutely fantastic work! I’ve been trying to teach a pre-loregame student for a while and it has been really finnicky to figure out the emote counts for some of the basic spells we’ve been going over. I decided to go through the Loregames today (finally) to see if an Arcanism rewrite was even up, and I’m so dang happy that you have EMOTE COUNTS, hallelujah! 

    But secondly, in regards to specialisation;

    - Life is a specialisation that can only be used by an Arcanist who has Configuration also? And do you need to specialise in Life in order to use configuration with it? Or is it a free to use the same as Art is, provided you have Configuration?

    - Weapons / Projectiles / Shielding are the main 3 specialisations people have the choice of mastering, so say I’ve mastered Projectiles and Shielding as the only two specialisations I want to master, how many spells am I capable of casting from the Weapon Specialisation? Is it the first 3, or is it different for each specialisation?
     

     

    It is important to note that this is not yet accepted. Regulations put in place here are subject to change.

     

    On current lore: Life specialization has a few spells that can be cast without Conjuration. These forms are rough shapes and non-sentient. 

     

    There are no hard-rules on how many spells you can use from any number of specializations. I say you should focus on 1 and mingle into the others unless Arcanism is your main magic. Then I would allow yourself to explore it a bit more freely.

     

    Emote counts will definitely help teach Arcanism though so if you have any comments about specific ones I would bring it up. 

  6. I always stated Celestialism to be an “endgame” addition to Arcanism. However I believed that endgames should be about obtaining tools that allow the player to further facilitate roleplay rather than obtaining raw power. By the time someone reaches an endgame they should be fully engaged in how their magic works and how it specifically shapes their character. An endgame shouldn’t be about completing something and instead it should be an option to further roleplay in that specific magic.

     

    Basically endgames should offer tools that allow interested parties to solidify a thematic role without pumping power into them. I think I achieved this in Celestialism and had self-teaching been kept it may have faired better than it has (I dislike teaching rp/busy life =/= inability to stoke the rp). Endgames (including my own lore) can’t rely too heavily on one person. They need to be built to be accessible. 

     

    That being said endgames have added a lot of dynamic elements to the server. I have a bias towards Archons since what I experienced from that lore was positive. A few years later I can see how lore like that, and maybe even my own, need another look to make sure the theme they offer is built around aesthetics instead of control. 

     

    Does any of that make sense? I’m feeling tepid on this issue.

  7. I always saw the dragur library as a neutral entity any player could go to and gather info or meander around artefacts like a museum. I like that it is in CT because that means they can display crazy things without having to worry about them getting stolen (certain items are cool to look at but work be PG in the hands of players). If it wasn’t at CT & it was raidable then pvp hungry minions (among the rest of the treasure hunting players) would obliterate the atmosphere. 

     

    Who cares if it is player run? There isn’t anything wrong with CT roleplay. I would rather see monks again but not everything needs to be raidable/killable/exploitable. It’s become a sort of staple and is neat to visit. Past maps definitely did better but I never minded it’s placement or CT safety barrier.

  8. 16 minutes ago, MeteorDragon said:

    This has turned into a **** show..

     

    I agree with some points that people have made, but I won’t say anything about it.

     

    All I’m going to mention is that instant-killing someone is never fun. If you’ve just spent hours rping with someone just to end out with loosing it all, that’s just bull****. I’ve never been “pitted” but I have been killed by the gallows and all that jazz. If it really is the same thing, then I hate it all. Never have I had fun rp with that at my ending. RP should try to be fun for both sides, though I know it’s not that not generally possible. Mercing someone without them being able to resist is just awful for people involved. There are some exceptions, but that’s the general case for me.

     

    Character deaths should be respected more. I agree that insta-kills are lame and counterintuitive to the goal of roleplay but that has more to do with how we treat roleplay after-death. The general lack of any consequence makes death a non-factor for a lot of players. I see high elves, among other races/factions, trying to stick to ideas to improve that aspect. 

     

    I will say acid pits have been used incorrectly by the helves in the past but mistakes are always going to be made and people are always going to be mad at each other. What should be taken into consideration is that the current playerbase of high elves is demonstrating an a desire to be open & honest in how they go about execution RP. That is more respect than you’d receive from a large portion of this server. So long as it is kept singular in design and non-portable nothing will be affected in-game.

  9. High Elves base much of their RP on tradition. This is one of those things that will continue to be used regardless of the status of this lore because RP doesn’t belong to the ST. It belongs to the playerbase who have spent years cultivating and engaging in it. 

     

    That being said; In my opinion the ways of old regarding the acid pits discovery & containment should be respected. It was developed in a giant lab, the lead scientist lost his hands to it, and one crucial part that I remember is that it needed ventilation & constant circulation otherwise its integrity crumbles. 

     

    For the blood part: I always figured high elven blood might have a magegold infusion since that is what the pools worked around (along with some ancient ritual). There is no doubt that high elves at one point completely altered their racial appearances. Whatever lingering traits that are passed down somehow empower this acid for this lore. I can get behind that since acid is apart of the high elven aesthetic. It wouldn’t make sense for other races to copycat.  Especially because at this point anyone wanting to use it would be bandwagoning and that is exactly what everyone is trying to avoid. 

     

     

  10. Two child gnomes run over to their parent as they walk through the door. The gnome crumbles to the floor as they embrace their offspring. Today was a narrow escape. 

     

    Later that month the gnome would adorn a new tattoo. One that would remind them of the benevolence of the Goodest King Boy. much good...

     

    ?

    ?

     

    Edit [Level UP > Level 2 Beastmaster]

  11. The gnome appears bends the other knee “My King, it is a very good boy.” He proceeds to open his leaf-woven treat bag  and lay it before the mighty good boy. In an act of fealty the gnomish beast tamer prostrates themselves before the dog. Ready to face their fate. 

  12. 5 minutes ago, shoahinsnowyfields said:

     

    The dog, having studied philosophy at St. Everard’s University, is puzzled by this question. He sits down and ponders for a lengthy period. Finally, he responds, “What does it truly mean, to be a good boy? Indeed, what is goodness?” 

     

    The gnome lowers to one knee in response to the psychic damage incurred by his opponents attack. His upper lip trembles and his left arm struggles to raise up the treat bag. *shake* *shake* A few meager shakes is all that can be managed by the gnomes weakened limbs. His voice, raspy and strained, lets out a plea “...a-are you-you a g-good boy? A-treat? Good boy wants a treat?” *heavy breathing* *sweat. Much sweat*

  13. A small gnome appears from the brush. They wear a tan explorers hat, aviators, and have long blonde hair. They also have a set of beast taming gear including oven mitts, floss, a toothbrush, a big ole elk bone, and treats for good boys.

     

    They approach “Iya challenge ya!” He shakes the treat bag and states in a firm tone “Who is a good boy? Any good boys here? Are you a good boy? Good boy wants a treat?” His voice dances from phrase to phrase like a hypnotists watch that has undergone years of training (the watch, not the hypnotist). 

  14. 50 minutes ago, Alpheus said:


    If you have any ideas, please do not hesitate to suggest.

     

    A couple off the top of my head. Clothes that you shift into. Utensils and small arcanism crafted objects. Maybe a flavour “locking” spell since there is a picklock spell? 

  15. What I miss seeing and hearing about are the micromanaged flavour event zones and setting props that breathe life into LoTC. The map needs new developments as time goes on. 

     

    And don’t get me started on Lore Games. We should have been looking at 1 magic at a time. This all has been a mess. 

  16. 1 hour ago, EnderMaiashiro said:

    Yeah... the art is inadequate. I was very limited in time for picking it out. If I can I'll find/make better art but it was rushed. If you have suggestions please let me know though ?

     

    You got it. If I find some I will shoot them your way. (Art isn’t that important but it makes a good post better)

    ill also comment with some feedback after work!

  17. 4 hours ago, rukio said:

    Except they aren’t. They range from a bit shorter than humans to human height. I wonder when people started roleplaying goblins as being midgets?

     

    We roleplayed them that small during Anthos. Maybe Asulon. So map 2 or map 3.

    I don’t play my side character gobo anymore but Tako cannot be erased by lame lore staff. He lives on. He. Lives. On.

     

    Edit: And it definitely wasn’t just me. We had at least 5 or so that were that small. Not a goblin but a gobo.

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