Will there be a time advancement with 2.0? We've been perpetually stuck in "right after the Time of Troubles" (1369-1370) for over a decade. I'd really like to see the timeline become more interactive, especially with updating older FR zones.
Discuss!
Toril 2.0 - Faerunian Timeline
Toril 2.0 - Faerunian Timeline
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Why Nerox is jealous of me:
Nerox tells you 'man this thing is kicking my ass and i have blisters!'
Nerox tells you 'ok attempting it again put tape on my fingers for easier sliding'
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- Sojourner
- Posts: 3923
- Joined: Fri Jul 26, 2002 5:01 am
- Location: Waterdeep
Make a random event generator that affects a region or a the world entire.
Make the event has meaning to gameplay. i.e. event that allows darkies to walk and see on the surface world... event that reduces strength of undeads... event that strengthen undeads... event that strengthen magic in general... weaken magic in general... gives random result to magic in general... that sorta thing.
Would add something fun i think to the whole game in general.
Make the event has meaning to gameplay. i.e. event that allows darkies to walk and see on the surface world... event that reduces strength of undeads... event that strengthen undeads... event that strengthen magic in general... weaken magic in general... gives random result to magic in general... that sorta thing.
Would add something fun i think to the whole game in general.
Cirath wrote:malakwee wrote:...weaken magic in general... gives random result to magic in general...
Considering that the current timeline is set right after the Time of Troubles, I am surprised that there aren't dead magic and wild magic areas scattered about the game already.
Those are one of the most asked about things in the idea's thread I think...
Danahg tells you 'yeah, luckily i kept most of it in my mouth and nasal membranes, ugh'
Dlur group-says 'I have a dead horse that I'm dragging down the shaft with my 4 corpses. Anyone want to help me beat it?'
Calladuran: There are other games to play if you want to play with yourself.
Dlur group-says 'I have a dead horse that I'm dragging down the shaft with my 4 corpses. Anyone want to help me beat it?'
Calladuran: There are other games to play if you want to play with yourself.
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- Sojourner
- Posts: 956
- Joined: Thu Feb 21, 2002 6:01 am
- Location: Copenhagen
I seriously don't hope the most idea threads are about more nomagic rooms.
I would much rather see more zones than anything that affects timeline. Builders can't be everywhere, and IMHO then new content, or Homeland content, would be much more interesting to me than adding nomagic rooms to existing zones. If wildmagic comes with Toril 2.0 then by all means add a roomflag that builders can use, but leave existing zones alone for the time beeing.
I would much rather see more zones than anything that affects timeline. Builders can't be everywhere, and IMHO then new content, or Homeland content, would be much more interesting to me than adding nomagic rooms to existing zones. If wildmagic comes with Toril 2.0 then by all means add a roomflag that builders can use, but leave existing zones alone for the time beeing.
Disoputlip wrote:I seriously don't hope the most idea threads are about more nomagic rooms.
I would much rather see more zones than anything that affects timeline. Builders can't be everywhere, and IMHO then new content, or Homeland content, would be much more interesting to me than adding nomagic rooms to existing zones. If wildmagic comes with Toril 2.0 then by all means add a roomflag that builders can use, but leave existing zones alone for the time beeing.
Heck I'd just be happy with zones coming in that fall in LINE with post Time of Troubles..
I think the odd random event generator for magical strength etc would be an interesting idea.. and could shake up zoning too!! HOLY CRAP the cleric's fheals are at half strength but the bard's song is still working... EEK, inferno just turned into hailstorm....
*laugh* Oh the fun that could be enjoyed with that.
~\o--Lilira Shadowlyre--o/~
You group-say 'my chars will carry the component on them if I can.'
Inama group-says 'hopefully they'll have some sort of volume discounts on ress items for people like you'
You group-say 'oh? Ya think? *giggle*'
Inama group-says 'they could at least implement frequent dier miles'
Suzalize group-says 'oh, eya's over weight i bet'
You group-say 'my chars will carry the component on them if I can.'
Inama group-says 'hopefully they'll have some sort of volume discounts on ress items for people like you'
You group-say 'oh? Ya think? *giggle*'
Inama group-says 'they could at least implement frequent dier miles'
Suzalize group-says 'oh, eya's over weight i bet'
there are kind of dead magic areas.. 1n of lich in meilech for example..
it'd be pretty dangerous to have dead magic areas for real.. as well as twinky .. just mak e all undeads in zone track to room and if you can manage lich to track then there you go.. all are dead and you didnt even break a sweat.. lol
on the other hand... walking through a dead magic zone could crack magical artifacts... remove pets and completely dispel you and your party
dont get me wrong i support dead magic areas in a completely restricted and supervised way.. i just dont want to walk out of the vt inn and have the little good eq i have to crack open and smoke itself
now for wild magic.. im all for that.. but not at 100% cause then you¡d have no element of surprise i believe a working 20 something percent would rock for spankages.. joeschmoe group-says 'safemem west'
cleric walks west. shaman starts casting a spell shaman utters the words 'fugnuts auntycracklickin spud'
Billowing clouds of fire rain down on you and your party.
x has left the group
y has left the group
z has left the group
Shaman group-says 'fuckin gheal! i cast gheal dammit! wtf is up with the clouding!'
Mr. evilich starts casting a spell..
Mr evilich wails like my exgirlfriend and smites you with a powerful combo of tears and nagging.
**** Welcome to Toril ****
it'd be pretty dangerous to have dead magic areas for real.. as well as twinky .. just mak e all undeads in zone track to room and if you can manage lich to track then there you go.. all are dead and you didnt even break a sweat.. lol
on the other hand... walking through a dead magic zone could crack magical artifacts... remove pets and completely dispel you and your party
dont get me wrong i support dead magic areas in a completely restricted and supervised way.. i just dont want to walk out of the vt inn and have the little good eq i have to crack open and smoke itself
now for wild magic.. im all for that.. but not at 100% cause then you¡d have no element of surprise i believe a working 20 something percent would rock for spankages.. joeschmoe group-says 'safemem west'
cleric walks west. shaman starts casting a spell shaman utters the words 'fugnuts auntycracklickin spud'
Billowing clouds of fire rain down on you and your party.
x has left the group
y has left the group
z has left the group
Shaman group-says 'fuckin gheal! i cast gheal dammit! wtf is up with the clouding!'
Mr. evilich starts casting a spell..
Mr evilich wails like my exgirlfriend and smites you with a powerful combo of tears and nagging.
**** Welcome to Toril ****
grundar wrote:dont get me wrong i support dead magic areas in a completely restricted and supervised way.. i just dont want to walk out of the vt inn and have the little good eq i have to crack open and smoke itself
Mechanically speaking, ever since second edition dead magic areas have functioned in the same manner as an anti-magic field. They dont destroy magic, but rather suppress it so long as it is in the area. I don't see any reason you would have to worry about exploding eqipment (unless the particular zone maker was extremely sadistic), especially since the only ways available to destroy equipment are easily avoided right now.
Besides, all of these areas are pretty easily recognizable in the Forgotten Realms setting. They are almost always the sight of one of the more significant events of the Time of Troubles (the deaths of Mystra, Myrkul, and Bhaal, for example), and the land at these sights are usualy twisted and strange (like the fields of the dead, or the tar pits near Baldur's Gate in the MUD).
But of course, this is all rambling on theory and accuracy
Disoputlip wrote:I seriously don't hope the most idea threads are about more nomagic rooms.
I would much rather see more zones than anything that affects timeline. Builders can't be everywhere, and IMHO then new content, or Homeland content, would be much more interesting to me than adding nomagic rooms to existing zones. If wildmagic comes with Toril 2.0 then by all means add a roomflag that builders can use, but leave existing zones alone for the time beeing.
Yes, I was talking about wild magic moreso than dead magic zones. Dead magic zones aren't !cast, they are zones where magic simply ceases to work, i.e. the beholder anti-magic field. It would add another dimension to zone writing for sure.
Whoops, didn't get to Cirath's post before I posted, sorry :)
Danahg tells you 'yeah, luckily i kept most of it in my mouth and nasal membranes, ugh'
Dlur group-says 'I have a dead horse that I'm dragging down the shaft with my 4 corpses. Anyone want to help me beat it?'
Calladuran: There are other games to play if you want to play with yourself.
Dlur group-says 'I have a dead horse that I'm dragging down the shaft with my 4 corpses. Anyone want to help me beat it?'
Calladuran: There are other games to play if you want to play with yourself.
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