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Post by Rikku on Apr 18, 2010 18:31:20 GMT -5
Whiiich opens up the whole discussion of what a 'mage' is exactly, and ... argh, darn, I'm trying just to think this through reasonably, so we can have a nice functional active guild, but I keep on getting sidetracked by cool magic ideas. xD;
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Post by Deleted on Apr 19, 2010 16:58:17 GMT -5
Insta-catch-up-mode ACTIVATE! Here are Sarn's thoughts on the matters I've thus seen.
I love the idea of Mage Manor being a haven for all magical folks but perhaps putting limits on it would be a good idea. The Mages, to me at least, seem secretive of their arts, so while we allow folks assylum if they're in need, we don't just let people wander in willy nilly?
A system for magic that is universal to every mage would kind of take a lot of the flavour out of the guild. Every mage's powers work in different ways and to cap that would be to block creativity. However, I agree that it is too easy for us mages to Godmode our magical abilities. Sadly, I haven't got an idea on how to stop that from happening (and yes, I see it happening a lot) on a more global scale. Its all well and good saying "Person A is responsible for Person A's powers and should not Godmode" when we all know that doesn't work if Person A, say, has a different limit for Godmoding or whatever.
Anywho, ever since I read the Earthsea books, I've sort of seen the mages as similar to those in the books. They go to mage school and when they graduate, they're either hired by rich folks or assigned by the Archmage as helpers and guardians of local towns and villages. Most often for specific jobs. (In the books, Ged was sent to a village which was being attacked by a Dragon, but he also helped with healing and suchlike)
I dunno how well that would work in the Guildverse, but it could do well when coupled with the Knights. They've got plenty of little towns that could use a mage to help them out. Perhaps the mages' services could be a part of the "business deal" xDDD
Sarncatchup = done. I think. I should be back home sometime tomorrow.
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Post by Celestial on Apr 19, 2010 17:06:09 GMT -5
Sarn, I think the Manor will take care of them. :3 It knows what it's doing better than we can.
The way I see a mage is somebody who has studied magic and knows how to control their powers. They can have all the talent in the world but if they don't know how to control their powers, it is useless.
So, basically wouldn't just acknowledging a use of energy be alright? =/ If he remember that and implement it for roleplays then it would curb godmodding while not limiting us in our abilities needlessly. And of course, talents which are part of the character's fundamental make up would only take up a tiny amount of energy. It's only spells which would take up enough to be significant.
It would be useful if we were to ally formally with the Knights (and I am dicussing the possibility with Shade) so each mage can have an assigned location which they would deal with, with the Archmage(s) assigning locations and having jurisdiction over the whole area, although they'd only solve the big problems.
And finally, I love your character idea, Rikku. <3
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Post by Shadaras on Apr 19, 2010 21:08:04 GMT -5
Adding to what Celestial said about Mages and Knights, I'd definitely like to see this happen. The Knights are good with physical problems, but when we get into magic it gets much more difficult for the Knights alone to handle things, so having your Mages keep a pretty good presence all over Dunburrow works nicely, in my opinion. As Celestial said, we're talking about a formal alliance, and once we've figured out the basics we'll share it with both our guilds.
Another thing for you guys to consider: How do you tell when/if mages go rogue, if they're stationed out in places without much direct contact with the main guild? And what do you do with them if that does happen?
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Post by Tiger on Apr 19, 2010 22:02:03 GMT -5
...I don't know about telling when mages go bad, beyond the ones working afield sending word if a mage somewhat nearby goes nuts, but I'm guessing from what I've heard that the Manor could pretty easily create a prison. The only problem would be if it's reacting to the prisoners' wishes solely because they're a mage...although I suppose if certain protective spells were added, just as an extra security measure, it could work.
...Or, if we can't imprison them, we can always resort to "they're too powerful to be kept imprisoned, but we can't let them run wild, so- death, or a thousand-year-lasting curse with a set of long, ridiculous conditions that would free said evil mage".
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Post by Shadaras on Apr 19, 2010 22:06:04 GMT -5
Alright, so if a mage goes bad you imprison them, that's a good solution. How do you get to them? How do you capture them without causing more damage? That's more what I was wondering about, honestly. xD ..but whatever, it's just a topic to think about.
..I'm amused that I'm participating here as much as the mages are. =D
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Post by Lord Hayati on Apr 19, 2010 22:39:08 GMT -5
I say a mage goes 'mad' when they have too much excess mana, like 10x their usual. I also imagine it like a sugar rush, too. They unleash their madness all at once or thrice, depending on the overload, then plop over into a small coma for a day or two.
When they reawaken, 0 mana, big headache, and probably new enemies, since they would lose their sense of reality.
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Post by Rikku on Apr 20, 2010 2:35:57 GMT -5
*twitchtwitch* This is not a video game.
*coughs* I mean, yes, interesting idea. >.>' Actually, it's a really fun concept to play around with - mages have more actual tangible power than most anyone else just by being who they are, so how hard is it to resist the urge to abuse that power? And to what extent can you blame the magic instead of the mage?
Ooh, and the Manor! =D We need something for that. It's the centre for the Mages, our base, so ... I know we've had heaps of talks about whether or not to map out the interior, but maybe we should be working on the gist of it rather than the details. ^__^ I've always loved the idea of it almost having a kind of sentience, albeit in a stone-minded, buildingish kind of way. Like the White Weewoo, except maybe less so ... I think of it as very, very old, and not exactly savvy on morals and such. I've always thought of it extending its architectural benevolence to all magic-users regardless of their ethics simply because that's how it was enchanted by ... whoever it was that ... made it. Or whatever the story was. *twitches some more* I want to write about this place, because it intrigues me, but I'd feel far too pretentious. xD;
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Post by Deleted on Apr 20, 2010 16:23:39 GMT -5
I say a mage goes 'mad' when they have too much excess mana, like 10x their usual. I also imagine it like a sugar rush, too. They unleash their madness all at once or thrice, depending on the overload, then plop over into a small coma for a day or two. When they reawaken, 0 mana, big headache, and probably new enemies, since they would lose their sense of reality. Erm ... thing is, if a mage goes bad it'd be their choice, not a result of mana/power or whatever. Likewise, if they went insane, its a psychological event. IMHO, though. *shrug*
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Post by Celestial on Apr 20, 2010 17:20:15 GMT -5
The way we capture a rogue mage really depends on their power. You'd definitely try to catch an air mage differently than an earth mage, for example.
Hayati, a mage can choose if they want to be bad or not. Being restricted isn't fun when it comes to plotting a story so maybe we can do without it? A person goes bad, barrel load of fun for us to sort out. Everything treated as an excuse for a plot. xD
I've been wanting to create a character for the Manor's founder just so we have some background info on who he is/was and what the Manor is like. As for floorplans, I had some drawn up but it was agreed during the Guild Meeting that those were unnecessary as it would restrict what the Manor can do but I'm wondering if I could revamp those and put them up now? I like the idea ofit being unsavvy on the subject of mortals but at the same time we need it to be effective as it is our best defence so perhaps we could give it some quirks? I personally would like it if the Manor resembled the creator in some way, powerful but having its own little style and eccentricity.
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Post by Rikku on Apr 21, 2010 0:19:16 GMT -5
Sending people down the wrong corridor if they hurt its pride. =D
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Post by Nasuella on Apr 21, 2010 0:29:07 GMT -5
Sending people down the wrong corridor if they hurt its pride. =D ... Why am I getting the mental image of an indignant manor swearing at its inhabitants? Come to think of it, that would probably be one reason a mage might choose to go rogue... "Well [BEEP] you too, Manor! I'm leaving! Y'hear me?! I'm gettin' my [BEEP] outta this place cause I'd sooner be dead than living in your [BEEP]ed up mind!" >_> Yeah, I think most mages would have more sensible reasons to go rogue.
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Post by Celestial on May 17, 2010 11:53:47 GMT -5
*pokes* Are we alive? ^^ Because I wish to bring up something: What if we have a crossover RP between Mages and Steampunk? During GW3 some tension was raised between the two so it would be interesting to explore it, in my opinion. Steampunk seems to like the idea. :3
Thoughts? Suggestions? Ideas?
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Post by Gelquie on May 17, 2010 12:10:30 GMT -5
Totally alive. Well, most of us; some of us may still be getting resurrected from finals.
I may have said this before in another thread, but a cross-over sounds awesome. Plus, this is a plot that might provide some nice development for my character. ^^
While I would love for my character to go rogue for a non-sensible reason (if you're angry/annoyed enough, you don't need a sensible reason ;D ), it'd be very out of character for her right now. ^^; I can totally see her arguing with the manor, though, to the point of tossing insults back and forth. ... *Grins.*
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Post by Nasuella on May 17, 2010 12:49:22 GMT -5
I don't think I've said it before, but I'd been lurking on the Steampunkers' thread reading about that little idea. Liked it then, and I still like it now. It'll be a great opportunity to get some character development done for Drakhé and hopefully make his personality distinct from Nasue's. Also, tension within the guilds as well as between them. Something tells me that Cele being the leader of the Mages' guilds (is she? I forget) will not go down well. And I have kinda been interested in exploring what might make a mage go rogue... >_> Reading GLQ's post gave me a very silly idea. Someone's being all angsty and mopey but not in the Pink Emo Corner? The Manor slooooowly darkens the lights in the room that they're in.... and right when they notice, the lights go off and the room goes pitch black.  The laws of comedy dictate that something funny must happen afterwards. I think I might just use that as a one-off joke.
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