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DIR Return to: 2015 Errata Discussion
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#Post#: 129--------------------------------------------------
Spell Walls
DIR By: Zaud
Date: March 9, 2015, 1:49 pm
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Spell Walls: Other games I’ve played have made these require two
spell packets tied together with an appropriate colored string,
with placing the wall as part of the cost. This means they could
not be thrown. At the Least special packets should be required
for creating a wall as anything that requires extra description
slows the game down, and nebulous ‘wall’ effects that should be
quite obvious are invisible.
‘Fire wall’ (or any wall used like a fire ball) doing damage or
the ‘darkness balls’ are an interesting part of the game.
Finding ways for them to be implemented where they do not slow
the game down to a crawl is important.
#Post#: 152--------------------------------------------------
Re: Spell Walls
DIR By: RachieSama
Date: March 11, 2015, 3:29 pm
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We're actually in the process of getting differently colored
lengths of rope in order to represent the walls. It's listed in
the spell descriptions, if you've read them. At the current
time, it hasn't been a big deal since we've had very few uses
for wall spells. Rest assured, however, that we will indeed get
the proper phys reps.
#Post#: 188--------------------------------------------------
Re: Spell Walls
DIR By: ZachC
Date: March 14, 2015, 12:53 pm
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I don't get grumpy about the colors for the walls, but it would
probably be a really good idea to cut a bunch of 10' segments of
rope that we can grab to represent a wall.
#Post#: 194--------------------------------------------------
Re: Spell Walls
DIR By: Zaud
Date: March 14, 2015, 3:45 pm
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I have read the whole book now, but on a few occasions I have
seen things handled differently in game vs what is in the book
so 'go with' how it is used in practice more then writing.
The fewer different colors the better, but at the minimum I
would suggest 'One Color' for damaging spells. With a proper
Incant/Heard by all in area the players will know what shields
can protect against it, and a different color for those that
'Forbid' movement though them. That way people 'know' their is a
an actual barrier in place vs some random damage they will need
to take.
This is a case of the "one more thing" clause that can make a
game pretty unwieldy eventually. Each new 'special' case that
gets added increases the brain power required by all the players
in order to keep track of it.
#Post#: 431--------------------------------------------------
Re: Spell Walls
DIR By: iikepie13
Date: April 2, 2015, 7:49 pm
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I think Bob's idea of a color for damage and a color for non
damage is a good idea. You know generally when there is a wall.
And usually plot let's everyone know what it is. But sometimes
people get into battle and forget. Now they just look down and
go "shit".
#Post#: 482--------------------------------------------------
Re: Spell Walls
DIR By: JuliaW
Date: April 4, 2015, 5:39 pm
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What exactly do you mean by an incant that can be heard by
everyone in the area? If you are suggesting that the subject of
a mage's magic has to be able to hear the incant for the spell
to work I will have to heartily disagree. I think what we do
now where a hold is called and a description given is more than
enough.
Also, are you saying that without the proper packets a wall
can't be put up in the first place or are you saying once a wall
spell has been called we hold and get the appropriate phys rep?
Because if it is the former that is also not a good idea, in my
opinion. Packets aren't what mages use to do their spells.
They are the phys rep for players to know that they have been
hit with a spell and for players to know where certain spells
landed if they affect an area rather than a person. To make it
to where a player can't use certain spells if they don't have
certain colored spell packets would hold up game because we
would have to stop and look for the appropriate packets to use,
as well as increase the amount of packets a player would find
necessary to bring on any module they go on. It would also
increase the amount of packet holds called.
#Post#: 487--------------------------------------------------
Re: Spell Walls
DIR By: Zaud
Date: April 4, 2015, 10:56 pm
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As an archer, I have to bring a bow and arrows to play an
Archer. I do not see any issue at all for a Mage to have to
supply the equipment they need to play. Spell
Packets/String/Rope as part of their costume requirements makes
sense to me.
I have played in games that use this rules that were much larger
then this one, and logistically it does work.
#Post#: 488--------------------------------------------------
Re: Spell Walls
DIR By: Lothar6669
Date: April 4, 2015, 11:14 pm
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We have recently purchased two thick 10 foot lengths of rope to
mark wall spells. Also, we are starting to acquire a stock of
arrows for new players so, while if you want to use personal
arrows you may, but its no longer a must. But I will admit that
it took us longer than it should have, and our stock is still
not a large one.
#Post#: 491--------------------------------------------------
Re: Spell Walls
DIR By: Zaud
Date: April 4, 2015, 11:31 pm
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While the extra effort to help new players feel welcome/equipped
is a good one, there is only so much time/resources available
and if Player can supply their own needs it would open up
Plot/Staff to create the props that make the game that much
cooler.
Traps, Physical Challenges and Puzzles are all lacking from the
game currently.
#Post#: 492--------------------------------------------------
Re: Spell Walls
DIR By: JuliaW
Date: April 4, 2015, 11:38 pm
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I can understand different packets to differentiate between
Naturals and Magicals since one can't be blocked and one can.
However, I am already phys reping my character by having the
packets, and my foci. It is completely impractical to try and
have a different packet per path or to differentiate between
damage spells, spell walls, and other spells, I'm not sure what
your advocating for since you haven't clarified yet.
My reasoning is:
1) Cost for materials, to make all these different packets we
need different colors which means new fabric per packet we want
to make different. That gets really expensive really quickly,
since we need to have enough packets for every player who uses
them. Is it on the players who wish to play a mage to make
these packets and bring them to game? If so a lot of players
won't be able to afford it. Is it on the game as a whole?
Because there are better things that money could go towards,
like campsites, food, other costuming and weapon making.
2) It would be incredibly hard for a player to carry that many
spell packets. We don't know what we'll need. In order to be
effective we'd need multiple packets for multiple paths.
Usually a player carries around 3-5 spell packets for a module.
It's a good number, easy to carry, and easy to keep track of.
Most mages have around five paths of Magic. If you are
advocating a different packet for each path, or even just
between walls, damage, and nondamage effects, we would probably
need to carry 3-5 for EACH of those things in order to not hold
up game calling a packet hold whenever we want to cast a spell
in a path that we've already used the packet for. That is a lot
of time wasted.
3) A spell wall is 10 feet across. There is no easy way for a
player to hold that rope while on a module. Nor should they
have to. They aren't likely to throw a wall spell on every
module they go on and trying to maneuver and throw packets while
also trying not to trip on 10 feet of rope is just not very
likely. At best it is going to slow game down a lot. At worst,
someone is going to injured while they're in a fight scene.
4) I will repeat, the packets aren't what a mage uses to
represent their mana, if so we'd need a packet per mana spent
which is 50 for the average mage. That is what our foci are
for. The packets are only there to let players know that a
spell has been cast.
5) It will take a long time for a mage to get all the different
packets they need, and to pick them up after game. It would
also make it harder for a player who is playing an unencumbered
mage to run away because that is a lot of unnecessary weight and
items added to them.
There hasn't been any problem that I have seen so far with the
way Mages use their spell packets. I think the way walls are
being handled now is also fine. In case you're unaware what we
do is call a hold when a wall spell has been thrown. Plot
describes to the players what they see where the spell lands,
and as that is happening the player who uses the Wall spell
usually goes to get a rope that indicates where the wall is.
Right now we don't have the rope so we're going with what we
have, but we should be fixing that soon.
I understand you have a lot of experience with different games.
But, this game system appears to be different from what you are
used to playing. This system isn't going to operate like the
systems you are experienced with. And it seems that a lot of
your knowledge from those systems and it isn't really applicable
to this one.
While I don't know what games you've been in, it seems that they
had/have more money to work with than we currently do. These
ideas come with a lot of expenses you don't seem to notice and
it's just not an expense we can really afford. We're mostly
college students who live pay check to pay check. We don't have
the money to donate to the game, or for our own personal
costuming and phys reps that this would require. I don't know
if you are aware, but most players who in game have more than
one weapon only carry one phys rep weapon because it is
expensive to make different weapons. What they usually do is
carry one phys rep weapon and the tags of the weapons they keep
on them and roleplay encumbrance and mobility accordingly. The
same concept is used for Mages here.
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