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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
       ---------------------------------------------------------
       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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