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septembervirgin

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Everything posted by septembervirgin

  1. REVISED SUGGESTION: 2.8 million: new region, expanded end-game content 3 million: Italian translation and localization, mounts 3.2 million: working economy, issuing trade manifests, player character owned city DLC: The same as before. Added Dungeon Levels for Mega-Dungeon, Seafaring and Aquatic Adventures, Huge Mega-City, and MAYBE Romantic Adventures Series of DLC. Spinoffs: The same as before. Mega-Dungeon of a Hundred Random Levels, Learn Algebra and Calculus from Project Eternity Merchants, Learn Grammar and Advanced Grammar from Project Eternity Nobles, Campsite of Doom and Trees, and MAYBE a Project Eternity Grand Strategy game and a Project Eternity card game (where opponents can be major characters from PE). Figurehead: Ultima had Lord British, monolithic and (almost) all-powerful. Forgotten Realms has Elminster, wizardly wandering powerhouse. Dragon Age has Flemeth, dangerous yet fallible, wise yet at times outguessed. Who in this game is the figurehead that is wise and powerful, reiterating in game after game? Will it be a character so decentralized as Flemeth or Cid? Will it be several characters bound together by a pact or oath or duty? Will it be weak yet unkillable characters who of sheer fortune continue to appear as comic relief?
  2. I think such a thing should wait for an expansion. Perhaps an expansion that features a haunted land.
  3. Actually, a character in D&D up to Third Edition was supposed to be relatively unwounded til they lost their last hitpoint. At that time, they were considered in a state where they could not defend themselves and were dying. Hitpoints were not so much just the likelihood of surviving as a combination of luck, fortitude, the favor of the gods, etc. Also, when hitpoints were devised there were also such a thing as Saving Throws, even Saving Throws against Death. This separates the concept of hitpoints from being pure "survivability" to a degree. Rather, hitpoints have a direct relation to battle and physical threat that a character might evade somehow (not just by dodging). It's a way of saying, "That blow would've killed any lesser person, but instead your character was simply scratched or minutely staggered." Of course we could argue a great many points about OD&D for hours without achieving any result. It's all in interpretation, mostly. I think what alot of people might be interested in (I'm not sure about them liking it) is if there were no hitpoints at all, just wounds and a saving throw of some sort that permitted them to avoid wounds. This saving throw would provide bonuses based on comparative power to the enemy (with bonuses reducing til an even match and then increasing again when confronting greater power) but also with some "critical hits" of rare sort nullifying any saving throw whatsoever. Critical hits would of course be more likely from enemies of great power and also so would the wounds be of greater severity. Armor would help mitigate the severity of the wound received and in some cases not permit any damage to the wearer from attacks deemed too weak to penetrate.
  4. The Inviolate Prayer : An mouse-sized deity that is entirely mouths each bearing rows of razor sharp teeth. It whispers to all its worshipers constantly and so its priests are all deaf. Joy of the Fire: A cloud of ashes that seem to contain skeletal bats lofted on intangible winds, knocking against eachother with a clattering rhythm. A sole crouched figure seems to slide about in the midst of this cloud, lit luminous and visible as if with an internal flame. This being keens softly, answering inquiries and pleas by fluttering its fingertips against the ground with the sound of silver drumming on glass, swift chimes ringing sharply. This being is worshiped by some rangers who despise the wilds but live there to master it. Mary of the Foremast: A sea green robed woman, blindfolded with limbs and body aneath the robe wrapped in blue and white burial ribbons. She floats about the foremast of ships at sea. The third woman ever born, she perished in the ocean, arising from the caverns below as she tried to escape the raging waters she assisted her children in releasing. She is boneless and writhes about like an octopus aneath her robes, the ribbons never releasing her. She is worshiped by those who dream of her and become bound to a life at sea because of their dreams of her. She is said by some to be faceless and only a gelatinous substance in the shape of a woman, and their are proofs in ancient scriptures that these sayings are truth (but some do say she is whole and has a face and is actually self-same to a goddess of beauty and love). String: A line that grows in unhallowed graveyards, slowly etching through wooden coffins, marble mauseleum, ceramic jars. This string binds cadavers together and dissolves their remains, leaving only dolls of string connected by its binding length. Should any cut the string, it reforms, stretching hundreds of miles aneath the soil to reunite to itself. It cannot be burnt nor destroyed but powerfully enchanted blades can cut it. It seems to seek no vengeance for any harm that comes to it, because it cannot be destroyed and moves as if through dreams, taking as much time as it desires, going deep underground and at times sprouting up like a watchtower for unknown reasons. It answers prayers and respects the dead that have been blessed by any faith. It does not disturb the undead nor the corpses of ghosts.
  5. Swords with rings. Ringing swords ("hullo, is that you? can you hear me now?"). Ring-swords. A ring of swords (swords splayed points outward on a hoop connected to a pole). A dastardly sword smuggling ring. The Ring of Swords. The Ring of Swards. The Swearing Sword Ring (a negligibly cursed version of the Ring of Swords). A swing of roads. A winged road. A toad with ring swords on its paws. A mingling of words. I really see nothing wrong with swords and rings.
  6. How about a potted plant on wheels companion?
  7. Lotteries are a good idea. Initials on the cover don't seem right to me, but that might work out well if someone doesn't choose a significant word as initials. I also think entry should be twenty bucks. That's all.
  8. Awesome! Despite existing detractors, Obsidian has seen the value of Polish and Russian purchases. A pity Trieste won't be seeing this game sooner than later!
  9. Sounds like lawsuits could come of that! Otherwise, great idea!
  10. I DON'T LIKE THIS! I'M GOING TO SUE THE INTERNET!
  11. In the context of this fiction... Where do you feel souls come from? How do new souls come about, if any? What do you think they look like or are shaped like? Are they huge, small, shaped and sized like us? Are they us, ours, or visiting? Do they have much to do with conventional ideas of souls or are they just called souls and happen to share some apparent similarity to what these people would call souls?
  12. Side with the bad guys, kill everyone who's trying to find a solution to the nasty stuff that the bad guys are doing, kill the bad guys, make the nasty stuff even worse, grab the money from the walking dead (who no longer need money), move to Vegas.
  13. 2.5 million: new region, expanded end-game content 2.7 million: Italian and Polish translation and localization, mounts DLC: Added Dungeon Levels for Mega-Dungeon, Seafaring and Aquatic Adventures, Huge Mega-City Spinoffs: Mega-Dungeon of a Hundred Random Levels, Learn Algebra and Calculus from Project Eternity Merchants, Learn Grammar and Advanced Grammar from Project Eternity Nobles, Campsite of Doom and Trees I know it's not a stretch goal nor a backer reward, but every successful computer role-playing game has a unique animal mascot or several. For Dragon Age there are several (arguably mabari are central). For Baldur's Gate (both) it was Boo the Miniature Giant Space Hamster. Planescape Torment had a happy-go-lucky skull. We needn't mention yellow ostriches. What animal would Project Eternity consider their "friendly pet" companion, if any? Will there be a mascot?
  14. Not a lot, I think Jorune, Empire of the Petal Throne, Amber: Diceless Roleplaying, (largely human) Pendragon, (largely human) Chivalry and Sorcery, Bushido, Seventh Sea, etc.
  15. nethack, which uses ASCII, was being worked on til the issuance in 2003 (but might pick up again). Angband was last iterated in 2011. Several multi-user text-based systems (MU*) used ASCII graphics to assist in resolving issues of tactics arising in role-playing games. There will always be computer games using ASCII, I hazard to guess.
  16. I guess we have about sixteen or seventeen levels total to look forward to? That sounds copacetic. I do hope that there will be purchasable expansions and DLC that increase that number later on.
  17. Throughout PnP of a more thoughtful sort, magic is caught in boundaries whereby its function is limited, noticeable, and potentially dangerous to the caster. Sometimes magic can gather attention of the gods (who might be vain and easily angered) or incite other spirits (and not always to assist the magician). Magic is sometimes subtle (and easier animated that way) so that spells are invisible but their effects have a stated game effect that appears in the dialog box as dice roll bonuses, can stoke passions and ease passions, can call upon spirits, can instill illness and allow health. That's sometimes done too. Occasionally, magic can only be done by spirits, with humans being able to call their attention, accentuate the power of elements or aspects in an area (which alters the fortunes and situations that occur in an area). Magic is sometimes working with a system of philosophy, increasing ones awareness and control over minutiae that seem to evade the senses of others (ala The Last Illusion by Clive Barker). I'm not sure 4e is entirely a good model, but that's beside the point. It might be best to come up with a cosmogeny and structure for how magic (and special power) works and why. Derive from that what is possible. It might just be that "special power" is how magic works for anyone anyway and everyone has special power, albeit not everyone has the wherewithal and training for magic. Role-playing games usually don't consider the *why* of magic, not entirely, it's just there because it's cool. Even Ars Magica is at odds trying to pluck out *why* someone is a mage and someone else isn't -- and it sounds like a set of paltry excuses. So make your world and construct simple workable rules (with sensible mathematical formulas) based on your fictional world-structure. I prefer Runequest. At the very least, it's not that some people are magical and others aren't: the world is magical and the runes are summaries of the divine presences as well as their tools (and also the tools of any being capable of using a rune properly). The magic system and the game world work well together also.
  18. Depending on what you're being negative to... Yes. And not "yes no".
  19. I think maybe otherworldly peoples might be interesting, for a change! Maybe Greys, although Greys are so outre this period. When I think of winged folk, I think of "They Fly at Ciron" by Samuel R Delany. Consequentially, I'd like to see winged folk. Even though JES seems to feel insect-people are laughable, it might be interesting to have insect people in the game. Parasitic insect people might be interesting.
  20. CRPG Odessey the Compleat Apventure Wizardry: Proving Grounds of the Mad Overlord Ultima IV, Ultima V nethack, Boss, Omega Final Fantasy VII, Final Fantasy VIII, Final Fantasy X Icewind Dale 2 Vampire: the Masquerade Bloodlines Temple of Elemental Evil PNP RPG Dungeons and Dragons (1977 blue-box version) Runequest Traveler GURPS (2nd edition, 3rd edition) Champions (2nd edition, 3rd edition, 4th edition) Wizard's Realm Pendragon Amber the Diceless Role-Playing Game Wraith: the Oblivion
  21. Serpent people would be good. Especially if they eat mice people. Cat people seem consistently popular. Especially if they eat mice people. Winged people get the gold from many fans. Especially if they eat mice people. Mice people aren't so popular except for Reepicheep. *sigh* There should be more mice like him!
  22. Yes, really. We could always use more! (And please, no ninjas per se. They're a bit overdone.)
  23. More mugs, t-shirts, and swag could've been done with minor increase in pledges. Obsidian could've offered to digitally reproduce the purchased character(s) sitting in an abode or the tavern one buys or the item one makes, and send the digital reproduction as a high quality picture both to the computer of the pledger and the actual abode of the purchaser. Specially designed marshmallows and other treats might have been ideal, but they had no idea that so many people would be interested so quickly and that the interest would flag suddenly. I seem to think that they could've lowered pledge amount for "creating ones own character or item" and had city districts created by high pledges for special cities designed specifically by pledgers -- and they could've used tile sets for those areas, making it easier to design and cheaper to design too. Otherwise, I think they did an okay job except they should've had more swag! And comic books. A certain level of pledge should permit them to hire a manga artist.
  24. I understand what you're saying! That's something I can identify with! Mindless deities that devour people! Ia! Ia! I am being talked to with that statement. My views seem to be included!
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