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Musopticon?

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Everything posted by Musopticon?

  1. Modules? And which, if I may ask?
  2. You should. Even as the other option is amazing. Anarchy Online that is. Probably the only MMO worth playing.
  3. Don't ask me. A kind mod used that term.
  4. "OB said they would mod more and be more involved with the community on the forums. Since then Nothing." I most graciously point you to the Project New Jersey forum. Therein lies some answers.
  5. Ground Control 2. I love it to pieces. Right now cutting a deal on some outback ball of ice with the Traders Guild to give daddy some new hot-wheeled howitzers. Time to rain death on the Imp-pigs.
  6. Thirrr-ded!
  7. Spoil me. What did you find?
  8. Not anymore. I remember myself having 3/5 on my warning meter. But back then; no clue what FISH is blubbering about. Maybe he was redeemed of some of the warnings, by the less-rampant-mods.
  9. I think it was Raptor: Call to Shadows. I used to spend hours upon hours to lay waste to the legions of enemies. :D Those were the times. Not to mention Jurassic Park, Golden Axe or Stunts.
  10. Is she making a third trilogy? Not counting Liveship Traders of course.
  11. One thing to remember. Even if you have well-laid mythology, pantheon and magical hierarchy; the focus must be on characters and story, otherwise you're just making a history/science book of your world. On that note; I'd prefer if you kept most of the Bar Shai magic system as background fluff. Something to refer to, something to maybe add as a footnote or an extra at the end of the novel. Like what was done with the Death Gate books(if you've read them). Optional reading. I can't help but to see some obvious influences, but you've taken time to perfect, which is always applaudable.
  12. I'd read that. Do try and finish it.
  13. I have got maybe 5 times. Each time when posting a new topic.
  14. I love the forest maze, because I have to use wilderness lore. It's just well...feels right.
  15. My premise: The world is very much like pre-renessance France with budding steamworks budding here and there. The story itself would have centered around a rather desolate corner of the world on the outbacks of the human kingdom. A caravan route to the very mechanized cities of the northern reaches, would be continuously raided by a infamous bandit. One who had gained some well-earned fame from letting the farmers use the route freely and having a blast at looting the engineer carriages and steam-wagons of the fat merchants on their way to the metropolies. An anachronistic Robin of Locksley so to speak. Well, the elementalist guild of High Fire was entrusted with the mission to get rid of this pester seeding crime and rebellion among the noble peasants. The tales of his deeds and feats must be idle banter. They're PEASANTS after all. Elementalists don't want to offend the ones with the money and give in. They send a cohort of experts consisting of scientists and 'enforcers' to find the offender and bring him to justice. Little they know that the 'offender' has gathered a vast inventory of gadgets and instruments from looting the steam carriages and is nowadays well above the level of a poor robber. Not to mention being the only one knowing how to reach the proverbial "King Solomon's Mines" of the elementalists. The sunken city. Abyss. Long story short: The elemntalist used to be the power. The countryside hasn't always been desolate. Nor has the Wail Island always been a separate landmass from the coast. The mystics used to have a Mecca of their own. A sign of spiritual and technical growth which beckoned minds from the farthest reaches of the known world. Then there was the usal cataclysm and the place sunk underwater and underground. Finders keepers. So, enter our 'heroes'. A would-be elementalist technic who just happens to make business-acquintances with the bandit. The bandit being very happy about this. For Wail Island needs someone with guts and someone with an intuitive knowledge of how High Fire tech works. And someone who doesn't soil their pants when they find out what has become of the elementalists trapped under tons of hazardous chemicals and high-tech magical paraphelia. A mind entirely devoid of morality helps too. I was going to make it a swords and sorcery-short story with a light, almost greymouseresque fighting fantasy-feel. No epic stuff of prophecies. The story would have continued with the not-so-victorious heroes entering the capital of intrigue itself. City of Eyes. Secrets societies, assassins, roof-top fighting and daring jumps. I had an idea of using a very batman-like wings coupled with the hot-air-exhaust system of the city and making the heroes fly oce or twice. Knights of the Word, sigil-golems, secret entrances, sapient buildings....aahhh... But I have no time for that.
  16. Oppose the conservatist church and fanatism. Not the faith.
  17. I'd say the first one. But I'd prefer the latter one. Just to see how well you succeed. Edit: Damn you. I was going to to write one too.
  18. Begin planning your funeral then.
  19. I just wish that my game didn't always end in Dragon's Eye. Either I have too little Alchemy or too little Intimidation.
  20. This might be interesting, but no... It's full of player killers and n00ber0rz anyway.
  21. The demon army, you mean? Damned great game that IWD 2.
  22. Might be, might be. Maybe the western biz has finally understood the underlying potential of eastern european dev houses. If so; that might mean big things happening in the near future. I'm talking about cross-genre games and well-budgeted rpgs which...*sighs* get finished.
  23. Alternate history... Cornwell's Arthur-trilogy springs to mind. As well as Shogun-books. Space operas rock too. I'd also read good steampunk and anachronistic fantasy, if I found some.

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