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What is Muelsfell? - Muelsfell: Rise of the Golems is a persistent browser-based game (PBBG) that revolves around the creation of magical golems by mages and magic users. Muelsfell is part combat, part roleplaying game, part resource management. Sign up for an account and give it a try -- for free!
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Index » Muelsfell Game Forum » Roleplay Discussions Muelsfell World v1.0 Forums
AuthorThread: Out-of-character Meta-discussion
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Shan
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Location: Arzenbourg
Magus Age: 127 years old
Clan: ARROW
Message #43019 Posted: Mar 25, 2010, 5:41 am
This is something along the same lines as Yami's Continuity post. I think it could be easier to play together if everyone is on the same page; if we had some sort of guidelines on how the Muelsfell world works. I don't mean that we all need to agree on absolute rules we all have to follow. That would be too inflexible, and take a lot of creativity out of things. But I would like to know everyone's perspective on things; how everyone understands Muelsfell's world; what everyone thinks about magic and everything else. See if there's an elegant way to reconcile different views with each other.

I suppose a good place to start would be: What is golemancy?

How are golems constructed and animated? Is it a strict, formulaic process? Or do different magi have a bit of freedom for personalization, customization, and experimentation, needing only to follow a few unifying principles of golemancy? What would that process or those principles be?
That may be the key question, but here are a few more as food for thought.
Is a golem more like a hand-crafted manikin, with carved joints and limbs set in motion by a bit of magical force? Or is it like a living statue, formed from solid pieces soaked through with special magics to give them flexibility and lifelike drive?
What role does the Animating Spirit (aka powersource) play in determining golem behavior, especially in relation to Sparked golems?

I expect there are some things that would be better revealed in-story, but it might be nice to have a bit of foundation to build on.
To be honest, I'm mostly just curious.
Yamikuronue
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Message #43020 Posted: Mar 25, 2010, 6:03 am
Our assumption in TOMU has been that for non-sentient golems, their behavior is as good as their programming. Specifically, they are created with the ability to understand the language of the realms and with some rough knowledge passed on from the creator (a province of the animating spell in the animating spirit) and that part of creating the golem involves giving it "fallback" orders - "When no other orders apply, reside in the basement", "Take orders only from myself and this list of people", etc. Then conditional orders make up the rest of its "programming", so to speak: "If attacked, use your ranged weapon to attack in return until they close to meelee range, after which time switch to the strongest melee weapon you have, falling back to your fists" as one example. Very well programmed golems (typically ones that have been around a while) have some semblance of decision-making power, but it's all actually simple AI.

We've also had the assumption, however, that every clan has traditions and methods that they've developed over time, and so every clan does things a little different. For example, Kaelas has override powers on pretty much any golem made by one of us, but that won't hold for an ARROW golem, for obvious reasons. Also we assign serial numbers to golems, and each TOMU golem has a stamp inside of it saying "Property of Magisterius University" (we've designed said stamp) (I was bored).

ETA: Temporarily stickied, because this is kind of important. I'll unsticky it when it concludes and add it to the useful notes sticky.
Last Edited: Mar 25, 2010, 6:04 am
GordonIronsmith
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Location: Broukendale
Magus Age: 113 years old
Message #43039 Posted: Mar 25, 2010, 7:40 pm
From what I've read on general golem construction, (what's implied in the actual game) that golems don't have joints or a least do need them. Something about golemacy make golems, regardless of material flexible, it just depends on what type of material that determines how flexible/fast it is. Now this isn't to say you can't use joints as they would most likely make your golem more nimble, but at the price durability.

For spell workings I think there is a physical component as well as spiritual (your command over the magic is self). Motivation represents both of there components as time. the most motivation and the faster you regenerate said motivation the easy you can control magic and the more powerful you are. The physical component is the literal binding of energy using rune and symbols that have meaning attach to them, whether or not the symbols themselves hold the power or the it merely the importance we place in them it doesn't matter the effects is the same.

Magi also have access spells that they can use like the more classical "mage" but Golemacy takes president and right now only spell cans can access more "classic" spells like fire ball and the like.

That's all I'll add from now, but I assure you I have more idea where that came from ;).

-GordonIronsmith
Yamikuronue
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Message #43042 Posted: Mar 25, 2010, 9:22 pm
Regarding golem movement, I figured the spell had the idea of a human shape in it - the golems can move their parts any way they think they should be able to, and they think they should be able to move like a human magus would because of the spell. It's only come up in discussions for the fic, though.
Kaelas
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Message #43047 Posted: Mar 25, 2010, 10:27 pm
Sparked Golems 101

First off, while Kaelas had previously assumed that no-one else was attempting this kind of research, it's become rather obvious during recent events that nearly every Clan has delved into this supposedly forbidden arcana. Kaelas approves, by the way. What this means is that the following is how the golems that are made self-aware with HIS method act and are like and doesn't restrict or explain anyone else's golems.

Disclaimer done, here we go.

The Spark project is named, perhaps obviously, after the idea of the Spark of Life. Golems with this effect or process are alive. They have free-will (though they don't always use it), they have emotions, thoughts, ambitions and personalities. And, while this can't be proven for them anymore than it can for Magi, they have souls.

I've rather purposely never described the exact details involved in Sparking a golem- boring- but I did establish some simple rules for it. A golem that's Sparked when it's first made has a much easier time forming its individuality and a stable mind. After realizing this, Kaelas has made it a point to both make an effort to only Spark newborn golems and take stricter measures if that's not possible.

One thing that would likely relieve a lot of people's minds after hearing that Kaelas has, by this point, Sparked not only all his golems and several of his friends but all 130+ golems in the Clan depot is that he still has some control over them. Most Sparked golems consider him either a Saint (he hates that), a father (this one is nice), or their legal and rightful Chancellor- as they consider themselves a member of TOMU the same as the Magi (this one is good too). A rather significant exception is Blaze but every batch has its malcontent. Over and above this is that until the golem is fully matured, with a stable mind and personality (ie, adult), Kaelas can still 'lock' them down, which renders them a normal golem until 'released.' Given how powerful golems are from birth, it seemed only prudent to have the ability to control what are more or less children.

Creating a Sparked golem is not an exact science. While the creating Magus can attempt to 'nudge' the process to result in a particular personality it really doesn't work. You summon the Spark of Life with your own and the golem lives. The Magus can no more control what happens after that than a human parent can dictate the path of their child.

For technical matters, the Spark is tied to the Power Source more than the golem's body. If removed, the personality is frozen, painlessly but without any awareness. Sparked golems can feel pain but are not only tougher by far than humans, they are provided a way to distance themselves from the pain of combat by sinking back into their base golem natures. (Note, this is basically what Ceriph has done in the current Wraith storyline. She's the equivalent of eight years old so once combat started, her personality was suppressed in order to protect her mind.)
Yamikuronue
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Message #43048 Posted: Mar 25, 2010, 10:35 pm
It should go without saying, by the way, but the above info is all strictly OOC. Nobody in the game except the select few who worked on the Spark project know how it works to that much detail.

I also went with the assumption that living golems were taboo, or at least frowned upon; naturally, the loss of control that comes with giving a golem true life ought to scare the shit out of magi who rely on golems for just about everything and who have very little innate combat training of their own -- if we could fight the monsters in the game, we wouldn't need golems in the first place. I figure a human could take out some of the lower level monsters - we're not ENTIRELY defenseless, not with magic and weapons - but there's enough high-level monsters out there that it's dangerous to travel the wilderness without golems to guard you. And as we saw when Yamiko was attacked, golems can quite easily kill a magus - that's why PvP is always golem vs golem. It'd be probably murder to order a golem to attack a human.

Also there's information in the backstory of the game about the Cataclysm, though not much. I figure anything too out there in terms of magic might be frowned on -- it might cause another cataclysm. I was hoping there'd be more anti-Spark sentiment, but it really hasn't come up.
GordonIronsmith
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Message #43050 Posted: Mar 26, 2010, 12:00 am
Well part of the problem is the people RPing would have what you'd call "eccentric" characters. in truth it would be cool if we had a couple "puritans" running a muck and trying to ruin all that we've worked on. Really though to think that the "Upper" Magus community would scoff at things like Spark golems, I wouldn't be surprised if Muelsfell had a functioning slave trade, and just because it hasn't been mentioned doesn't mean it exists or that it's underground.

As for sparked golems. Gordon doesn't spark golems as Kaelas has explained but rather programs them to the point where they can make choices and some can even learn, but they aren't sentient and Gordon goes and tweaks their programs ever so often.

Technically Gordon Ironsmith is a Heretic (of the worst type) and some of the charges brought against him some time ago where in part true. Lucy could easily be called an abomination. The reason Gordon has no fear dabbling with the Taboo, is because he dabbles in forbidden magic. Gordon brought his wife back from the dead (like I was saying' "Heretic of the worst type"), and while there haven't been many consequence from that since bring her back, if it where to get out it would get Gordon hanged (if anyone could find him) and Lucy destroyed. Also this would be a good time to mention that, Threatening Lucy, and putting a death warrant on your self, are the very same thing. ;)

The RP of late has been pretty light hearted and maybe we need to mix some black in, but that will need to be discussed, particularly how that black could be added.
Yamikuronue
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Message #43051 Posted: Mar 26, 2010, 12:35 am
Yeah, I keep trying to get Coyne involved - he's got the perfect character to start bring in opposing viewpoints, with MAGIER, but he can't stick with it enough to do threads :/

I've started playing more NPCs and alts, though, to represent more ordinary people. I figure that's a good trade-off - everyone has their special eccentric main, and then some of us should play more ordinary secondary chars or NPCs to provide some sanity checks. Like Kaelas' char Phedre.
Last Edited: Mar 26, 2010, 12:36 am
masterslug
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Clan: OTAKU
Message #43062 Posted: Mar 26, 2010, 10:17 am
An OTAKU perspective -

Construction -

Each OTAKU builds there own golems how they please but the clan guards are all built on a production line, in sections. They have moving parts, joints and have a very industrial, uniformed look about them.

Sparking -

Masterslug disapproves of sparking golems, mainly for practical reasons. Yes sparked golems could prove a threat as illustrated by Blaze. But also there is the problem of emotional attachment. As soon as there is a personality there's a chance for friendship and that makes sending them to face possible death much harder. He prefers his golems to be tools and has no wish to be a dad. That being said, any sparked golems at OTAKU headquarters, get treated with the same respect (or lack off) that the apprentices are treated with and some like Kyomi's Golat get a good deal more.

OTAKU members are not restricted by Masterslugs personal views and are free to spark their own golems if they want and some of our clan have become experts in the field. Some may not even function well without their shadows ;)

On Masterslug's orders, all OTAKU clan guards are all built un-sparked and he was very glad of that fact when he ordered the destruction of a number of old guards to make room and parts for new ones. However Magi being what they are and unable to leave well alone, a few golems in the depot are now sparked anyway.

Self Sparking -

A rumor that Masterslug doesn't really believe but is looking into anyway at OTAKU headquarters. This is the reason he is currently not at old forge mountain, that and Gordon's message going a astray.

Shan
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Location: Arzenbourg
Magus Age: 127 years old
Clan: ARROW
Message #43079 Posted: Mar 27, 2010, 6:13 am
Shan takes a fairly pragmatic view on making self-aware golems. He doesn't have moral objections to them, but he doesn't think they're a good idea, for much the same reasons as masterslug. But, as Gordon pointed out, most of us are dealing with somewhat eccentric characters. I don't know if I'm an experienced enough storyteller to present alternate NPCs, at the moment.

I suppose golem construction would be a lot like making a car (or pretty much anything else). There would be a few vital attributes (generally speaking, wheels, some way to turn the wheels, and something to hold riders), a common design (automobiles you'd see on the road), and a range of less conventional designs (Flintstones car!).
I'm sort of curious about the different processes used by different magi - or in other words, what we're doing at the worktable for the ten to fifty-some minutes it takes to make a limb.

I'd interpret the existence of the Main Body HP as a sort of skeletal frame around which the limbs are wrapped.

Motivation cost would probably represent "energy" (magic, spirtual ability, MP, mana, whatever) transferred from a magus to a golem's animating spirit, where it is stored or converted to whatever energy the golem uses in order to be mobile. At least, that's how I'd understand it. Higher level powersources would have more efficient conversions, allowing similar motivation cost to provide greater golem energy.
How does motivation cost work for sparked golems? I suppose we could just file that under "gameplay and story segregation," if we wanted to. Of course, defending golems still work just fine without paying a motivation cost, I think, so golems should still have enough energy to function even when "idle."
But if the motivation cost isn't needed for a golem to fight, what is it for? I suppose it could represent the force of will required to drag one's pasty, scrawny mage backside halfway across the continent to hunt some giant.
Yamikuronue
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Message #43081 Posted: Mar 27, 2010, 12:22 pm
Sparked golems have discovered they count as the controlling magus for their own actions, more or less - part of what was done to them allows them to gain motivation as a magus would, and then spend it on themselves or unsparked golems. Note that "Sparked" here only covers TOMU's golems.

Honestly I mostly ignore moti in my RP - it's supposed to be a game balance feature representing a vague concept to begin with (note the lack of moti costs to hit the practice dummy), so I figure I just won't overdo it ICly and I'll be fine. OOCly I have a ton more moti than I use unless I'm purposefully grinding to spend it anyway.
Semaj
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Message #43087 Posted: Mar 28, 2010, 5:01 am
I love all the discussion and agree on a few things.

First I would like some more of the darker side of Muelsfell to RP in, it sound realistic and great.

Second, most of us do seem to be playing characters that are anything but normal. I for example am playing an unaging human that has lived in so many universes and though so many lives that he is insane without casting spells on himself to cover up most of his memories. Hell he isn't even originally a mage. Hence the small array of simple spells he generally uses and the senseless rushing into hand to hand combat at the drop of a hat.

Third, please leave my nanobots alone. If you do they will be gone soon anyways. I have the knowledge from my other existences to think to use them and to make them. And if that isn't good enough I shrunk myself down and built flea sized golems that now run around Petros' body.

@Shan - the moti cost for "sparked" golems is an interesting question. I guess a note can me made that Petros and Lucy though both golems both have there own souls. Not quite sure about anyone else.

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

On a final note I apologize for my somewhat unpredictable absences for days at a time. If it isn't the military screwing up my schedule its my depression making me want nothing to do with anything. Just so its known.
Kaelas
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Message #43098 Posted: Mar 29, 2010, 3:54 am
My take on moti, which is mostly based on making the RP make sense and not really backed by any official text, is that you don't spend the moti to have the golem attack. Instead, I pretend the moti is used to 'teleport' the golem to wherever you're attacking, hence why you attack instantly but have to walk back over time (sans Amulet Recall). Obviously, the further away or the more powerful the golem is, the harder it is to do so. This also explains why you don't need moti to defend your workshop or attack the dummy. Also, the only other things that cost moti are spells and alchemy, so teleporting golems is along the same lines of moti is just for magic.

And if you like, the moti cost could also be put down as either locating the wild monster you want to kill (hence why you can instantly find it every time without fail) or bypassing an enemy Magus's wards if your attacking their workshop.

Which means that golems of any kind don't need moti to attack something that walks up to them, be they regular, Sparked or otherwise.

Also, I want to repeat: not all self-aware golems are Sparked. Only golems made self-aware with Kaelas's method are Sparked and only Kaelas, Yamiko, Sconibulus and the no longer with us Professor Echothrice know said process. So if there are Sparked golems in OTAKU, I need to have a chat with Sconi...
masterslug
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Message #43101 Posted: Mar 29, 2010, 6:52 am
You may refer to sparked Golems as a Golem given life by a specific process, however since you coined the phrase it now refers to any golem that is alive, as apposed to just very well programmed to be self aware, however that golem was created. Sorry I'm afraid it's too late to reclaim the term. No less credit goes to TOMU for the research done though.

That all being said, I have no idea where the research came from for sparking golems in OTAKU, so I would still have a word with Sconi :)
Kaelas
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Message #43103 Posted: Mar 29, 2010, 7:28 am
...I've been Kleenex®-ed...

(As long as people realize my rules for Sparked golems don't necessarily apply to all self-aware golems, I'm okay with it.)

EDIT: I've tried to get rid of that stupid 'A' thing a dozen times... just pretend it's not there, okay?
Last Edited: Mar 29, 2010, 7:40 am
Yamikuronue
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Message #43533 Posted: Apr 11, 2010, 1:45 am
So... how about them power levels? The real question to ask now is why are any of the main players golemancers at all? Yamiko's developing a bit of a complex about how weak she is as a SM compared to all ya'll.
GordonIronsmith
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Message #43535 Posted: Apr 11, 2010, 5:13 am
Well we can assume that once the wraith problems subsist that the Governments won't be happy that us mages are using Cataclysm style magics. Gordon has no interest of using his power to "show off" or for war, but I can only assume that Yamiko hasn't delved (much) into forbidden magic, which in many ways gives her a moral high ground. But more Golem based combat would be prudent.
masterslug
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Message #43541 Posted: Apr 11, 2010, 1:13 pm
Yamikuronue said:

So... how about them power levels? The real question to ask now is why are any of the main players golemancers at all? Yamiko's developing a bit of a complex about how weak she is as a SM compared to all ya'll.


I have to agree on this point some of the magi are far more powerful than the game mechanic allows. As there are no boundaries in a RP thread, the level of magic tends to rise, the challenges then have to be tougher so the magic level of those involved have to rise yet further to keep up. Those magi that don't raise their abilities beyond those in the game, become bystanders (Although fun can still be had as a bystander, I've enjoyed playing Pond the next to useless apprentice), it then becomes very difficult to go back without a complete lose of continuity.
Yamikuronue
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Message #43548 Posted: Apr 11, 2010, 4:59 pm
Plus it sort of takes the punch out of my plot about sentient golems...

Kaelas limits himself because his magics will unbalance the world and possibly cause another cataclysm; his personal powers are incompatible with the setting. Maybe we should run a joint plot in which another cataclysm seems imminent and so the powerful characters agree to limit themselves, thus nerfing everyone at once so we can sort of.... reset the power level? Of course everyone'd have to agree to it - I don't want to dictate to people how to play their characters, but as a group we should be on the same page and around the same level, you know?
GordonIronsmith
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Message #44444 Posted: May 17, 2010, 6:46 pm
A thing I'd like to bring up is what of the "Programing" of golem tasks. In RP Gordon has stated that his golems can perform complex tasks with out need to be sparked. I'd like to hear others Ideas on things.

I personally think that as a mage become more accomplished he is able to "program" more complex actions into a golem, and as you create the spells necessary it become much simpler to copy they actions onto newer golems.
Last Edited: May 17, 2010, 6:47 pm
Yamikuronue
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Message #44445 Posted: May 17, 2010, 6:59 pm
Agreed. Coyne, in some older RPs, had his golems running complex programs with preset speech so they could mimic him - thus allowing him to keep up the pretense of being 4 or 5 magi at once, "for tax purposes" (to explain his multi-accounting). The way I see it, golems are created with a few basic pre-progammed directives, like "obey your creator", and the last step of the creation process is giving them more complex standing commands, like "When not in use, remain in the basement until called" or "If instructed to guard the workshop, allow anyone on this list access to the front door" or whatever. The more you need the golem to do, the more standing instructions you'd give - but they'd still only be capable of following your instructions to the letter unless they're made sentient in some way.
Yamikuronue
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Message #44804 Posted: Jun 21, 2010, 5:45 am
Let's compare two characters.

Chancellor Kaelas is a world-traveller from a totally different universe. Most of his magic abilities he can't use here, because the player determined that that would make him too powerful and so invented an excuse for it not to work anymore. He retained a few tricks - hiding his wings from view, which makes him fit in better by making him not so obviously alien, and hiding objects in basically hammerspace, which simply is convenience. In his own world he'd be able to unleash massive bursts of energy, but he can't do that here because it would break the game. He spends most of his time since he entered the RP running a Clan and making golems.

Petros I don't know as well, but from what I've seen, he spends most of his time showing off his immense awesomeness via nanobots, coming back from the dead, earthbending, and god only knows what else. Every time he's in a post, it's to show off how amazingly badass he is.

(I've seen profiles that look far more out of place back when I had spies in most of the major clans, by the way, Petros just caught my eye tonight)

When discussing the power level of the game, which we'd been doing earlier in this thread, we have to take into consideration dichotomies like this. How can we make it so that characters can be more like Kaelas, spending their time blending into the existing culture rather than trying to upstage people, without trying to dictate what you can and can't do? I don't want to try and force people to post character sheets for approval or say "no, we can't have X powers", but... If we're not all on the same page, if we're not working together, it stops being fun really fast.
GordonIronsmith
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Message #44815 Posted: Jun 21, 2010, 9:22 pm
Ya Petros is a bit out of hand, but he defiantly didn't really damage the demi-god wraith(He's not a God We can definitively kill him), just pissed it off.

But right now is power core is crack, and Semaj no longer has access to the knowledge to produce one, so an easy fix is either to kill of Petros, but a more satisfactory one would be to give Semaj the chance to fix Petros, but at the cost of him losing his powers making no more then your average strength boosted stone golem, perhaps a bit stronger.

I went a bit over board with Gordon a while back, but Now I might seem strong, but Spell clan members can actually freeze, shake and burn things to death, before they get a chance to move. We can summon force fields and elemental shields, all are real spells. The only one that is a bit of stretch is my lighting bolts, but there so, so, so much easier to explain then thunderous blast, which shakes things to death using vibrations.

As for the overlaying problem, we can solve these as they come up and go "Hey, can you tone it down?" If worked for me, and RP explanations are easy to come up with.

Also I'll state it again here, Lucy is a Gold Plated Addy Golem Infused with a human soul (We have ghosts it is plausible), as well as a couple other things. If She seem well beyond the strength of a human, that because she is.

But These are fixable problem and we can easily deal with them.
Yamikuronue
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Message #44821 Posted: Jun 22, 2010, 2:21 am
Yamiko is a human magus with high intelligence. That's it. That's the extent of her physical attributes.

Honestly if we have to fight almost godlike enemies to have a challenge, I'm pretty much going to be left out of all the combat-oriented threads. Even my secondary characters are just ordinary people with odd quirks, like Ace and hir gender confusion. I've been trying to do more social plots so we don't have to be so very OP in order to have fun, but, well...

Within five minutes of a very minor fire - alcohol on marble, when the alcohol burned off it wasn't going to spread much, though it wouldn't be comfortable for the humans inside - two people have used their magic powers to put it out. One used a spell we have in Muels, so at least that made sense (and I should have anticipated it), but the other used something from a western Anime. Similarly, destroying the wall was going to have some consequences that were manageable with the amount of wealth our characters have, but significant enough to inspire some plot threads. Now instead the only thing we've got going forward are the plot threads we had going already plus Lucy's offer to Viktor. I was hoping people would connect and chat and form ideas for threads from having a big open one but it's not happening much either.

One-on-one or small closed threads, by the way, ought to make up the bulk of a forum rp - they're easier to manage, and get a lot more done a lot faster than big open threads. Big open threads should happen regularly so everyone has a place to join in, but from that character-based plotlines and small threads should spin off. If anyone wants to do something with any of my characters, either PM me or toss out an opening; Yamiko's the only one that might have prior commitments on the clan forum I'd have to work around, but there's also Ace and Erika and any of those golems from TOMU.
Last Edited: Jun 22, 2010, 2:24 am
GordonIronsmith
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Location: Broukendale
Magus Age: 113 years old
Message #44828 Posted: Jun 22, 2010, 4:55 am
Yes well god like characters can be fun if done right, and while I'm not RP expert the only reason why he was so damn powerful was because he we in an enclosed space with a bunch of squishy humans. I can alter things slightly, but I would really hate to leave the wraith story unfinished. Was The valley OP? Yes, was Old forge truly OP? maybe a bit at the end, but I really think your overestimating the power of Whisper. Sure he threw a few people around, but it took almost his full attention, and he couldn't push back the golems all the way. Though I'm not going to say more so that I don't ruin the next (probably last) part of the wraith story line.

As for other stories, I'd love to follow through with Victor coming to the Ironsmith estate, I could build up on Gordon's smiting company, which I haven't been able to do as of yet. I'm also very interested in Victors grow as a person, and how we might do in a situation where he doesn't really know anyone, and they don't know much about him.

I also what to focus more on some secondary characters as Gordon will probably find himself neck deep is political $&%@ from his resent actions.
 
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