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A learn to roleplay guild, with classes and guides. An RP school for Gaians of any level. 

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Feral Knight

PostPosted: Mon Feb 28, 2011 12:45 pm


October 20, 2011


Due to the recent inability of this guild to follow its purpose for creation, the failure of its crew members to perform their jobs, and the refusal of its members to actually learn, I've decided to remove the information I have posted on magic and mysticism.

For those of you that actually used the information that was provided here, I apologize for the inconvenience. You may thank your peers for their condescending attitudes towards anyone trying to help a roleplayer improve.
PostPosted: Wed Mar 02, 2011 8:28 am


Haha. About time Evangel. I was starting to wondering when you would get tired of watching people screwing this stuff up. A pretty good guide even if it is kind of hard to read after a while. Just too much info. How about throwing in some information on counterspells and overcasting? I'll bet most of these texters haven't even heard of either.

Angelic Siren


Shapatti

PostPosted: Wed Mar 02, 2011 12:36 pm


User Image - Blocked by "Display Image" Settings. Click to show.
PostPosted: Wed Mar 02, 2011 10:56 pm


I have but one discrepancy. Magma is earth, not fire. It's earth, much like ice is water. I figure magma is commonly depicted as under the fire element because it gives fire a much needed boost, and earth a significant nerfing. Convection seems to be absent from fictional storytelling in general, so perhaps stylizing fire which otherwise has negligible mass with something extremely hot and dense to apply blunt trauma as well as leave more lingering effects seemed like a necessary step.

It always seemed wonky to change element when you change states of matter.

Would you be adding a segment on intelligent items? and/or gemming?

One last question, if a creature's species is incapable of using magic innately, what about triggering magical devices or enchanted items?

Oddplume


Sioga

Eloquent Genius

PostPosted: Thu Mar 03, 2011 12:54 am


-raises hand-

Question: What is druidism? I came across the term in your definition of Spiritual Magic, but I am unfamiliar with it. I know a little about druids, but I can't find any good information on them, so it's still a mystery. Care to teach me?
PostPosted: Sun Mar 27, 2011 4:33 pm


For elementals, what about combined opposites? For example, steam is water and fire, can both types of elementals use it, or neither?
If a fire elemental worked with steam enough, would water become less of a hazard? Could an earth elemental use an air spell through the use of a magical item or would opposite items be blocked too?

If someone were to specialize in magic attained through items, would after several years that person develop a small amount of inate magical ability? I suppose this doesn't apply if the items still require training.

LillianSaire
Captain


Yokai Manekineko

Beloved Gawker

PostPosted: Thu Mar 31, 2011 9:47 pm


Excuse me for seeming to undermine this entire guide, but this seems to be entirely a generalization of the understanding of magics found in pen n' paper, D&D, similar books, table top games and so on.

Making a generalization of magic as an entire entity is impossible. Your take on the subject comes from your background and education towards the idea, and trying to generalize that many separate items cannot be done. There are many dimensions to the understanding of magics, and those depend on the particular roleplay structure you've decided to undertake, as each are unique in some way or another. I've gone through my fair share of roleplays as well, although I cannot hearken back to 1993...but there are things that I find unacceptable with the above guide, such as the limitations on creative thought it imposes, even if not directly.

I understand overcasting, and summoning of gods as items in a roleplay setting that should not be found, ever. That's why I see part of the guide as a simple stating of 'do not godmod' to those who think their characters are all but gods right from the get go. Of course, the later imposition of the same idea, even if the character has been developed over a long period of time, should not include classifications as a god.

Anyway, not to drag this out any further, this is a great guide to any roleplay you decide to set up with this type of limitation on magical understanding. Please understand, there are many dimensions and worlds to how people perceive magics, and not just the idea of schools that you've indicated. Also, these are my own opinions, just as yours are, so I'd rather not have this turn into an argument of ideals.
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