Here are some answers to some common things I saw in the posts.
1. Why do the factions hate each other? Just hating someone because I was told to by a god, or because it has always been that way is stupid.
Why does anyone hate anyone? Look at any major civilization, religion, or ideology in history. They hate and kill each other land, power, possessions, and just because it has always been that way.
In the histories AM started out by believing that magick was a bad thing for mortals and shunned those who practiced it. Demonic and Magick split because some mortals believed that dabbling in certain magicks (like the demon realms) for any reason was a bad idea. Add on a few thousand years, a ton of wars, lots of murder, hate, killing, and the lines are drawn in the sand, no matter how illogical it may seem at times.
2. The demonic plane was sealed away with the Hammer of the gods. Get rid of demons in the skills.
No, the major portal for demons to enter the physical realm was closed. Mortals can still manipulate demons as they have always done. Demons can still sneak into the realm as well with great effort, but the days of massive legions of demons entering the world is long gone. The demonic realm still exists and mortals can still screw around with it.
3. Demonic is evil, Magick is neutral, AM is good.
I concede that they names make it seem that way. However there is no reason for it to be that way. Let's face some facts though. People who want to play with demons are probably going to be perceived more 'evil' then those who do not. However, this is based on what you as a real world person thinks. In the real world we have we learn that demons are evil, god and angels are good. When I planned out the three factions, I did not realize that people would come in with that quite as hard as they did. Also, Achaea at that point was every much like that and a lot of people came over from Achaea with that in their heads too. In my mind I saw the potential of AM being Salem witch hunters or supremacists, indiscriminately killing anyone that had anything to do with magick.
I HATE the idea that one faction is good, evil, neutral. Each faction has evil, good, and neutral characters within them. Well, that is they way I would like it to be in my perfect little world.
4. Change the story for this faction.
We cannot change the story for a faction, that story has been there for thousands of years. You cannot change the past. We can add stuff to the story and we can change some mechanics to help facilitate the movement of that faction in the future. That being said, we are not going to change the fact that we have three separate ideologies that need to be maintained.
Those three ideals are:
1. All Magick is dangerous and must be avoided.
2. Magick is fine, but must be used with caution. Some magicks are dangerous and should not be used.
3. All forms of Magick are acceptable.
One can find parallels with these concepts in the real world. These ideals are backed up by years and years of wars, hatred, and conflict. They are the major conflict points in the game. We are not going to consider changing this. What we can do is add to it to make it more meaningful.
5. Explain how magick works.
It's magick, it is not real. I do not want to do the Star Wars thing and explain that is it a chemical in the body or equally lame. That is looking too far into it. It is magick! Ooooooeeerrr.
Comments
I don't say that demonic is evil because of demons versus angels and demons bad!
I say that demonic is cast as evil because of things like this:
The summoning and control of demonic powers isn't outright evil, no. But cackling as you do that?
Yeah, that's pretty textbook Evil, sad to say. You can't really cast that in a good light.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
I understand that you feel like it doesn't make a difference, but for a fair few people, it does.
‘Every sword’s a weight to carry. Men don’t see that when they pick ’em up. But they get heavier with time.”
If we actually had someone draw the eventual outcomes of all our kills, every single corpse would be pretty gruesome.
Changing messages doesn't change the perception; changing messages allows the perception to change. It's a small difference, but it's an important one.
I've got a question for you. Let's pretend you're new to the game. Brand new. You find one side that uses black crackling death magic to torture people to death. What's your first opinion of that side?
That's why it needs changed.
Edit:
@Gurn Those are violent and messy kills, yes. They'd be awful things to have happen to you, yes. But they're a long step away from outright gleeful torture. If they took their sword/daegger and just chopped you down the center from collarbone to pelvis, it would just be a particularly grisly deathblow. Vivisect as is, is something else entirely.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
‘Every sword’s a weight to carry. Men don’t see that when they pick ’em up. But they get heavier with time.”
If you want to drive this home, you need to change the environment. Changing the environment is really subtle changes like changing skill names, tweaking help files and altering the perception of the skills. It's hard to say, "I'M NOT MANIACAL CHAOTIC EVIL...OH SNAP, IS THIS IS YOUR SPLEEN *pop*, LOLOLOL."
For that matter, where's that put Celidon/Kinsarmar or Antioch/Ithaqua? What's their common goal? I mean, at some points, Ithaqua seems a much more sensible ally with much closer ideals than Kinsarmar. I can't comment on the politics of Antioch and Kinsarmar, but it seems they'd tend to get along if not for the whole magick schtick, too.
‘Every sword’s a weight to carry. Men don’t see that when they pick ’em up. But they get heavier with time.”
No.
We can't.
RPishly, it makes sense, I will grant you, but the limitations on this are a straight up mechanical necessity. It -used- to be this way, and this is how it went.
Anti-magick had only its innate in-circle resources.
Magick had all of its innate in-circle resources AND access to all of AM's resources.
Demonic had all of its innate in-circle resources AND access to all of Magick's AND access to all of AM's.
Recently, in the Hammer of the Gods event, Kinsarmar went up against the combined strength of the world, and it made me realize just how badly I do NOT miss those days. Going up against a Noctusari/Monk ranged offense combination while clerics shielded them against our attacks and having to charge into vibes/rites/ents all at once? It was insane and awful and it is utterly impossible to balance, and that's not even considering cross-class buffing.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
@Svorai to avoid debate in the other thread - Aryana's Spring seems like one of the most clearly magical objects in the game. Certainly I don't know of any real bodies of water that have mystical healing energies and can resurrect the dead, let alone instantly change one species into another. I get an in-character fudge could be to pretend its white magic instead of blue magic, but its hard to argue it as non magical. It appears after magick infuses aetherius, it is linked to the moon's, all the ducks line up!
Supernatural effects are not strictly magickal in nature. This includes things like the moons, an everburning gate in Antioch, Aryana's Spring, certain entrances and exits to areas. Those things can be powered by other means, whether it be spiritual power or Diachaim or some unknown, yet undiscovered power.
I'm just concerned that this places Magick in a somewhat untenable position; Anti-magick and Demonic are clearly opposed in this confict and both have well-defined goals. Magick, however, exists in some weird limbo between the two that is murky at best.
I don't want to know how magick works in terms of midiwhatsits or whatnot.
All I want to know is that differentiates Magick from the myriad other supernatural abilities in the game that are -not- Magick. Things like shard powers, aspect powers, tattoos, devotion. Why is it magickal when a Runeguard sketches a rune to make a shield effect, but not when a templar calls upon his powers?
Things like that would be nice to have cleared up.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
(May the Lord God Boss strike me down for being off-topic and totally unhelpful, but I generally tend to think of non-magick things that way -- distinguished, of course, from being anti-magick because of its lack of association with any specific circle.)
I think both magick and demonic need to have clear areas in which they alone have capability - there has to be something only those powers can do that could possibly justify the risks and disadvantages that they convey. For example, magick alone has the powers of Life and Creation that can generate new creatures, awaken the natural world and spellweave healing and protection enchantments. Demonic are the only ones though with mastery of death, Undeath and Destruction - and this additional power is the reason they are willing to contract with devils.
Without this corresponding power in exchange for the consequences, both factions end up seeming like either fools or cartoon villains, matched against the only rational viewpoint - anti-magick. Further, if you also get to play magical classes like priest or templar, but pay no rp price in terms of possible harm to the world, then clearly there is a huge imbalance that needs addressing. It would be like a world in which alchemy is a forbidden art and everyone hunts the dangerous potion-lovers for their artificial stimulants, but those anti-alchemists do so while drinking *elixirs* that give almost exactly the same benefits. Saying a potion is completely different to an elixir because they originate from different places and have slightly different backstories is all well and good, but as a player, the cognitive dissonance required to accept the contradiction is going to seriously detract from my immersion.
I know I apparently don't *get* Imperian's magick, but that's how it seems to me at the moment.
the claims are stated - it's the world I've created
Just going to add this here:
I'd prefer that there be some sort of fundamental lore reason why each circle is absolutely anathema to the other two, that doesn't need to rely on irrational logic and prejudice (well, at least not solely on it). How about:
Also, in relation to the moon juice, didn't magick come first, and demonic contact after? There was never a time that magick was more strange and new than demonics, which I thought was actually just dark magick - presumably a little bit of moon juice mixed with a shot of demon liquor to make an entirely new brew. :P