Flesh-n-Machine [7]  | |
| | |  | | Write a message | Character went offline at 13:06, 2010-05-16 | | » Combat level: 7 (221,354) +178,646
» Troops ready: 100% » Mana: 30 / 30 » Location: Empire Capital
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| | Statistics | Transfer log [>>] Combat log [>>] Game log [>>] | Roulette bets total: 1,700 Roulette winnings total: 3,700
| Combats fought: | 1,115 | | Victories: | 824 | | Defeats: | 291 |
| | Games played: | 76 |  | | Victories: | 51 | |  | 1,482 |
| | Defeats: | 25 | |  | 520 |
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| Resources | Skills | Talents | Abrasive: 4
Fire crystal: 3
Ice crystal: 2
Meteorite shard: 10
Toadstool: 12
Viper venom: 1
Windflower: 3
Witch bloom: 3
| Knight: 0 (0.00) +20.0 Necromancer: 0 (0.00) +20.0 Wizard: 5 (491.36) +8.6 Elf: 1 (20.33) +29.7 Barbarian: 0 (8.05) +11.9 Dark elf: 0 (0.00) +20.0 Demon: 0 (0.00) +20.0 Dwarf: 0 (0.00) +20.0 Tribal: 0 (0.00) +20.0 Pharaoh: 0 (0.00) +20.0
Hunters' guild: 4 (487.14) +212.9 Laborers' guild: 3 (623) +97 Gamblers' guild: 2 (51) +9 Thieves' guild: 0 (0) Rangers' guild: 0 (0) Mercenaries' guild: 2 (158) +142 Commanders' guild: 0 (0.00) Watchers' guild: 0 (0.0) Adventurers' guild: 0 (0) +1600 Leaders' Guild: 0 (0) +80.0 Smiths' guild: 0 (14.14) +15.9 Enchanters' guild: 0 (1) +103 ( +) | |
| Personal info | Many fantasy games postulate a society where effective magic is an established part of the world. Rather than being limited to lonely towers, magicians are in positions of power and authority: they are forces in warfare, advisors to kings, and have powerful guilds. Given this, a common question for fantasy worlds is "How would real, effective magic change society?"
In general, I think it is important to point out that different magic systems will likely have drastically different effects. There simply is no answer to the general question of what "magic" does. It depends very strongly on the specifics of how magic functions and the exact spell list.
In general, RPG magic systems tend to favor small bands of elite professionals over large armies and institutions. Of course, this is unsurprising given who they are written for, but there are many logical consequences to this. While there are rare exceptions, spells in RPGs are much easier to apply to sneak in and attack a fortress rather than defend it.
Besides the tactical implications for fortress design, this has a general social effect. The level of organization of a society (i.e. bands, tribes, nations, empires) is strongly controlled by how defenses work. As a parallel, consider the human body. The human body has skin and specialized immune system cells which defend against pathogens. This allows other cells to specialize in other functions. If bacteria could easily bypass the defenses, then the body (i.e. multicellular life in general) simply would not function. All cells would have to work to defend themselves, which limits their specialization.
You are seriously NUTS if u still reading till this part.
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