Keys

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: Keys

Postby cgbnab » Sun Jan 09, 2011 4:30 am

supercharazard wrote:
cgbnab wrote:Springboarding off of this like the idea thief I am:

If you have a full keyring of keys and then end up still needing more room, you could make a keymold from a full ring and then have a Skeleton Key that, while it doesn't work on all gates, would work for all nine gates that the keys it was modelled after did. You could put this skeleton key back on the keyring or just keep it separate, like any other key, but if a keyring has a skeleton key on it, you can't make a new skeleton key from it. This way you could carry nine skeleton keys on a single keyring, each with nine keys fused into them, making a total of 81 gates per keyring.

Of course, this tremendous conveniency would cost some pretty valuable resources...Maybe a bar of iron, I dunno.



Wait... The skeleton key could go on other keyrings :) See where I'm going with this? Threaten people with death if they don't hand in their key for copying, get EVERY KEY YOU CAN GET. Then, mold them into a superkey, mold it a few times and sell it to big villages in exchange for wealth and power :D

Of course, a big village could just make a ton of super-keys and copy them amongst othes in the village!

The end of all rams...


Like I said, you couldn't make a skeleton key from a keyring with a skeleton key already on it, so at most it'd be 81 gates to a single ring. Quite a few more than 9, but not nearly all the gates in the world.
burgingham wrote:More ways to get raped are always good.


On an unrelated note, I am a proud member of the Church of Sabinate. Gib monies and don't get repotted!
cgbnab
 
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