Witchcraft / Shamanism

Thoughts on the further development of Haven & Hearth? Feel free to opine!
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KwonChiMin
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Re: Witchcraft / Shamanism

Post by KwonChiMin »

I think that`s the point when we should start gathering wood for fires.
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giftiger_wunsch
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Re: Witchcraft / Shamanism

Post by giftiger_wunsch »

arriel wrote:I`m not only talking poisons, but curses as well.
Curses made from frogs and rats? Nah, doesn't sound right to me. I'm not really big on the whole curse idea, poisoning a well to harm its user is one thing, but having negative effects from having someone "curse" you, possibly without your knowledge? I'm not a fan.
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arriel
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Re: Witchcraft / Shamanism

Post by arriel »

giftiger_wunsch wrote:
arriel wrote:I`m not only talking poisons, but curses as well.
Curses made from frogs and rats? Nah, doesn't sound right to me. I'm not really big on the whole curse idea, poisoning a well to harm its user is one thing, but having negative effects from having someone "curse" you, possibly without your knowledge? I'm not a fan.
Curse here is in a manner of charm, the same as with dreamcatcher-type chants. You install this thing near another`s household to produce some bad effects. It can be removed, if the one cursed find it and destroy it. (Non-magic explanation - damn dead rat stinks! your cattle is repulsive to their environment, and to, say, a breeding process as well).

I am not a big fan of evil witchcraft as idea overall, because, as you can see from the comment above yours, people would bring torches and pitchforks regardless.
So maybe if devs like witches idea, they might bring up the dark side of the deal so to say, but i`m not the one to go into details for it.
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giftiger_wunsch
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Re: Witchcraft / Shamanism

Post by giftiger_wunsch »

arriel wrote: I am not a big fan of evil witchcraft as idea overall, because, as you can see from the comment above yours, people would bring torches and pitchforks regardless.
People will bring swords and axes... if you curse them. Most towns would have an evil witch for smiting their enemies. Why would you think practising witchcraft in a game would cause people to attack you lol
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arriel
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Re: Witchcraft / Shamanism

Post by arriel »

giftiger_wunsch wrote:
arriel wrote: I am not a big fan of evil witchcraft as idea overall, because, as you can see from the comment above yours, people would bring torches and pitchforks regardless.
People will bring swords and axes... if you curse them. Most towns would have an evil witch for smiting their enemies. Why would you think practising witchcraft in a game would cause people to attack you lol
Get off my neck, I`m RPing much :)
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arriel
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Re: Witchcraft / Shamanism

Post by arriel »

Clarification.
I intended medicinal herbs to be created directly on medicine table, no seeds. Other way, www becomes obsolete again as soon as you have all herb types.
But that leaves out the quality of produced herbs. So I guess the quality should be directly affected by the quality of the table (same as q table?), and maybe get higher if the www was >q10.

Also, updated master post a bit after thread discussion.
ThirdEmperor
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Re: Witchcraft / Shamanism

Post by ThirdEmperor »

I see no reason to differentiate shamans and witches mechanically, not being able to create chants because I'm a dude would stink. plus, in the olden days there were wise men as well as wise women.
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Jackard
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Location: fucking curios how do they work

Post by Jackard »

no there were only crazy old bats

http://www.youtube.com/watch?v=uKCKdIPDTXE
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Sarge
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Re: Witchcraft / Shamanism

Post by Sarge »

@ OP: You clearly spent a lot of time thinking this through and I like the idea very much I must admit. However, my thoughts are that it doesn't fit in with the genre, the intention of this game is to have a near replication of the era... I don't believe in witchcraft and I'm one of the punters of realism in this game.

Great post none the less.
factnfiction101 wrote:^I agree with this guy.
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arriel
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Re: Witchcraft / Shamanism

Post by arriel »

Sarge wrote:@ OP: You clearly spent a lot of time thinking this through and I like the idea very much I must admit. However, my thoughts are that it doesn't fit in with the genre, the intention of this game is to have a near replication of the era... I don't believe in witchcraft and I'm one of the punters of realism in this game.

Great post none the less.
Thank you.
It may sound strange, but I`m trying to be realistic too :) It so happens that I`ve spent some time at my grandma`s village when I was young, and seen lots of things that people use, all these wards, amulets, curses.. everything that pertains to health is greatly influenced by one`s own belief. That is probably the least realistic part of what I wrote, but I know it works, because I`ve seen it working, not because of "magic" of any kind, but because of the tricks that are played by peoples own minds (think Granny Weatherwax "headology").
Everything else is as realistic as it gets, just google phytotherapy, pests repellent herbs, etc :)

What of amulets, well... my character is wearing bear tooth amulet at the moment, how does it fit in "none of that magic!" world and doesn`t fit in "power of belief" world, I have no idea.
Dryad creatures also... if they are not embodiment of the powers of nature, then what is.

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