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KwonChiMin
- Posts: 409
- Joined: Fri Mar 05, 2010 7:11 pm
Re: Witchcraft / Shamanism
I think that`s the point when we should start gathering wood for fires.
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giftiger_wunsch
- Posts: 167
- Joined: Tue Mar 02, 2010 2:01 am
Re: Witchcraft / Shamanism
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.arriel wrote:I`m not only talking poisons, but curses as well.
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arriel
- Posts: 221
- Joined: Sun Mar 07, 2010 9:40 pm
Re: Witchcraft / Shamanism
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).giftiger_wunsch wrote: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.arriel wrote:I`m not only talking poisons, but curses 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
- Posts: 167
- Joined: Tue Mar 02, 2010 2:01 am
Re: Witchcraft / Shamanism
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 lolarriel 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.
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arriel
- Posts: 221
- Joined: Sun Mar 07, 2010 9:40 pm
Re: Witchcraft / Shamanism
Get off my neck, I`m RPing muchgiftiger_wunsch wrote: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 lolarriel 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.
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arriel
- Posts: 221
- Joined: Sun Mar 07, 2010 9:40 pm
Re: Witchcraft / Shamanism
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.
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.
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ThirdEmperor
- Posts: 592
- Joined: Tue Feb 16, 2010 9:44 pm
Re: Witchcraft / Shamanism
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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Sarge
- Posts: 2059
- Joined: Fri Oct 09, 2009 3:41 am
Re: Witchcraft / Shamanism
@ 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.
Great post none the less.
factnfiction101 wrote:^I agree with this guy.
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arriel
- Posts: 221
- Joined: Sun Mar 07, 2010 9:40 pm
Re: Witchcraft / Shamanism
Thank you.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.
It may sound strange, but I`m trying to be realistic too
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.