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Story Hour
Shemeska's Planescape Storyhour (Updated 29 Jan 2014)
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<blockquote data-quote="Tristol" data-source="post: 1778311" data-attributes="member: 19520"><p>Okay, so I decided to actually post something. Call it inspiration. I remember when the whole Wizard's Chess bit was discussed that I had some interesting ideas regarding the actual makeup of the game. It's a strange cross between battle chess, regular chess, and of course, magic. Most, if not all mages need some intellectual stimulus to keep from going bored, and so Wizard's Chess was born.</p><p></p><p>The Board: Usually the board was chosen, or constructed, by the wizard proposing the game. The checkered spots were set up like a typical chess board, but the underlying terrain would vary from spot to spot. Sometimes historic epic battles could be played out between two opponents, or a completely new terrain and scenario could be constructed. Everything from mountains, rivers, flatlands, to cities and the planes themselves. Depending on the rules agreed upon before the game, the environment could effect a particular piece's abilities, but this was usually an optional rule.</p><p></p><p>The Pieces: In the event that a historic battle was being fought, the opposing sides would represent the different interests in the battle, often taking the forms of great leaders or participants in the battles. In the event of a new game however, pieces were usually constructed by each of the wizard's individually. Either through animating simple objects, illusions, or using real miniaturized people (more for the evil aligned wizards). Each individual set of pieces was crafted to represent ideals, abilities, or other things symbolic to the participants. Part of the fun of the game, was customizing each of your pieces with special spells and abilities, as well as defenses.</p><p></p><p>The Rules: Standard chess rules typically apply. Some extra options that could be added to the game were often added on as well, to make the game more challenging. One such example, would be actual battles between pieces. When a piece would attempt to 'take' another pieces from the board, there would be a show of power. Spells cast, defenses brought into existence, creatures summoned, etc. Under normal rules, the piece moving into the square would always win, as per normal chess rules. However, the optional rule allows the fight to be decided randomly, based solely off the construction of the pieces and the power imbued within it. Another optional rule would be terrain hindrance or bonuses. If a piece were more apt at being in the air, spaces that were predominantly open or air based would gain various advantages to their abilities. Pieces with a decided bias against the square would also take negatives when moving into the square.</p><p></p><p>The Effect: So, what does all this boil down to? A very flashy and showy game of chess, with some interesting quirks thrown in. Pieces combat each other, spells show off their power, and it was even known that wizards would write custom spells, just for their chess pieces, to provide that unique setting. However, there was always an incentive to play the game well. Once a piece is 'destroyed' it is either completely obliterated and can never be brought back, or once the piece fades from the playing field it becomes the possession of whoever took the piece. It really depends on who's doing the playing. Lastly, the wizard playing the game cannot interfere with the actions of any of the pieces. Just to keep things simple. The terrain and the board is fair game for modifying. The magic all the pieces wield is very real, but on a miniature level. While it might not hurt the wizards who are playing the game very much, it still has the potential to do a little harm. Death spells and other similar spells that have an effect such as paralysis or disintegration are altered when they leave the playing field so as not to injure anyone around. Some of the more thrill-seeking players often disable this safety feature, just so that they can get the extra adrenaline out of it.</p><p></p><p>Being an evoker, I tend to go with the flashier more destructive method of playing. The more excitement and variety thrown into the game the better. However, when I play, I play to capture the pieces. Starting a collection of 'victories' over other wizards is always a fun thing to do. Or, there's always a market amongst wizards to trade or purchase the pieces as well, so keeping them around can be profitable.</p></blockquote><p></p>
[QUOTE="Tristol, post: 1778311, member: 19520"] Okay, so I decided to actually post something. Call it inspiration. I remember when the whole Wizard's Chess bit was discussed that I had some interesting ideas regarding the actual makeup of the game. It's a strange cross between battle chess, regular chess, and of course, magic. Most, if not all mages need some intellectual stimulus to keep from going bored, and so Wizard's Chess was born. The Board: Usually the board was chosen, or constructed, by the wizard proposing the game. The checkered spots were set up like a typical chess board, but the underlying terrain would vary from spot to spot. Sometimes historic epic battles could be played out between two opponents, or a completely new terrain and scenario could be constructed. Everything from mountains, rivers, flatlands, to cities and the planes themselves. Depending on the rules agreed upon before the game, the environment could effect a particular piece's abilities, but this was usually an optional rule. The Pieces: In the event that a historic battle was being fought, the opposing sides would represent the different interests in the battle, often taking the forms of great leaders or participants in the battles. In the event of a new game however, pieces were usually constructed by each of the wizard's individually. Either through animating simple objects, illusions, or using real miniaturized people (more for the evil aligned wizards). Each individual set of pieces was crafted to represent ideals, abilities, or other things symbolic to the participants. Part of the fun of the game, was customizing each of your pieces with special spells and abilities, as well as defenses. The Rules: Standard chess rules typically apply. Some extra options that could be added to the game were often added on as well, to make the game more challenging. One such example, would be actual battles between pieces. When a piece would attempt to 'take' another pieces from the board, there would be a show of power. Spells cast, defenses brought into existence, creatures summoned, etc. Under normal rules, the piece moving into the square would always win, as per normal chess rules. However, the optional rule allows the fight to be decided randomly, based solely off the construction of the pieces and the power imbued within it. Another optional rule would be terrain hindrance or bonuses. If a piece were more apt at being in the air, spaces that were predominantly open or air based would gain various advantages to their abilities. Pieces with a decided bias against the square would also take negatives when moving into the square. The Effect: So, what does all this boil down to? A very flashy and showy game of chess, with some interesting quirks thrown in. Pieces combat each other, spells show off their power, and it was even known that wizards would write custom spells, just for their chess pieces, to provide that unique setting. However, there was always an incentive to play the game well. Once a piece is 'destroyed' it is either completely obliterated and can never be brought back, or once the piece fades from the playing field it becomes the possession of whoever took the piece. It really depends on who's doing the playing. Lastly, the wizard playing the game cannot interfere with the actions of any of the pieces. Just to keep things simple. The terrain and the board is fair game for modifying. The magic all the pieces wield is very real, but on a miniature level. While it might not hurt the wizards who are playing the game very much, it still has the potential to do a little harm. Death spells and other similar spells that have an effect such as paralysis or disintegration are altered when they leave the playing field so as not to injure anyone around. Some of the more thrill-seeking players often disable this safety feature, just so that they can get the extra adrenaline out of it. Being an evoker, I tend to go with the flashier more destructive method of playing. The more excitement and variety thrown into the game the better. However, when I play, I play to capture the pieces. Starting a collection of 'victories' over other wizards is always a fun thing to do. Or, there's always a market amongst wizards to trade or purchase the pieces as well, so keeping them around can be profitable. [/QUOTE]
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Shemeska's Planescape Storyhour (Updated 29 Jan 2014)
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