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<blockquote data-quote="Irda Ranger" data-source="post: 393749" data-attributes="member: 1003"><p>Woot!! Most of my threads go "splat" and disappear within days. This level of response is cool! Lets go for second page! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>--------------------------------------------------------</p><p></p><p>Anywho, ...</p><p></p><p></p><p>Sammael99 & Others - Yeah, if a city suddenly "dropped off the portal-web", so to speak, could you ever find it again? You could rule that since no one in the city had ever really travelled there or teleported themselves there (they always took the portal) it counted as a "described location" for teleports' accuracy purposes. At planetary distances, that a dicey proposition.</p><p></p><p>JERandall - Yes, I love MOO2. Great game. I think your analogy actually has a lot of potential. Of course, there's nothing to say that the campaign doesn't take place after the uber-brawl, and all the cities on the known web are ruled by one ultra-powerful cabal of Wizards. </p><p></p><p>On the flipside, look at my original post. All the Teleportals are are in this inward facing killing field with big ranges of fire. Anyone who came through unannounced would have to face a 360 degree ring of fireballs and arrows. Of course, if you could somehow get up an Antimagic barrier and Windwall in the first round, you could establish a "beach-head" for more and more troops to come through. </p><p></p><p>Say, imagine a Greek Phalanx, with Tower Shields. The Tower Shields are magical to create a Prismatic Barrier. When Shields are next to each other the Prismatic Barriers "link up" to form one big wall. Standing behind them is the rank of spellcasters with Wands of <em>Destroy Everything in Sight (tm)</em></p><p></p><p>Another great game I have thought of integrating into D&D was master of magic, but that's a whole other thread. </p><p></p><p>Jasper - I imagine that all cities would have several portals to several other cities, but not all cities. Someone who has travlled a lot would have to be very good at "Six Degrees of 'You are Here'" to figure out the quickest route to any given city. </p><p></p><p>Have you ever read the Riftwar Books by Raymond E. Feist? In it there is "The Hall of Worlds", this endless Hall of Teleportals. At one point there was a question as to how to get to a particular place on a particular world. The answer was "Well, the closest direct portal puts you several thousand miles off course. Its actually much quicker to go through the Benlathy portal, then back out right where you need to be on Midkemia. Benlathy has a methane atmosphere though, so hold your breath. Its a 100 yard run."</p><p></p><p>Oh, and I imagine that the punishment for messing with a portal would be tantamount to death (don't mess with the flow of food, gold and goods). In Janny Wurt's "Curse of the Mistrwraith" fellons were banished through a one way teleportal. No one knew where it went. Naturally it was the first thing that happened to the two main characters. Quest hook anyone?</p><p></p><p>Usurper - As to the Magic: The Gathering scenerio, there are two possibilities. </p><p>1) Go for it. At low levels (oh, say, 1-20) the PCs work for variouos factions(you're the cards. Who want to be the Serra Angel?<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" />). This isn't that differnt than regular D&D really. Beyond 20th you become a "player". <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>2) Assume some type of Status quo, not "total war". Either there are a lot of independant Wizzies who keep the piece by MAD (Mutually Assured Destruction) or some supra-governmental body that keeps the piece (Kinda' like Dragonlance's Towers of High Sorcery).</p><p></p><p>---------------------------------------------------------------------</p><p></p><p>On a flavor note, it would be very easy to flavor the game based on where the portals came from. One where the present powers-that-be create and maintain the nework would feel more "sci-fi" high fantasy I think, whereas it being "old magic" that no one really understands anymore would be much more mysterious. It would certainly be odd knowing that your entire society is completely dependant on stuff that no one can recreate if it ever breaks down.</p><p></p><p>I think that that "fallen from grace" feel though is done to death. Look at what WotC/TSR has given us.</p><p>Dragonlance - Fall from the Age of Might</p><p>Forgotten Realms - Fall from Netheril/Rauvin/Myth Drannor</p><p>Dark Sun - Fall from time before Dragon Kings</p><p>Mystara or Greyhawk anyone? I am now real familiar with them ...</p><p></p><p>-----------------------------------------------------------------------</p><p></p><p>Irda Ranger</p></blockquote><p></p>
[QUOTE="Irda Ranger, post: 393749, member: 1003"] Woot!! Most of my threads go "splat" and disappear within days. This level of response is cool! Lets go for second page! :) -------------------------------------------------------- Anywho, ... Sammael99 & Others - Yeah, if a city suddenly "dropped off the portal-web", so to speak, could you ever find it again? You could rule that since no one in the city had ever really travelled there or teleported themselves there (they always took the portal) it counted as a "described location" for teleports' accuracy purposes. At planetary distances, that a dicey proposition. JERandall - Yes, I love MOO2. Great game. I think your analogy actually has a lot of potential. Of course, there's nothing to say that the campaign doesn't take place after the uber-brawl, and all the cities on the known web are ruled by one ultra-powerful cabal of Wizards. On the flipside, look at my original post. All the Teleportals are are in this inward facing killing field with big ranges of fire. Anyone who came through unannounced would have to face a 360 degree ring of fireballs and arrows. Of course, if you could somehow get up an Antimagic barrier and Windwall in the first round, you could establish a "beach-head" for more and more troops to come through. Say, imagine a Greek Phalanx, with Tower Shields. The Tower Shields are magical to create a Prismatic Barrier. When Shields are next to each other the Prismatic Barriers "link up" to form one big wall. Standing behind them is the rank of spellcasters with Wands of [i]Destroy Everything in Sight (tm)[/i] Another great game I have thought of integrating into D&D was master of magic, but that's a whole other thread. Jasper - I imagine that all cities would have several portals to several other cities, but not all cities. Someone who has travlled a lot would have to be very good at "Six Degrees of 'You are Here'" to figure out the quickest route to any given city. Have you ever read the Riftwar Books by Raymond E. Feist? In it there is "The Hall of Worlds", this endless Hall of Teleportals. At one point there was a question as to how to get to a particular place on a particular world. The answer was "Well, the closest direct portal puts you several thousand miles off course. Its actually much quicker to go through the Benlathy portal, then back out right where you need to be on Midkemia. Benlathy has a methane atmosphere though, so hold your breath. Its a 100 yard run." Oh, and I imagine that the punishment for messing with a portal would be tantamount to death (don't mess with the flow of food, gold and goods). In Janny Wurt's "Curse of the Mistrwraith" fellons were banished through a one way teleportal. No one knew where it went. Naturally it was the first thing that happened to the two main characters. Quest hook anyone? Usurper - As to the Magic: The Gathering scenerio, there are two possibilities. 1) Go for it. At low levels (oh, say, 1-20) the PCs work for variouos factions(you're the cards. Who want to be the Serra Angel?:p). This isn't that differnt than regular D&D really. Beyond 20th you become a "player". :) 2) Assume some type of Status quo, not "total war". Either there are a lot of independant Wizzies who keep the piece by MAD (Mutually Assured Destruction) or some supra-governmental body that keeps the piece (Kinda' like Dragonlance's Towers of High Sorcery). --------------------------------------------------------------------- On a flavor note, it would be very easy to flavor the game based on where the portals came from. One where the present powers-that-be create and maintain the nework would feel more "sci-fi" high fantasy I think, whereas it being "old magic" that no one really understands anymore would be much more mysterious. It would certainly be odd knowing that your entire society is completely dependant on stuff that no one can recreate if it ever breaks down. I think that that "fallen from grace" feel though is done to death. Look at what WotC/TSR has given us. Dragonlance - Fall from the Age of Might Forgotten Realms - Fall from Netheril/Rauvin/Myth Drannor Dark Sun - Fall from time before Dragon Kings Mystara or Greyhawk anyone? I am now real familiar with them ... ----------------------------------------------------------------------- Irda Ranger [/QUOTE]
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