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An Epic Game in Progress (my players avoid) New Request: 03/31/04
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<blockquote data-quote="Pyske" data-source="post: 1299853" data-attributes="member: 3567"><p>Let's see... druids tend to have nature manipulating magics, summoning, and shape changing magics. Perhaps you could allow a "capture the flag" game?</p><p></p><p>Each contestant has a fixed amount of time to "hide" their flag in a specific geographical region. They can craft protections for it, set guardians, and whatever else. However, while the druids are free to interact directly with the flags, and even strive to harry or slow the other, they may not injure each other (including by proxy using summoned creatures). Grappling, entangling, etc. are all permitted, but no mind affecting spells, and nothing which renders the opponent unconscious or does damage. (This ensures that all contestants remain in the contest.)</p><p></p><p>This has a variety of advantages. It uses the nature lore of the druid and their tracking skills to find the object (determining what has been disturbed or is out of place). Pass without trace helps keep the flag hidden, and hiding it in a "natural" way will prevent magical detection. Finding specific plants / natural hazards gives some free protections, but knowing where to look for such places is a factor of Knowledge (nature). It encourages creative spell usage in both the hiding and seeking phases. Wild shape will likely be useful in both hiding the "flag" and getting to the opponent's. Summoned creatures will be useful for scouting, harrassing the opponent, and their special abilties more than their raw combat power. It encourages strategy and planning over direct confrontation (3 contestants -- getting bogged down in fighting one may let the other win). Transport magics can get one to the flag quickly... and ultimately, this is a race, which helps keep the pacing high. Healing magic and enhancement magic can both be used on the critters. Attack magic is restricted against the enemy druid, but blowing away the pesky allied creatures is fair game.</p><p></p><p>Is this more or less what you're looking for?</p><p></p><p> . . . . . . . -- Eric</p><p></p><p>PS -- The flag could be a giant acorn, or something similar. Something that won't stand out on a Commune with Nature (there will be plenty for that spell to keep track of anyway).</p><p></p><p>Also, if you want to keep the other players involved, perhaps they could play Argent's proxies: his animal companions and summoned creatures. You may wind up with some animal companions with very distinctive personalities after the game.</p></blockquote><p></p>
[QUOTE="Pyske, post: 1299853, member: 3567"] Let's see... druids tend to have nature manipulating magics, summoning, and shape changing magics. Perhaps you could allow a "capture the flag" game? Each contestant has a fixed amount of time to "hide" their flag in a specific geographical region. They can craft protections for it, set guardians, and whatever else. However, while the druids are free to interact directly with the flags, and even strive to harry or slow the other, they may not injure each other (including by proxy using summoned creatures). Grappling, entangling, etc. are all permitted, but no mind affecting spells, and nothing which renders the opponent unconscious or does damage. (This ensures that all contestants remain in the contest.) This has a variety of advantages. It uses the nature lore of the druid and their tracking skills to find the object (determining what has been disturbed or is out of place). Pass without trace helps keep the flag hidden, and hiding it in a "natural" way will prevent magical detection. Finding specific plants / natural hazards gives some free protections, but knowing where to look for such places is a factor of Knowledge (nature). It encourages creative spell usage in both the hiding and seeking phases. Wild shape will likely be useful in both hiding the "flag" and getting to the opponent's. Summoned creatures will be useful for scouting, harrassing the opponent, and their special abilties more than their raw combat power. It encourages strategy and planning over direct confrontation (3 contestants -- getting bogged down in fighting one may let the other win). Transport magics can get one to the flag quickly... and ultimately, this is a race, which helps keep the pacing high. Healing magic and enhancement magic can both be used on the critters. Attack magic is restricted against the enemy druid, but blowing away the pesky allied creatures is fair game. Is this more or less what you're looking for? . . . . . . . -- Eric PS -- The flag could be a giant acorn, or something similar. Something that won't stand out on a Commune with Nature (there will be plenty for that spell to keep track of anyway). Also, if you want to keep the other players involved, perhaps they could play Argent's proxies: his animal companions and summoned creatures. You may wind up with some animal companions with very distinctive personalities after the game. [/QUOTE]
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