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How do you visualize your gameworld?
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<blockquote data-quote="Brazeku" data-source="post: 3781655" data-attributes="member: 48916"><p>It varies considerably. The world has a particular feel to it - I guess it feels very old, more than anything else. The setting I run has gone through four separate cataclysms, and is dominated by the remnants of old empires and civilizations once again meeting one another after a long period of recovery. Throughout it all, shady groups and powers have played a continuous, subtle game unknown to the vast majority of the world's inhabitants, in which world movers rise and fall according to a greater goal.</p><p></p><p>Because of all the problems that have happened, a lot of the world is uninhabitable - either an area is heavily civilized, reclaimed borderlands, or basically inhospitable. There are a multitude of strange effects and remnants of ancient wars, cities, technology, and magic. Many of these effects have been around a long while and are well-known (and even exploited as a resource). Others are very strange, very dangerous, or very remote.</p><p></p><p>In dealing with combat descriptions, that depends a lot on the level of the characters. At lower level, the characters fight like normal people. Through mid level, they fight like well-trained professionals, then heroes, then at high level super heroes, then near-deities.</p><p></p><p>Magic also varies. Due to the metaphysics of the game, anyone not of a certain bloodline needs to cast through an elemental sigil which appears during casting, pretty obviously giving away magic use. Aside from this, casting is largely an act of will, maybe requiring pointing. (IMC Magic is not something learned through books, but innate. Nobody studies magic in a library, they grasp it intuitively and learn more through use.)</p><p></p><p>However, there are also 'stealth spells', which have no apparent effect and simply require a silent act of will. Component use is rare for evocative effects, but will be detailed in the spell's description if necessary - all the spells are elementally based (effects like forming a handful of sand into a tool, for example, would be a spell that requires a material component). Ritual spells are a particular type of magic and almost always require components of one sort or another.</p></blockquote><p></p>
[QUOTE="Brazeku, post: 3781655, member: 48916"] It varies considerably. The world has a particular feel to it - I guess it feels very old, more than anything else. The setting I run has gone through four separate cataclysms, and is dominated by the remnants of old empires and civilizations once again meeting one another after a long period of recovery. Throughout it all, shady groups and powers have played a continuous, subtle game unknown to the vast majority of the world's inhabitants, in which world movers rise and fall according to a greater goal. Because of all the problems that have happened, a lot of the world is uninhabitable - either an area is heavily civilized, reclaimed borderlands, or basically inhospitable. There are a multitude of strange effects and remnants of ancient wars, cities, technology, and magic. Many of these effects have been around a long while and are well-known (and even exploited as a resource). Others are very strange, very dangerous, or very remote. In dealing with combat descriptions, that depends a lot on the level of the characters. At lower level, the characters fight like normal people. Through mid level, they fight like well-trained professionals, then heroes, then at high level super heroes, then near-deities. Magic also varies. Due to the metaphysics of the game, anyone not of a certain bloodline needs to cast through an elemental sigil which appears during casting, pretty obviously giving away magic use. Aside from this, casting is largely an act of will, maybe requiring pointing. (IMC Magic is not something learned through books, but innate. Nobody studies magic in a library, they grasp it intuitively and learn more through use.) However, there are also 'stealth spells', which have no apparent effect and simply require a silent act of will. Component use is rare for evocative effects, but will be detailed in the spell's description if necessary - all the spells are elementally based (effects like forming a handful of sand into a tool, for example, would be a spell that requires a material component). Ritual spells are a particular type of magic and almost always require components of one sort or another. [/QUOTE]
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