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Post by NightWing on Sept 11, 2013 1:45:48 GMT -5
The basic issue I've got with the concept as it stands thus far is how the owner can get the mage to actually competently protect him from anything.
At any rate, sleep well!
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Post by Omnomivore on Sept 11, 2013 11:40:33 GMT -5
Hm. Well, this is Wolfy's call, of course, but I'd think that with more powerful mages being involved in the slave trade, it wouldn't be out of line for there to be some sort of compulsion charm in mainstream use? Something that either forces them to comply to any command their master gives, or punishes them when they don't obey/when they knowingly endanger their master?
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Post by NightWing on Sept 11, 2013 12:17:11 GMT -5
Right, and that is the basic concept that she's explained thus far, but at the same time it seems like unless you're reeeeeeeally careful it would be an extraordinarily fallible system. They must comply with a command, yes, but how many commands can you give in a short time when your life's on the line? Especially if the slaves can't use any magic whatsoever without being directly commanded to. Which is a piece of it.
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Post by Omnomivore on Sept 11, 2013 12:29:30 GMT -5
There should be a clause that automatically allows the mage to defend their master from danger without a command. Or rather REQUIRES the mage to defend their master...
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Post by NightWing on Sept 11, 2013 12:38:37 GMT -5
Perhaps so. I just keep thinking of a thousand theoretical loopholes, basically. I think the main problem I have with the whole thing, with regard to my character specifically, is that if his magic is locked until there's some manner of active threat, he's going to be basically useless for a relatively large chunk of time considering a life or death situation... which seems flawed for a host of reasons. If not for that I don't think I'd even bother trying to argue it.
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Post by Omnomivore on Sept 11, 2013 12:49:22 GMT -5
Or, alternatively, the charm could prevent him from using magic to harm the master or his plans... he'd still have to obey orders, of course.
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Post by NightWing on Sept 11, 2013 12:52:40 GMT -5
Right. That would be easier to play with the assumption of, but harder to logically justify as just flat being there. Seems like it would be rather complex to set up, and require a specific subset of magic abilities, such that the entire trade would almost have to be literally run by several very active and powerful mages who are pumping out as many of these things as they can daily.
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Post by Omnomivore on Sept 11, 2013 12:56:15 GMT -5
Well, that depends on how the universe works. Maybe magic is so much a part of the mages that stopping them from using magic completely is actually harder than just restricting how they can use it?
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Post by Wolfy on Sept 11, 2013 12:57:23 GMT -5
And then suddenly, Deebs was in charge of figuring it out. >.>
Because really, you are putting ideas into words better than I could. XD Though, that is basically what I was thinking it would be like.
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Post by NightWing on Sept 11, 2013 12:58:39 GMT -5
Also possible, but it still seems, in my mind at least, that a form of mind control would require a specific manner of magical either affinity or study, and with how much the trade has become, it would require a hell of a lot of magic to sustain it.
... And the more I go on about this the more I realize that I probably just have a strong unconscious bias against any form of mind control magic existing in any large scale. ... I annoy me.
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Post by Wolfy on Sept 11, 2013 13:00:48 GMT -5
I think it's less mind control, and more... body control.
Like... you may think, and even intend, to fireball the person controlling, but would be incapable of actually doing so. Does that make sense?
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Post by NightWing on Sept 11, 2013 13:02:18 GMT -5
But that's still a form of mind control. Regardless, I'm going to stop arguing about it, because it exists, and it's not my world, and I really have no right to be arguing about how yours works. This is stupid. I'm really bad at realizing when I'm being stupid.
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Post by Omnomivore on Sept 11, 2013 13:07:29 GMT -5
So... how about this, since I don't think either of us wants you playing something that makes you uncomfortable.
When he tries to use his magic directly against the master and/or his plans, he gets hit with severe pain, to the point where he can't concentrate enough to cast? It's not actually controlling his mind, but it should keep him (and most mages) in line. I'd imagine the charms don't require a constant flow of magic from the mages who cast them, though maybe they need a refresh after a certain amount of time.
My guess is that there's at least a few mages who specialize in this kind of magic at this point. I'm sure there's lots of money in it.
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Post by NightWing on Sept 11, 2013 13:09:40 GMT -5
It's not like that really. I was just trying to figure out how it would all work when I was struck with the realization that, oh yeah, this isn't my world, magic doesn't necessarily work the way I think it does or should because I'm not in control of the systems. Derp.
Honestly, it's completely fine. My argument was the equivalent of being mad at a book because its magic doesn't work the way you think it should.
Edit: Or more directly, arguing with the author that they're wrong about something that happened.
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Post by Omnomivore on Sept 11, 2013 13:23:15 GMT -5
We want to make sure you're playing your character in a way that's going to be fun for you, though. We'll see what Wolfy thinks?
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Post by NightWing on Sept 11, 2013 13:28:24 GMT -5
That isn't a concern, especially if the magic isn't just locked at all times. She's also reading over all of this actively as we post it, so if she has anything further to add, we'll know. As far as she's concerned, what you've said's pretty much perfect, and it's fine by me.
Regardless of how I think the magic should or shouldn't interact with anything blah blah blah for the world and all of that it makes enough sense and at the very least suspension of disbelief more than covers any issue I might have with things. I'm not concerned about my ability to enjoy the campaign. I was arguing something silly and wholly unimportant against the person who literally invented the world and is running the game. That's. Just. Silly. And it shouldn't've taken me nearly so long to acknowledge/recognize that.
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Post by Wolfy on Sept 11, 2013 13:31:06 GMT -5
But what you were concerned about was regarding your character, so it was/is valid. I like Deeb's idea of basically a magic backlash, if I'm understanding it right.
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Post by NightWing on Sept 11, 2013 13:33:01 GMT -5
Only marginally. And whatever you decide's fine, and the only real concern I had's already been rectified.
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Post by Omnomivore on Sept 11, 2013 13:41:27 GMT -5
All right, sounds like that's ironed out! I should actually figure out the details for my character. Like... um. A name.
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Post by NightWing on Sept 11, 2013 13:44:38 GMT -5
I hate naming. It's probably the thing I dread most about new characters, which is saying something considering how much of a struggle it is for me to come up with any kinda character concept in the first place. Thankfully I'd already gone through the several hour long process with this character and found something I didn't completely hate.
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Post by Wolfy on Sept 11, 2013 13:47:19 GMT -5
So! Mages are kept in line with magical backlash when directly or indirectly harming the master/party. Orders have to be obeyed, but are not required for use of magic. Sound good?
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Post by NightWing on Sept 11, 2013 13:48:32 GMT -5
Yup, sounds great
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Post by Omnomivore on Sept 11, 2013 14:05:37 GMT -5
In my experience, characters either tell you their name first thing, or sit there and tell you why everything you can think of is definitely NOT their name. I find the latter's much more common. I think my last character who just... showed up with a name was... Charity Rose, maybe? And that was six years ago >_>
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Post by NightWing on Sept 11, 2013 14:20:20 GMT -5
xD
SOunds about right. Introductions will be in order for my character most likely, so that one won't last long.
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Post by Wolfy on Sept 11, 2013 14:28:57 GMT -5
Think maybe we should have a short "How they met" type thread happen before the main thing?
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Post by NightWing on Sept 11, 2013 14:34:27 GMT -5
We could I guess? But it seems like it'd be horribly short lived.
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Post by Omnomivore on Sept 11, 2013 14:40:09 GMT -5
Eh, intros are kind of supposed to be? It's just getting into the characters and establishing their group dynamics a bit before we throw more complicated stuff at them. I'm up for either or.
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Post by NightWing on Sept 11, 2013 19:38:05 GMT -5
And then all of us tried to pass the decision onto the others....
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Post by Omnomivore on Sept 11, 2013 21:47:53 GMT -5
My character will likely NOT be at the slave market, if you two want to play that out for a little while before I jump in.
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Post by Wolfy on Sept 11, 2013 21:53:22 GMT -5
XD Figured as much. Probably meet up on the outskirts of town or somethin, then, yeah?
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