Inbred, it's a nifty concept and quite workable, but I think that I should spell something out here given the specific background you provided.
This is going to be a very light hearted game. Why at times it may even verge on silly. The villains are more jerkish than evil, we will at worst be beating people up rather than killing them and we are likely to all sit down for a tea party at the end.
I had thought this was fairly obvious, given the fact the enemy is a city and that I spend a decent chunk of the opening post talking about parties?
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Originally Posted by Menarker
I thought it was a mobile city kinda like a floating fortress or a mobile continent, still with its own civilians and/or army. Is that still wrong?
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The city is mobile in the same way kudzu is.
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Originally Posted by Menarker
I'll take out Prelude to Phantasm. No problem with editing down to ridiculously tough.
On a related note though, I was wondering if you have any ideas for how to intergrate the idea of sleep-walking/talking/fighting into the character. (But not as a default state.)
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Drawing a blank on it right now. Will think about it and get back to you.
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Originally Posted by Menarker
I found the backstory a little troublesome to write myself.
I guess I would have a few suggestions as to why/how it could be justified...
A: This happened a long while ago and they have gotten much stronger/better since then. (Of course assuming you have no problem with Pier's being 800 years old.
B: They are great at fighting, but an aura which bypasses typical armor just makes Piers a mismatch against simply armed soldiers. The priests and faith users who would have been a tremendous threats were the ones in danger who stood to benefit from any timely intervention.
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Ah Menarker, you still don't quite understand.
Anyone of any consequence has some trick of their own. This is all about having treetop sword fights with people, the unassuming teacher revealing their secret technique and similar ridiculousness with everybody kung fu fighting.
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Originally Posted by Menarker
Of course, this brings up my next big question. How is my primary technique , State of Perpetual Rest, going to operate in this setting where there seems to be no real difference in personal strength among NPCs? It is the ability by which my entire character and his functions are based around.
If they are all incredibly strong minded and viligant enough to resist sleep and drowsiness then the very core basis of my character is gone and he's basically just a human bear with counterspells and a team ability.
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To be blunt, pretty much everything encountered for the entire game will be an individual with their own hopes and dreams, whether they're a giant tar snake, the Blank King or the panzerwitch herself.
(You will be encountering all of these, by the way.)
Part of the idea is to do away with mooks. There is a difference in strength between antagonistic characters, but disposable enemies are basically nonexistent. Obviously due to their traits some may be more susceptible to a drowsiness aura than others.
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Originally Posted by Menarker
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This sort of thing is also why there's not much large scale organisation.
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You mean among the spirits or among the humans or in general? Is there any functional limitation why that is the case or is it just a coincidence that everyone tend to organize themselves as smaller groups and never seem to actually gather any larger?
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It's because it's trying to herd cats. Things get troublesome when you try to tell Jimmy 'Punches Out Tigers' or Joey 'Kicks Down Mountains' what they should or shouldn't be doing.
Basically people run around doing whatever the hell they like until they make such a nuisance of themselves that people gang up on them and take them out.
Which is in fact exactly what is happening in this game!