So due to a variety of circumstances, I decided to pay a premium for Internet. This is one of the things I'm doing with it.
Raw Shark wrote:I'm with Simon_Jester with the randomization thing, upon reflection. Dice can be dragged out if both parties are feeling whimsical, but otherwise if the gods screw somebody, somebody else paid for it, is probably the best way to go.
How does everybody feel about unreliable mercenaries? Like if I hired some guys from the Formerly-Cordoban city states to hunt feral vampires on my border or something, should I get a discount for a probability that they'll turn on me for a higher payout? The less I pay, the easier it is to buy them off...
Hm. [thinks]
Many people are making up goofy mercenaries...
Let's go with there being a few city-states in southern Wisconsin that have broadly adopted Ohioan tactical methods, in some cases being better at them than the Ohioans are, although they don't pray as hard and tend to hire actual wizards to protect them against magic.
Both their officers and, in modest numbers, their soldiers, are available for recruitment. Some of them are pretty good.
In terms of reliability... they are about as reliable and helpful as real 17th century mercenaries. How reliable and helpful is that? Do some reading on that era, or better yet read Schlock Mercenary and watch the hilarious convolutions Captain Tagon goes through to get paid twice while employing a horde of violent alien sociopaths. I believe the record was set at "quadruple cross" once...
madd0ct0r wrote:For comedy, could we gave leylines that follow the existing 2015 rail lines?
I'd rather not do so as a rule. I threw the ley lines in there purely so I could justify having Delatour (who is a smart cookie, but hardly omniscient) reason out the general location of Guillory's home base.
My mental image is that they run in more or less straight lines along the surface of the Earth- whereas real life transportation networks do not. They would provide one of
several convenient sources of magical energy to be used by wizards, and therefore are convenient, logical sites to perform difficult magical workings. So they're like a desirable natural resource from the point of view of a wizard, the way 'prime bottomland' is desirable from the point of view of a farmer.
Basically, they won't let normal wizards do anything that much more spectacular than they'd be able to do anyway, but they do make it a lot less of a pain in the ass to accomplish such things quickly and smoothly. And in some cases make it safer (e.g. when you are summoning demons and want a backup generator to power your containment wards in case your concentration slips, which would have helped Guillory a lot more if he hadn't screwed up Geometry 101).
Or that's my headcanon.
Honestly I wouldn't mind if we just decided that ley lines were a thing that exist in Michigan and not anywhere else, or for whatever other reason don't come up very often. I'm just trying to create an interesting fantasy setting for my own characters to play in, and having magical terrain features that empower geomancy and whatnot is a part of that to me.
Raw Shark wrote:Sure, it's funny, but does super high mojo along all the best shipping routes that everybody will find a way to exploit reflect what this setting is going for, in terms of aesthetic, time scale, etc?
I'm going to go with "no."
Raw Shark wrote:Sorry that I'm behind on writing, also. This is the most stressful week of my year, and I've come to the realization that I need to do a lot more reading about Aztec history and Mexico to not sound like a dipshit here.
Or you could just be extra-hilarious AND a dipshit and we could have fun anyway. Your call, man.
The Romulan Republic wrote:Well, we'd have to be certain people wouldn't abuse it to God mode fights. Although really, if a battle occurred on a lay line, and it gave people a power boost, then it would apply to both sides, right? At least as long as they were both using magic, but we could hand wave that and say that the mere presence of that much power gives a boost to even non-magical troops, right? Then it doesn't affect points, but just becomes another bit of colour for the setting.
Honestly, I think they're already a bit of color, and we shouldn't even let them interfere with "points are points are points."
Because even in my portrayal, the ley lines aren't very good for abuse. They exist only in specific locations, which are largely uncorrelated to the location of anything
but ley lines and places explicitly created by wizards to exploit them. Ley lines tend to run through swamps, hills, kudzu thickets, and so on, with complete indifference for human convenience or lack thereof. A lot of ley lines intersect halfway up a rugged mountainside, or in the middle of a lake, or in the middle of a valley several hundred feet in the air, between two peaks, or somewhere awkward like that.
And, again, they mainly serve to make it easier and safer to perform major wizardry. But I'd argue they're just another kind of terrain and don't necessarily make wizards 'better,' anymore than the presence of deep forests in your territories makes skirmishers 'better.' It makes them
situationally better because they are naturally suited to operating in conditions that are present in some parts of your nation, but it doesn't make them situationally better in all times and all places. Or even in
most times and places.
Plus, assuming ley lines are actually found all over the place, they sort of cancel themselves out. Any wizard with good sense and the luxury of choosing his own places to do his work would probably site himself on a ley line, just as he would probably remember to wear pants (or robes, or whatever). We could easily assume by default that powerful magical centers are located on one or more ley lines,
and that is precisely why they are powerful, with godlike feats of high wizardry potentially even warping the existing ley lines of the Earth itself to accomodate the creation of great places of magic.
The Romulan Republic wrote:Well, it would address the concerns people had earlier about how long it would take to move units around the map.
Why would we even want to address those concerns?
I would
love it if this game stretches out over several years of in-game time. It's good for character development, it's good for having time to build and create things rather than just swiftly destroy things. Because while creation is often more interesting than destruction, it is also more time-consuming.
madd0ct0r wrote:To be honest I was thinking simply in terms of ley lines boosting types of magic since Simon jester included it in a battle (which the weilder lost).
Don't assume that battle is over by any means, though.
Guillory just lost everything he has, by committing one of the classic wizardly blunders. Several, in fact; he violated Evil Overlord List entries #22, #28, #35, #48, arguably #57, definitely #63, and for all practical purposes #86. And that's without even
looking at entries 100-250.
But anyone with sense would rather fight half a dozen Guillories than tangle with an entity like Xazonar. Xazonar has very few weaknesses and an awful lot of powers.