Talk:Red Magi

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Discussions seem to be going well enough on the other projects that I am working on, I may as well also start this one. I am in the middle of revamping the entire concept of the red magi. I am using the mechanics of the OZM for how the spells are set up, which grants a lot more flexibility, and makes it easier to update or add spells. There aren't that many red magi players on,and the few that are on are either new, or tend to idle a lot. Are there any spells that are essentials to the guild and its playability? The guild would already be out, except when it was reveiwed, it was deemed too much of a clone of the OZM, so the entire project was sent back to be reworked. redefined, rebalanced, and rethought. This is leading to new questions that I don't think have ever really been asked concerning the guilds. Aside from the fact that they use fire, what actually separates the red magi from the OZM? Is it just their tenant of neutrality? Should the pyromancers be more combat intensive due to their fiery disposition? Should they tinker more with balancing good and evil, order and chaos, playing one side against another to maintain a balance? Are the fundamentals behind manipulating fire any different than the fundamentals behind manipulating the atmosphere and weather? What is it about fire magic that makes it stand out enough to warrant its own guild?

--Bladestorm 14:04, 29 December 2008 (EST)

Well there's a lot about fire being destructive (and it SHOULD be), however fire is also a positive force, since there is a neutrality to the guild, be nice to see some of that reflected in their spells, the negative spells (DESTRUCTION!) and positive spells (Healing? Something creative or constructive?) --Aedhan 03:56, 1 January 2009 (EST)

Perhaps Red Magi can see the "fire" burning in people's hearts which allows them insight and control. They can enflame or calm passions and because they can manipulate, they can perhaps ensorcell people into following them? Because of their insight, they can anticipate attacks allowing them to be a step or so ahead of attacks. Perhaps they get something akin to the Fates talent and can foresee certain futures for people--or even embed commands to be executed in the future (goblin befriends next human seen and fights against his compatriots, healer NPC heals Mage when health gets below a certain level)

The reason why they are neutral is because they can see into the hearts of man and realize that allowing good, evil, order or chaos to flourish will result in different flavors of oppression. They stand in opposition of the Shadow Tower however because they believe locking extremes up only provides the illusion of control as well as concentrating extremes in one place. Having seen into hearts, they realize that given the opportunity to chose, people can and will moderate themselves. This said, it is sometimes necessary to take control of creatures for a short time and rob them of their freewill in order to advance the cause of neutrality. --Grundy 04:48, 1 January 2009 (EST)

After a few months on hiatus to rethink the entirety of the guild, I have made some progress with the theories and themes behind the guild. After all was said and done, I am much more pleased with the overall feel for where the pyromancers are heading, especially since during its development, I kept in mind my long list of other guilds that I would like to work on. Rather than being just a collection of cool spells and abilities based around fire, the Pyromancers have more of an identity, a function within society, and more interaction with other guilds. Now I just have to sort through the current Red Mage spell list to see which spells should be brought over to new code and which ones are essentially useless. --Bladestorm 11:58, 14 January 2009 (EST)

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