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)