Starstruck
Member
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Well there are 2 ways we can go about it. One way is to view this RP as technically based, and the other way is to create some plot devices. I'd prefer the former, but it's me. If the RP becomes more technically based, with a few metagame interactions, it becomes possible to include guns, fireballs, and "lethal" interactions without becoming way too powerful. Consider: Player 1 shoots Player 2. Either: Player 2 Dodges/Player 2 Misses Or: Player 2 is Hit: ~Either: Player 2 is Dead. ~Or: Player 2 is Injured: ~~Either: Player 2 is Partially Injured. ~~Or: Player 2 is Crippled. This is not a favorable dichotomy for any RP, but it simply isn't fully realistic any other way. In a technically based RP, the following could occur: Player 1 shoots Player 2: Either: Player 1 Misses/Player 2 Dodges Or: Player 2 is Hit and takes damage. ~Either: Player 2 continues as normal ~Or: Player 2 is defeated or killed ~Or: Player 2 is struck in a critical area: ~~Either: Player 2 can continue with limited function ~~Or: Player 2 is defeated. It's a wider and more forgiving dichotomy, albeit with less suspension of disbelief. Because we don't play D&D, it might be best to do something that pretends to be more mechanical. Imagine a character who is a wooden dummy. You can hit the dummy with a sword, punch it, shoot it with a gun, and light it on fire, and it will basically be fine. In essence, it is a breakable juggernaut that can take a lot of punishment before breaking, and even more before "dying" and shattering into pieces. The idea would be that all characters have hidden stat values and levels and hit points and mana points that basically simulate into real life. We don't decide exact values, but we can tell trends and compare values. This one hits hard. That one can take a lot. This one is very fast. See: animals. Gorillas hit hard. Rhinos can take a lot. Gazelles are very fast. And then multiply those things by like four, introduce explosions and magic spells and spears of ice, and you're golden. But wait, where do magic and technology factor into it? Well, what's stopping a wizard from using a gun? It's not exactly difficult. Point and click. He's bound to get lucky eventually. And people who "use technology" are hardly immune to magic or have 0 propensity for using it; that would be unfair to them. Wizards can hold guns, why can't they pick up fireballs? The best way to go about magic and technology in a technical roleplay, I think, would be for magic to be universal to all worlds, with varying degrees of awareness across the worlds we visit. That one doesn't even know about magic. This one knows, but killed all the people who tried to learn it or showed great aptitude for it. This one embraced it. Etc. Etc. So if you come from a "technology" world, you can learn how to cast a fireball as easily as you can learn to shoot a gun. It's just a matter of building up your mana, learning the "trigger" (a symbol, a word, just the intent to shoot a fireball), and releasing. Aiming and stuff comes later. Suppression of magic would be as easy as taking someone's gun away from them, by taking their mana or "trigger" away somehow. The other possibility that can be introduced to reconcile the debate would be a barrier that prevents worlds from completely interacting. It's sort of a universal defense mechanism that keeps worlds in line. If you go to visit a world, your magic/technology/clothing/appearance would change to fit the world you're in. So, if you go to a "medieval" world, your rocket launcher becomes a rock launcher, and your wizarding would become something a little more shamanic, like calling weather or lighting small objects on fire. Wizards would become cyborgs in high-tech worlds, and the peasant warrior would get futuristic-looking armor. In high-magic worlds, the peasant warrior would get resistance to magic and the high-tech guy's stuff would be powered by magic. These are only suggestions, and I'm still trying to fully understand the RP, but I think they'll be good enough to work with with perhaps a slight change.
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