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Old 05-21-2017, 08:12 PM   #411
simply Nathan
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Default Re: Ideas Are Easy

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Originally Posted by David Johnston2 View Post
A little too narrowly defined I think. There after all a lot of things you can do with mind control capabilities after all beyond roofieing your dates and the reason why sex crimes units exist separately (because victims of that kind of crime require some specialized interview approaches) doesn't apply so much to how you'd probably go about diagnosing a case of mental coercion.
I'm currently RPing in a trans-dimensional taskforce for victims of unwilling transformation as well as mind control. It doesn't have to be sexual crimes they're victims of, but it usually is. We have both a magic and an ultratech division, this being one of those settings where high levels of magic interfere with advanced technology.

"Why is it always latex?" is one of the recurring lines out of the veterans on the force.
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Old 05-22-2017, 03:53 PM   #412
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A rouge group from a world power has decided to infiltrate the nuclear launch apparatus of a different power and target a smaller but politically explosive target. The PC's have realized agents from their own country have gone rouge, and must either convince the infiltrated power to cooperate with a man-hunt through their most sensitive areas, or must hunt down the agents without alerting the enemy power.

There are lots of configurations for this. The original idea was rouge US agents subverting the Chinese and nuking Pyongyang, but you can swap out all the pieces and the situation remains much the same. A larger variant was used in a James Bond Plot where agents provoke two nuclear powers to duke it out with each other.
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Old 06-08-2017, 11:50 PM   #413
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Default Re: Ideas Are Easy

Times are hard and two of the PCs are Imperial Citizens stranded in a Startown on the frontier. One is a cantankerous Vagr who is constantly begging from every one on the basis of Imperialistic good will. The other is a human. Along the way they meet an old belter at a tavern who tells them of his adventures. They all three agree to take up with the old man and set out on an expedition to a prospective dig.

Note: for interests sake the points are awarded largely according to the amount each individual brings out so that the members of the party will be properly suspicious of each other.
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Old 06-20-2017, 05:40 PM   #414
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Riders of strange winged mounts have swept through the region, taking all of the magical artifacts the local villagers have held for generations. They must be recovered. Various heroes from across the ravaged countryside step forward, each seeking his own last item. They must journey to a far off land, to an impossibly large city, and their recover their stolen treasures.

Magic through Unique Items or fixed to places
Fantastic Beasts abound
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Old 07-07-2017, 09:48 AM   #415
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A secondary world fantasy RPG using one of the maps where land masses and oceans are swapped. (Although the greenland "ocean" really should be mostly iced over)

https://i.kinja-img.com/gawker-media...c1nyuo7png.png

Or this

http://www.worlddreambank.org/I/INV.HTM

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Old 07-08-2017, 12:56 AM   #416
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Okay, I got a scenario for you;

Modern day Earth, except with magic. Wizard duels are a sport.

The adventure/s: a big wizard duelling tournament event, mage duellists from around the world are coming to compete for the prizes. PCs are duellists, VIP spectators, event staff, or whatever.

Stuff used to spice up the scenario:
Gimmick matches - exotic arenas, special rules, etc.
Duellists with eccentric personalities
Bands playing - miniature concerts?
Party in the street or private party - sudden attack by evil wizards?
The big fancy skybox with all the rich and famous spectators
Gambling - match fixing?
Corruption in the style of the FIFA scandal
Cheating

Any ideas for a big sporting event based around wizard duelling?

Inspirations for the scenario:
The Olympics, of course
Harry Potter and the Goblet of Fire (my favourite HP book)
The Hunger Games
Football in general (soccer, gridiron, and so on)
Pro-Wrestling

Anyone got any suggestions?
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Old 07-08-2017, 11:35 AM   #417
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Any ideas for a big sporting event based around wizard duelling?
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Old 07-08-2017, 12:38 PM   #418
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Any ideas for a big sporting event based around wizard duelling?
Dueling is fairly specific, so many types of events don't work as well: of your inspiration list, only really pro wrestling lends itself to the format of a duel. What sort of magic you use also matters. You can do a lot by restricting the magic that can be legally used though.

summoner duels: Combat is between summoned or enchanted creatures, not the wizards themselves. There are lots of variants on this. The win condition is one: is it one creature vs. one creature, or are their lots of them. Do you have to defeat a certain number of the creatures, or is there a specific creature to defeat? Or is the target a physical goal the creatures must reach or destroy? Can the wizards cast spells into the arena? Can they target the creatures directly or are they limited to making pits and walls of fire? Can they even shout instructions? A lot of card games are relevant here.

Indirect Battles have lots of possibilities. Two casters display magical strength by fighting over some goal. There are two variants on this. In one there is a object, spell, or other target that must be turned to their side: for example, a mystic fire that must travel to one end or the other of an arena, or they each have a color they're trying to turn the target. In the other, each caster has a target or targets he's defending from attacks of his foe. Perhaps there are three shacks, and the last shack standing wins. Indirect battles may allow the casters in the arena, but quite often the action takes place in a demarcated area they are not allowed to step into.

Shapeshifter Duel: The only spells allowed change the caster themselves. This may be limited to animals, or it may allow invisibility, growing wings and armor, healing spells, and similar. This is a classic in older fiction.

You can always have a direct duel, though these can be messy or deadly. If its a sporting event, many spells are likely to be banned. There is always the no-holds barred option though!
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Old 07-10-2017, 08:32 AM   #419
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A more specific wizarding contest. I don't know if it counts as a duel, but I think it might have the feel you want:

The object of this contest is to have marked more of the 5 'stones' than your opponent.

Each stone is about the size of a baseball, and carved with distinctive decorations to make it identifiable. They are physically rugged, but not particularly easy or hard to cast magic on.

Marking a stone is done by casting a durable spell on it. This may be any spell the contestant desires, but it must be designated before the contest starts. A point is scored for each stone that you marked after your opponent.

The stones are placed in a pentagram shape. Each one is a good distance from the other, around a quarter mile on the very smallest courses. in the center of this is a circle where the contestants start, perhaps 10 yards across. This is called the center circle. The distance is meant to give those with the means to magically travel or cast long distances a strong advantage.

A circle around the starting location of each stone is known as its "Field". Stone may not be moved from their fields, but may be freely moved within their fields. Most spells cast must keep their effects in a Field. Each contestant is allowed to take all sorts of precautions against their opponent, as long as the effects are limited to the field. Classic tricks include hiding the stones and backing it up with illusion, warding this area, summoning guardians, and encasing the stones in rock, surrounding it with fire, making it fly around to evade capture, and setting magical traps. However, if a spell's effects or the stone leaves the field, that field will be counted towards the opponent's score. Fields are usually at least 100 yards across.

A second circle about 10 yards bigger than the field is known as the casting zone. This is so the mage has a place to stand while filling the field with fire. If a mage steps outside of the casting zone, he must enter the casting zone of another stone or the center zone before coming back to that field and casting zone. Two contestants may not be in the same casting zone at the same time - the one that enters second forfeits that stone. Additionally, a contestant may not cast in a field that has another contestant in it or its casting zone.

The length of the game varies, but its generally a long game lasting between hours and days.(You probably want to consider the magic system you're using when setting a time)

Serious injury or death is possible, but actually causing your opponent's death is frowned upon (though technically legal). It is good sportsmanship to merely maim, imprison, or inflict otherwise reversible conditions. In most contests people stand on the edges of the casting area, ready to assist someone who becomes too injured or endangered. If they have to be used, exact reactions vary. The most common are "You forfeit the match", "You forfeit that stone", or even "You must do nothing for a given amount of time".

So the game consists of dashing about between five fields surrounding five stones, marking them and making it difficult for your foe to mark them. Theoretically, a mage could mark all the stones without physically travelling to each one, though warding is likely to stop or obstruct that.

This game probably requires flexible, wide ranging magic systems and either a lot of time or a lot of mana for best effect. You probably need a lot of power being thrown around. Harry potter magic would handle this well, as would RPM. Standard magic or realm magic might require high point totals, and magic as powers would probably struggle with it.
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Old 07-10-2017, 08:54 PM   #420
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How about an alien/fantasy culture that settles disputes by ritualistic staring contest? The justification is that both contemplate the dispute in silence until one averts his eyes to indicate his realization that he is in the wrong. Maybe have professional contemplators, much as trial by combat led to professional judicial champions.
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