12-17-2018, 08:58 AM | #1 |
Join Date: Aug 2004
Location: Pacheco, California
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What are the laws of war on Cidri?
What are the limits the WG will allow as acts of war?
Can you Astral Projection over to the enemy commander and Telepathically give him Word of Command Kill while he's meeting with his subordinates?
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-HJC |
12-17-2018, 06:36 PM | #2 | |
Join Date: Dec 2017
Location: London Uk, but originally from Scotland
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Re: What are the laws of war on Cidri?
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I prefer powerful Wizards to be rare, otherwise the usual tropes of FRP games become obsolete; no armies, no castles, no heroic knights and mighty barbarians, etc. That's not the sort of game that I'm personally looking for, although it's perfectly valid. |
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12-17-2018, 07:23 PM | #3 | |
Join Date: Aug 2018
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Re: What are the laws of war on Cidri?
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There could also be conventions prohibiting use of poison, etc. Most spells, unlike D&D, tend to be more useful for assassinations rather than common battlefield effects. I haven't really thought this one through. It'll be interesting to follow this thread. |
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12-17-2018, 09:03 PM | #4 |
Join Date: Apr 2018
Location: Idaho Falls
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Re: What are the laws of war on Cidri?
Fortunately, after the first great wizwar, things took an unexpected turn
Wizards removed themselves from all international politics and set about creating complex rules for interdisciplinary battles that were built around the most absurd practical jokes. Winking into another Wizard's wedding with a herd of angry emu's was seen as the most brilliant accomplishment. Embarrassment, or even just head shaking ridiculousness became the weapons of wizard's at war. The score keeping alone was beyond mortal comprehension. |
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