Works for me. Thanks for all the input everyone!
Kolrim On Sun, Sep 13, 2015 at 1:44 AM, Ryx <[email protected]> wrote: > The curse is an incredibly complex, tangled, powerful magic that is > omnipresent in Metamor. Trying to figure out how much it had affected a > person, before it actually begins to manifest, would be like figuring out > how much salt was in a single cup of seawater in a bucket of the stuff - > without removing that cup from the bucket to an environment without > seawater. Also, before it begins to manifest the curse is all but dormant, > slowly gathering the necessary amount of mana to begin its transformation. > As well, all mages 'sense' magic in a different way, some more sensitively > or intuitively than others, so the degree one might determine the curse's > influence beyond Metamor's influence would be highly unreliable. > > I do, however, agree with the 'pace of plot' approach though caution > against any sort of 'quick reset' without some pretty good rationale - for > an individual as opposed to a blanket rote for all. > > > > On Sunday, September 13, 2015 6:27 AM, Kolrim <[email protected]> wrote: > > > > Hmmm.... > > After reading all the various responses it seems that the general answer > would be: whatever works best for your plot. > > And Amiga brings up a good point. Even if there is a 'quick reset' how > would anyone know about it? Before the curse actually locks onto a person > can a mage detect the curse 'working' on them? If so that would be an > interesting use of mage abilities. Set up a 'Curse check-up station' for > visitors and charge a minimal fee and have the mage say something like, you > are about half-way to being cursed and/or should leave in X number of days > to avoid being cursed. (This depends on what would be acceptable of course, > and it could be something that some enterprising mage could set up > themselves. IE future story idea, not something thats been around that > nobody else noticed.) > > That was fun. A (small) story idea out of the blue. > > Kolrim > > On Sat, Sep 12, 2015 at 4:54 PM, AmigaDragon <[email protected]> wrote: > > While we readers and authors are talking about counters and timers > because we have a good idea (with variants) how the curse takes effect, > where would the characters themselves get such an idea of a quick > reset letting them return in safety? > > Wednesday, September 9, 2015, 9:39:16 AM, Jack wrote: > > JM> I've absolutely got to have a character now who comes to the valley, > stays > JM> for 13 days and then leaves for half an hour thinking that'll "Reset > the > JM> clock." Oh God it would be fun to do a comedy story about something > like > JM> that, or someone trying to use science to approach a curse that runs on > JM> Plot. > > JM> On Tue, Sep 8, 2015 at 4:53 PM, C. Matthias <[email protected]> wrote: > > >> Keep in mind the travel times involved, and the amount of time and money > >> it took to mount a venture in the first place! Further, some of these > >> merchants will be carrying goods from Metamor down to places a week or > more > >> away from the Curse, Ellcaran, Kelewair, Elvquelin, even Marigund or > >> Salinon. It's at LEAST two months by carriage to Marigund in good > weather. > >> > >> May He bless you and keep you in His grace and love, > >> > >> Charles Matthias > >> > >> At 03:51 PM 9/8/2015, Ryx wrote: > >> > >> Stupid Yahoomail has the most inane editing interface in existence... > >> > >> Anyway, as to the argument about the time duration being too long: That > >> is exactly how it is supposed to be and should be. If people can just > flit > >> in and out every day without any fear or risk of the curse it looses its > >> impact. > >> And an outside estimation of two days beyond the curse per day spent > >> within - with the current manifestation time of 14 days - is merely one > >> month. That is not a great deal of time and certainly not onerous. > >> > >> > >> On Tuesday, September 8, 2015 2:49 PM, Ryx <[email protected]> wrote: > >> > >> > >> > >> > >> > >> On Tuesday, September 8, 2015 12:41 PM, christian okane < > >> [email protected]> wrote: > >> > >> > >> Didnt we have this argument a while back? I'm not sure what to make of > it > >> but waiting months between visits seems excessively long time. > >> > >> Chris > >> > >> > >> > >> _______________________________________________ > >> MKGuild mailing list > >> [email protected] > >> http://lists.integral.org/listinfo/mkguild > >> > >> > > > -- > Best regards, > AmigaDragon mailto:[email protected] > > _______________________________________________ > MKGuild mailing list > [email protected] > http://lists.integral.org/listinfo/mkguild > > > > _______________________________________________ > MKGuild mailing list > [email protected] > http://lists.integral.org/listinfo/mkguild > > >
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