Another weekend, another world to save.
May. 19th, 2008 08:33 am![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
(Note to self: get a photo of Sevi.)
If I ever again say anything about not feeling hooked in or involved at Prophecy, you should all feel free to smack me upside the head repeatedly and remind me of this weekend.
I don't think I can even keep track of everything I did, but major things I was involved in included:
- finding and getting one of the "caches," these repositories of old magic that we need
- fixing a major problem for lyrimancers (aka spellsingers. Of which my character is not one. Though that, I think, is going to change.)
- restoring/re-anchoring an old god that had been lost
- defeating the Miasma, a really horrid disease and one of the four Big Bads (plus one Bigger Bad) we have to beat before endgame in the fall
- fixing two of the seven broken keystones that we need to fix
- choosing the new Duchess
- successfully facing my greatest fear
... not to mention doing things people thought were impossible. See, Prophecy has a system of Gifts and Flaws in character creation. You can choose them when you create your character; they either cost (Gifts) or give you (Flaws) extra points in the creation system. There are a wide list of these. Plus, each has the "Hidden" option -- Hidden Gift or Hidden Flaw. Basically, with this, when you start playing you don't know what the gift or flaw is. It manifests at some point during game.
And mine manifested during this game. The upshot was, "you know that skill you have, and that mechanic the game has? You can do things with it that not only can nobody else in game do, but probably nobody else in the world can do. Most people think they can't be done." And various powerful NPCs were able to sense this new ability, and even the critters in the woods were talking about me. Way to make a person feel important. :)
I can go into more detail for those who are interested, but ... wow. Some very cool mechanics involved in using the new abilities, too; one of them is basically all roleplay.
So, yeah. Quite the weekend.
If I ever again say anything about not feeling hooked in or involved at Prophecy, you should all feel free to smack me upside the head repeatedly and remind me of this weekend.
I don't think I can even keep track of everything I did, but major things I was involved in included:
- finding and getting one of the "caches," these repositories of old magic that we need
- fixing a major problem for lyrimancers (aka spellsingers. Of which my character is not one. Though that, I think, is going to change.)
- restoring/re-anchoring an old god that had been lost
- defeating the Miasma, a really horrid disease and one of the four Big Bads (plus one Bigger Bad) we have to beat before endgame in the fall
- fixing two of the seven broken keystones that we need to fix
- choosing the new Duchess
- successfully facing my greatest fear
... not to mention doing things people thought were impossible. See, Prophecy has a system of Gifts and Flaws in character creation. You can choose them when you create your character; they either cost (Gifts) or give you (Flaws) extra points in the creation system. There are a wide list of these. Plus, each has the "Hidden" option -- Hidden Gift or Hidden Flaw. Basically, with this, when you start playing you don't know what the gift or flaw is. It manifests at some point during game.
And mine manifested during this game. The upshot was, "you know that skill you have, and that mechanic the game has? You can do things with it that not only can nobody else in game do, but probably nobody else in the world can do. Most people think they can't be done." And various powerful NPCs were able to sense this new ability, and even the critters in the woods were talking about me. Way to make a person feel important. :)
I can go into more detail for those who are interested, but ... wow. Some very cool mechanics involved in using the new abilities, too; one of them is basically all roleplay.
So, yeah. Quite the weekend.
no subject
Date: 2008-05-19 01:42 pm (UTC)no subject
Date: 2008-05-19 02:07 pm (UTC)And as for your newfound ability, the people you cured on Saturday were not the most savory types. I think they may have some semblance of honor, but I wouldn't trust them one bit. Given that, you probably want to be careful in case they get into their heads for you to become their personal medic. (Geoff, don't read that.)
no subject
Date: 2008-05-19 02:29 pm (UTC)no subject
Date: 2008-05-19 02:32 pm (UTC)I'm certainly not planning on taking them into the Ways alone, though. I may have a knack for the Ways, but I don't fancy dying there...
no subject
Date: 2008-05-19 02:18 pm (UTC)no subject
Date: 2008-05-19 02:49 pm (UTC)no subject
Date: 2008-05-19 03:43 pm (UTC)*perks up ears*
no subject
Date: 2008-05-19 04:12 pm (UTC)no subject
Date: 2008-05-19 04:49 pm (UTC)no subject
Date: 2008-05-19 08:16 pm (UTC)no subject
Date: 2008-05-19 10:18 pm (UTC)no subject
Date: 2008-05-20 07:10 pm (UTC)Saren wishes now she'd taken the whole pot of soup though --- it sure smelled great! ;)
J
no subject
Date: 2008-05-20 11:30 pm (UTC)