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Rune-Magic
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Topic: Rune-Magic (Read 5742 times)
Sirus
Squire
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Posts: 64
Rune-Magic
«
Reply #15 on:
October 11, 2005, 11:09:27 PM »
I do agree with the comments that it would take adjusting to make it with an adventure/RPG game.
Also realize that I took this from GURPS, which is a tabletop RPG (and I made a few minor edits)
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Current Project:
Hero of the Rune
My QFG Fangame!
Current Status: Working on plot and a design document before getting in over my head.
Jigen
Superhero
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Posts: 1134
Rune-Magic
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Reply #16 on:
October 25, 2005, 01:22:19 PM »
Ghost bumping much?
Because the date on this said 25/10 out in the Topic Titles area.
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Last Edit: October 25, 2005, 01:22:51 PM by Jigen
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Set a match alight, and a man will be warm for a minute.
Set a man on fire and he\'ll be warm the rest of his life.
Sirus
Squire
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Posts: 64
Rune-Magic
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Reply #17 on:
October 27, 2005, 12:51:49 AM »
Quote
Ghost bumping much?
Because the date on this said 25/10 out in the Topic Titles area.
Sorry, but you lost me.... can you rephrase that?
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Current Project:
Hero of the Rune
My QFG Fangame!
Current Status: Working on plot and a design document before getting in over my head.
Archer455
Initiate
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Re: Rune-Magic
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Reply #18 on:
June 01, 2006, 12:26:07 AM »
I think this sounds good; if you had it as a way to cast spells in the game I dont think that many of the verbs would be needed. To cast these spells maybe just put the two runes in order at the ready and use them to automatically cast the spell (select "cast rune or activate rune" and it works like firedart or lightning ball would in the qfg games) This would make it much easier to use and with less verbs that means less spells which means easier to make (if I'm not mistaken).
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Ignus_Draconus
Famous Adventurer
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Re: Rune-Magic
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Reply #19 on:
June 01, 2006, 01:59:00 AM »
I'm not overly fond of implementing a runecasting system in a QG world. there's already a well tried system for casting spells. though I could see using runes in some interesting magic-related sidequests and puzzles.
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