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Re: Obscure Myth Thins

Posted By: Martel (dialup.62-172-22-186.tesco.net)
Date: 7/14/2001 at 6:12 p.m.

In Response To: Obscure Myth Thins (Periodic.)

: Hello. I'm currently working on a simple roguelike RPG
: based on the myth world. The biggest problem I'm
: having however, is the creation of a plot that fits
: into the myth universe, and creating a diverse variety
: of monsters and items.

: The basic plot behind a roguelike game is usually
: something like 'descend into the dungeon the deepest
: level, kill the badguy/get the amulet of yendor/rescue
: the princess/etc and return to the surface'. I've
: considered using the recovery of The Head as the main
: mission, but that requires me to insert a huge dungeon
: into there somewhere. Anyone have any other good
: ideas? Or ways I could refine the Head plot idea?

Huge dungeons: The catacombs of Muirthemne? (fits in especially well with a "headhunt" mission). Stoneheim? (should be swarming with Ghols, and probably a good deal of undead too) One of the melted Trow cities? (and anything, especially lost knowledge, could be in there). If you make the dungeon Stoneheim, you might want to make the item the Maul of the Dwarven kings, which could have been lost in its fall (no humans know for sure). Another possibility: A system of caves and caverns in the Cloudspine? Somewhere off the map? (as in Chimera)

: Also, I'd like to maintain some level of diversity in the
: dungeons. Killing wave after wave of thrall might get
: a bit boring afterall. So does anyone know of any neat
: obscure monsters/artifacts/fallen lords I can toss
: into the game? What about obscure character classes?

The maul of the Dwarven kings, according to GURPS, "Boasted several Air spells in addition to high accuracy and puissance (in other words, increases the effective weaponskill of the weilder and the force of his blows).
The Fallen Lords Bonesplitter, and, some say, the Faceless Man, could well be still alive. Bonesplitter (also known as The Lurker and Bheil, twice born daughter of flood and famine), was/is a specialist in elemental magic, using weather, plant control and natural catastrophies to good effect, the latter often to "soften up" her enemies before announcing her prescence and intent.
Something else you could put in: how about some traps, and maybe a theif unit with the ability to disarm them?

: Since some of you guys have apparently read GURPS, do you
: have any suggestions how I could use spells? Would a
: generic mage class fit in, sort of a stepping stone
: between the warrior classes and the total magic use of
: the warlock? Are spells like the 'Dream' things, where
: they're seemingly rare but extremely powerful?

Well, Avatara are trained to use a sword as well as magic. Rabican could even be seen as primarily a swordsman, and was certainly the best melee fighter of the Nine. Apparently, some of the more successful Brigand leaders have taken the time, money and effort to get some magic taught to them, too, and, unlike the warlocks, have the sense to wear a decent amount of armour while they're using it. If for some reason you ended up facing Jmen, a branch of these could make a good fighter/mage unit, as might a Ghol Shaman or Myrmidon Sorcerer (there is no record of a Myrmidon spellcaster, but no reason why one might not exist. Ghol Shamen will appear in Myth3.)

: Any help would be appreciated.

: -Periodic.

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