I'm suprised by how much you agreed to most of the Myth III stuff, it goes to show with the exception of a few big bads it wasn't too bad, probably the worst thing about the Myth III storyline was how it was delivered, the only time it got an emotional response was in that last FMV.
: Lets see... the beginning is just fine, pretty much.
: Fighting back the Myrkridia, blah blah blah.
: Damas should NOT be a Heron Guard. He wouldn't have had
: to prolong his life through self-mutilation if he was
: already immortal. Some sort of Imperial Guardsman
: that's not a Heron, fine, but he's not a Heron.
I think I said this before, but anyway, I see no problem with this. It says in Journeyman Flavor text, Myth II, "Their healing ritual has its roots in the initiation rites of the Heron Guard, but what brings about immortality in a truly exceptional person merely restores the vitality of lesser men." No doubt after a while in the Untamed Lands Damas exceptionality would dwindle, thus he needed something else to give him the immortaliy he once enjoyed.
: The rest of killing the Myrkridia is fine.
Yup
: The Trow do NOT work for Moagim (or Mjarin, either)! The
: Trow are not Dark. They're just self-centered. Until
: they owed Balor their lives, they never worked with
: anybody.
I used to support this but F***it it seems better the other way, though how to work in the Connacht-Trow struggle. What would be cool is a different version of the Flight from the Dark, where you're pursued by loads of Myrkridia and lead them into a load of Trow, while you disappear.
: That whole Mazzarin thing is just... no, wrong in too
: many ways. I can buy Mazzarin as a shade, but he
: should be evil and under the Watcher in that case.
I always imagined that Mazzarin escaped to the this hidden place to avoid becoming enthralled to the watcher. It's the easiest way of turning Connacht from General to Mage, though Myth III suggests that Mazz gave Connacht the ability to see the future, I'd change it to Mazz giving Connacht all his memories.
: The Dwarven levels are fine, except there is only ONE
: Tain! Connacht shouldn't tell them how to build one -
: he should be seeking "some artifact, help,
: please!" from the Dwarves, and they present the
: Tain as a solution. The Smiths are the ones with this
: intimate knowledge of metaphysics, not Connacht.
I agree.
: I would put the assault on the Smiths and the whole
: Spider-gods part in here now, before the Oghre
: rebellion, followed shortly by a barbarian raid from
: the south resulting in the capture of the Tain. Why?
: To explain why Connacht didn't simply beam EVERYBODY
: ELSE that was evil into it!
I'd change that to a "Well yea see if ya fill it up too much, it sorta explodes, so I wouldn't use it too much." comment from Traval.
: But this is the hardest part... the Smiths of Muirthemne
: were clearly IN LEAGUE WITH the Spider-cults, but M3
: portrays that wrongly. How to preserve this portion of
: the game then? Perhaps a schism amongst the Smiths,
: between those who think this whole thing's gone too
: far, and those who still wish to work with the
: Spider-gods. (Sykrosh should be *A* spider-god, not
: THE, also). Thus you play as those turning AGAINST the
: evil Smiths. All the Smiths on your side should
: probably have to die to win the level, anyway - the
: rest vanish through the Tain. That way "no trace
: could be found of the Smiths of Muirthemne or their
: followers".
I'd agree to that, some for the Spiders other's against.
: The Oghre rebellion is fine by me. With the Smiths out of
: the picture though, the Sunhammer is not an option. No
: worry. Connacht is supposed to be a kick-assed
: magician himself. Just throw in a comment somewhere
: that he's begun training with the Avatara since he
: joined the Cath Bruig.
Well you could have it that Connacht found an almost complete Sunhammer and with a s***load of help got it working. The Sunhammer I think needs to stay.
: (I'd also place the Avatara
: themselves in Madrigal, so as not to contadict GURPS;
: Myrdred can just be on liason to Muirthemne or
: something). However this kinda screws with bits of
: "the Rod of the Callieach" - but we can just
: say Sardonac was another liason, and that the World
: Knot wasn't in the Avatara's citadel but somewhere
: else instead. Hell, that would explain how the Avatara
: can get back and forth from Madrigal - knots.
I don't like the idea of shipping the Avatara to Madrigal, which I think should be a pile of ivy covered building about now, having been abaonded when it fell to a Myrk horde.
: The battle with the Watcher should end around
: Silvermines, and wind up with him getting pinned to
: the rock by old Myrdred.
Yea I agree.
: The end levels - Fall of the Crown, Vengeance, and yes,
: even The Traitor are fine by me. It's definitely not
: verbatim Bungie stuff, the whole Mjarin deal, but I
: think it's OK writing and it makes sense without
: flatly contradicting anything.
I think my version of the Mjarin thing works, he wasn't the leveler but took advantage of moagim's attacks to aid his own rise to power. I think his and Myrdred's connection should be made a bit more obvious during the course of the game, rather than "oh and by the way Myrdred evil too." Oh and get rid of that, "Hello I'm the bad guy" voice that he has in the FMV.
A mention of the erupting Tharsis would go down well. And mentioning that Connacht imprisoned the Trow rather than melted them. The level where you destroy the Heartstone could end in an ultamatum, either every Trow goes underground and I melt the city, or I melt the city while your still in it.
And i think the journal should be changed to first person again. But I think that's a given, oh and make a proper FMV of the Connacht-Mazz conversation.
-zeph