@Korra Quinn - yep we are still open!
@ᴅɪᴀʙᴏʟɪᴄᴀʟ - Join anyway! I'll try to explain everything you'll need for the RP when I make the OOC and If I miss something just ask. Plus the rest of the players should be able to help you out too. This game is about having fun, not showing of FE knowledge ^_^ though it sounds like you'll be fine.
@Archer @Aria Valle @AtomicItalian @AutumnWyvern @Dubs of Stigma @Kestrel @Karakui @Leif
As a general announcement, I will always be open to accepting new people. The nature of Fire Emblem makes it easy to accept new characters ^_^
Though depending on how many we end up with I may limit the number of characters people can play at some point :)
To start I'm going to say one each and at the rp progresses I'll allow more
and at this point I think there's enough interest for me to begin putting together an OOC so expect that this week ^_^
In regards to magic users, will they all come from spell books and staves that house a single spell? Will there be a cantrip option or will a mage have to burn up durability from a fire spell book to lite a camp fire with magic?
I completely forgot to explain how magic would work! O,O
My plan is this. Each spell caster will carry their own book which they may add spells to as the story progresses. A character will start with one and may find.buy/develop more at a reasonable pace. Magic will use the energy of the castor. (Because in an RP setting that makes more sense to me) the more difficult the spell the more energy it uses.
So like how a tome can break in game, an mage will instead run out of enough strength to cast.
little spells like lighting a camp fire will only sap a tiny bit while a fireball mid battle will take a measurable amount etc.
I hope that made sense
- For summoners, how liberal are they allowed to get with their summons? If memory serves, they lasted a set amount of time and were relatively weak in the games. Would people be able to tweak this or be selective about what's summoned to have more unique options? Maybe even do some role reversal where the summon plays the larger role then the castor or will it stay true to the game's methodology?
I prefer to stay within the methodology of the game. But I will say that the more experienced a summoner the more control they will have over what is summoned and how it behaves.
- For magic weapons (from Awakening I think, correct me if I'm wrong) will these be a thing and follow the same rules of using magical potential rather then physical potential? If they are an option, could there be a physical option for mages and magic users or would those strange weapons be too much?
For magic weapons, which I'm still debating, if I decide to include them they will be a very rare find. I'll let you know the rules when I've decided ^_^
For pure staff users, would they simply be incapable of fighting back in combat or comparatively ineffectual like they are in the game? or will a combat version of a staff be optional in this setting just to give them some hope?
Staffs will not be designed for combat. Staff users, however, are free to be creative with what they have. throw rocks, use a tree branch, attempt to use someone else's sword etc. Just be responsible about it. If it's a first time a character's ever held an axe, then I expect them to be clumsy and fumble through it. Characters may be ttrined by other characters too. That way when it's promotion time they'll know what they're doing ^_^
How about fabled or story based weaponry? Examples like Ike's sword or the Dark Knight's blade that have no durability, will these be optional or reserved for 'Raid Boss' esque villains or event style things only?
Karakui's right. For plot purposes I do need relatively tight setting control as far as the geography and history are concerned. That said if you want to spend time to make up a legend, feel free to PM it to me along with your weapon idea and intent. If it fits with my plans I see no reason not to work it in somehow ^_^