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#4457
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[spoiler=The plot of Heroes of Might and Magic III in one image] [/spoiler]
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#4458
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Oh, how many wonderful discoveries await us. I've been thinking a lot. The champion idea is good; periodically I feel the urge to play something like that, but I completely forgot about this passage. Not surprising, as the champion was planned as a backup and it never actually came to that.
It feels to me like all my champions are either healers or steal-and-kill criminal scams, although I remember clearly that Teiosika with the familiar was a mage, and when she wiped, I generated another mage—just for the sake of it, really.
Btw, I originally wanted to name Beata Beatrice, but then decided there's no damn way she's a Beatrice given her origin and bio.

And generally, I completely forgot what happened in Novara; I'm too lazy to reread everything, I'll probably start cringing at myself. But now I want even more to somehow play Nuesh again and remember what kind of character he actually was.
А, вот почему.

🏹🎪+⛓️♿=💕
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#4459
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By the way, I initially wanted to name Beata Beatrice, but I decided that she wouldn't fit the name considering her background and backstory.
Well, your Beata is also aiming to become a priestess now. The law of convergence and divergence, it all makes sense...
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#4460
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Lol, by the way yes, apparently something on a subconscious level didn't let me completely forget this idea smile52
А, вот почему.

🏹🎪+⛓️♿=💕
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#4461
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A fellow tribesman of Gartos was hanging out in the bookshop. The books were modestly designed.
"Drawing an Owl in Two Steps. A Guide for Beginners". Opens up the possibility of creating paintings with artistic value. 84 (100) glayts.
"The Art of Diplomacy: How to Make the Best Noodles!". Diplomat skills are 25% more effective. 42 (50) glayts.
Still, sometimes diamonds would slip through in my Prostrassilon expansions.


"Technology of Metalworking by Pressure". Blacksmith skills are 50% more effective. 67 (80) glayts
Damn, it brings back memories of university, it sounds like a section of my thesis.
"Politics for Dummies". +2 charisma. Deception is twice as effective. 168 (200) glayts
LET'S DISCUSS EVERYTHING SERIOUSLY! for dummies.
А, вот почему.

🏹🎪+⛓️♿=💕
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#4463
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I'm not entirely sure if I'll even run it. I want to run a game, and I've learned some important lessons from running previous campaigns. My approach to game creation has changed significantly since 2015-2017 (no more "I'll slap together a setting in a couple of weeks and then improvise" – now I'm working on the general mechanics and fate maps, and I still need skills, professions, religions, states/peoples/races, mechanics that are unavailable at the start but will be unlocked through the plot, and, of course, locations with shops and other activities, and that's not even mentioning the plot itself and side quests). Besides, I'm interested in the setting itself – on the surface, technology reigns supreme, with Art Deco elements and touches of dieselpunk and steampunk. No one believes in the existence of magic, but if you dig deeper, you'll find that everything is based on magic, gods, and magical creatures. I don't want to spoil anything; I want to reveal many important and fundamental aspects as the plot unfolds. I don't know how well this setting will appeal to HoMM players who are used to pure fantasy, but I think it's still within the realm of comfort.
On the other hand, I understand that I won't have much time for the campaign. I still want to improve my skills, work on my portfolio, and resume my search for my dream job. I want to continue my comic, which has been on hold for about six months, and I can't seem to get back to it. I also want to finally play Starfield; I can't seem to leave the first major planet. When I find a new job, I probably won't be able to spend whole days chilling on HoMM and messing around like I do now; I'll have to, well, work. Even now, work sometimes gets in the way, and I have to drop everything and hide.
Therefore, I won't make any promises or set any deadlines. I'll just say that I'm interested in running a campaign, and I'll prepare it as best as I can, depending on my mood, but you shouldn't count on it.
А, вот почему.

🏹🎪+⛓️♿=💕
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#4465
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Right now, the expansion and "Hurma" are ongoing, so there's no need for "Mafia" yet. There's plenty of entertainment as it is. I haven't forgotten about "Mafia," maybe I'll organize it after the New Year or when the expansion ends.
А, вот почему.

🏹🎪+⛓️♿=💕
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#4466
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Since everyone (well, Astral and Kosh included) is talking about their expansions, I'll mention that I sometimes think about doing one maybe, someday. The problem is that I have different ideas. For example, the recent thread-collection of Revan's characters reminded me of my old, stillborn expansion, where the character's magic was tied to their aura. (although I don't remember the nuances of the original mechanic very well). Well, if you're not a noob with a white aura. I've always liked the idea, but it conflicts with the world system that some other ideas for the plot/setting are tied to. And it's often difficult to decide which idea I want to pursue more. Which one will be better.

Another problem, which I mentioned to Heroist and Revan some time ago, is that sometimes our ideas overlap. Of course, the implementation isn't exactly the same, but there are still certain doubts due to the potential for it to be derivative. Actually, while I was writing this, I remembered another similar case. This also creates certain problems. But I'm still thinking about outlining the ideas for the aura mechanic, based on other concepts that I once posted here, and then do a sneak peek. Conceptually, I like the idea, although I can't guarantee how it will turn out in the end. Or what I'll end up doing. Or what I'll end up doing with it.
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#4467
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When I find a new job
I once did that, and now I sometimes think about it. I think that maybe someday I'll post not just one, but two posts a day in the gaming section.

Whatever
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#4468
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ideas for the aura mechanic
Perhaps I'll elaborate a bit more to provide some kind of illustration. In total, 7 aura colors are planned, each of which (possibly) will increase certain parameters, and 6 of which will unlock a corresponding type of "magic." The white aura will have a different, more modest bonus so that people who want to play as ordinary characters won't feel too bad. In fact, most people in the lore will be white-aura users, while mages will be relatively rare. But players are special snowflakes and will be given the opportunity to choose.

Magical auras will be divided into two conditional groups: pure and hybrid. The pure ones include red, blue, and yellow, while the hybrid ones, as you can guess, include purple, orange, and green. As for the concepts of the directions:
Red - physical and destructive aura, directed outwards.
Blue - "spiritual-mental" aura, directed at internal control.
Yellow - pure healing aura, without any special complications.
Purple - partly antimagic, partly affecting the mind.
Orange - an aura for those who heal and maim. Probably the least interesting of all on paper, being the most direct of the hybrids.
Green - the aura of cultured people. First of all, it involves all sorts of health transfer, creating chimeras, and creating homunculi. In other words, more complex and less direct manipulations than the other two healing auras.
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#4469
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Heroist
I did something similar once, and I still sometimes think about it. I think that maybe someday I'll post not just one, but two posts a day in the gaming thread.
Well, no, I'm going to find a job that leaves me with enough time for my hobbies.
Ple-Sen
Another problem that I mentioned to Heroist and Revan some time ago is that sometimes our ideas overlap. Of course, the implementation isn't exactly the same, but there are still some doubts due to the potential for it to be seen as derivative. As I was writing this, I remembered another similar case. This also creates certain problems.
In such cases, I say that it's all been done before in The Simpsons, and I continue to do what I think is right. I change some things so it's not exactly the same, but I think that good ideas can and should be used as inspiration, adopted, and built upon. Of course, it's more about rethinking and reworking them to fit your own needs, rather than direct plagiarism. For example, in my theoretical expansion, I'm planning a mechanic of visits, borrowed from Revan, but the hours and action points are combined into a single pool of energy points with its own rules of use and a mechanic of sleep deprivation (to be like in real life). This concept fits so well with my original ideas that I can't help but use it, and it immediately solved a problem with one lore aspect that I really wanted to show, but didn't know how. At the same time, I borrowed the karma system from Fallout (for the same lore aspect) and, to top it off, added a strength check for using weapons from New Vegas (because I liked the idea and because I wanted to add critical misses).
I remembered how in one of the episodes of Star Trek Voyager, the plot was exactly the same as in one of the chapters of my comic, and I had watched Voyager long before I drew that chapter. And in general, the concept of Voyager is very similar to the concept of my comic. And the captain of Voyager is very much like my Cap, the similarity is more than just fitting into one archetype. I laughed, made a post in the community, and recommended Voyager to watch.
In general, I don't see anything wrong with using really good ideas and reworking them to fit your own needs, just as there's no point in trying too hard to be different from everyone else. I think that if a creator is a truly creative and responsible person, passionate about inspiration, then they will still filter other people's ideas through the prism of their own vision, adapting them to themselves in the process, and in the end, something of their own and unique is born. Of course, you need to feel the line between a source of inspiration/reference and direct plagiarism, and try not to cross it, but I think that this line is quite noticeable and normal people don't want to fall into outright copying. In general, I could talk for a long time on this topic, lol, so I'll wrap it up, I hope it's clear what I mean.
Ple-Sen
Perhaps I'll elaborate a little more, so there's some kind of illustration. In total, there are 7 colors of auras planned, each of which (possibly) will increase certain parameters, and 6 of which will unlock the corresponding type of "magic". The white aura will have a different, more modest bonus, so that people who want to play as ordinary guys won't be too upset. In fact, most people in the lore will be white-aura users, while mages will be relatively rare. Players are special snowflakes and will be given the opportunity to choose.

Magical auras will be divided into two conditional groups: pure and hybrid. The pure ones include red, blue, and yellow, while the hybrid ones, as you can guess, include purple, orange, and green. As for the concepts of the directions:
Red - physical and destructive aura, directed outwards.
Blue - "spiritual-mental" aura, directed at internal control.
Yellow - pure healing aura, without any special frills.
Purple - partly antimagic, partly influencing the mind.
Orange - an aura for those who heal and maim. Probably the least interesting of all on paper, being the most direct of the hybrids.
Green - an aura of people of culture. First of all, all sorts of health transfer, creation of chimeras, and creation of homunculi. In other words, more complex and less direct manipulations than the other two healing auras.
It sounds interesting, and it looks like it's designed for a party of mages. So, at the start, a certain school of magic is assigned to the player, and it's no longer possible to learn another magic? And can people with hybrid auras have access to the schools of pure auras?
Hybrid auras reminded me a little of my concept from the magic setting (Salidera, if anyone remembers), where you can combine schools of magic. For example, if you take Air (mind control) and Fate (which includes manipulations with the soul and body), you can get a necromancer, etc. I didn't develop this aspect much and definitely don't plan to run an expansion based on this setting, but I really wanted to include a necromancer character in the main cast, and the original seven schools of magic didn't include necromancy.
А, вот почему.

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#4470
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But I believe that good ideas can and should be a source of inspiration, we should adopt them and use them as a guide.
In my case, it's more of a coincidence than inspiration. There was a concept that I had for about five years, but I didn't develop it or use it, and then I saw something similar much later. It's similar to how you described it with Voyager.
Author
So, at the start, a player is assigned a specific school of magic, and they can no longer learn other magic?
Exactly. It's an immutable part of their nature.
Author
Can characters with hybrid auras be given access to schools of pure auras?
I had an idea to give a similar feature to non-elves. Initially, it was described as you did, with the caveat that they would have their own bonuses for pure auras, but then I decided that it would be better if it simply opened access to related areas. That is, red could use purple or orange abilities. This is balanced by the fact that I planned to use a skill slot system, where you need to "memorize" them (and this applies not only to magic), so only a strictly defined set can be active on a quest. That is, the choice for non-elves becomes wider, but the total number of spells is roughly the same. In fact, the original bonus for pure auras was precisely an expansion of the number of slots.
Author
Hybrid auras reminded me a bit of my concept from a magical setting (Salidera, if anyone remembers), where you can combine schools of magic. For example, if you take Air (mind control) and Fate (which includes manipulation of the soul and body), you can get a necromancer, etc.
I thought about something similar, but I'm not sure. Including on the example of necromancy, which would not look out of place as an unlock for blue-green-purple characters. On the other hand, it can also be justified exclusively for green or purple, if desired.
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#4471
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Ple-Sen
That's how it is with me – it's a coincidence, not inspiration. There was a concept that I had about five years ago, but I didn't develop it or use it, and then I saw something similar much later. It's roughly the same as you described with Voyager.
Yes, it's very awkward 😅 But it's still not a disaster.
Ple-Sen
I had the idea to give a similar ability to non-elves. Initially, it sounded exactly as you described, with the caveat that pure auras would have their own bonuses, but then I decided that it would be better if it simply opened access to related areas. That is, red could use purple or orange abilities. This is balanced by the fact that I planned to use a skill slot system, where you have to "memorize" them (and this applies not only to magic), so only a strictly defined set can be active on a quest. That is, the choice for non-elves becomes wider, but the total number of spells is roughly the same. In fact, the original bonus for pure auras was precisely an expansion of the number of slots.
I really like this 👍 It turns out that you're either a specialist in one school of magic, or you have a superficial knowledge of something from your "native" school and related ones. And the slot system also sounds good.
А, вот почему.

🏹🎪+⛓️♿=💕