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Author Topic: Call for Input: Principal's actions  (Read 18192 times)

MagisterMagi

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Re: Call for Input: Principal's actions
« Reply #30 on: September 21, 2010, 12:45:46 am »

Well I would say that our skills are too closed minded right now, we don't have to stick with what was created in HHS2 but theres always the option of creating new random ones that could be applied into the game, so you don't have to translate HHS2 school skills into the magic schools but create all new ones.
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LukasAngelis

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Re: Call for Input: Principal's actions
« Reply #31 on: September 21, 2010, 07:04:20 am »

Actually for some reason, would find it more fun if you played a principal that just came to that positon with no prior knowledge of the magical world at all. Sort of like Harry Potter, except Harry Potter is the principal and is actually less powerful then most of his/her students. At least at first. then as the years (or months) go on you become more powerful and etc. etc. etc. Hope you get where I'm going with this.

Vote for your local magic club now. Make this school the best it can be.
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Shinteo

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Re: Call for Input: Principal's actions
« Reply #32 on: September 21, 2010, 08:45:16 pm »

Either that, or you remain powerless... magically. Your ablilty to fuck with people's minds are not affected, of course. The need for need skill sets apply, of course. However, I don't believe the old set should be so easily discounted. I mean, lockpicking. Sure magic can be used to ward off a room, but cold iron dispels magic, don't they? And your lockpicks are iron. That means that, iroically, you as a non-magic user should find it even easier to break into other people's room.

Of course there are those paroid enough to spell their room, and lock the door. In this case, you'll have to have someone under your control that is strong enough magically to dispel the magic. Good thing you're good at fucking with people's minds, isn't it.

And people with strong minds... Well that's what drugs are for, isn't it? To break people's minds?
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happynutsack

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Re: Call for Input: Principal's actions
« Reply #33 on: December 17, 2010, 04:35:34 pm »

Couldn't the principles magical power be a prize that is is bought with the acquired through playing the game?  Something like:-

Default - No magical power and no magical knowledge.
Small Cost - No magical power but magical knowledge.
Medium Cost - Magical power and magical knowledge
High Cost - Secret demonologist.

If I was implementing it I wouldn't go out of my way to add new game mechanics, it would be a simple case of each option opening up new dialogue, interactions and images.
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Cypress_z

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Re: Call for Input: Principal's actions
« Reply #34 on: December 18, 2010, 03:27:39 pm »

At this point just about any approach is valid; it just depends on who gets down to the nitty-gritty and actually writes the events.
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