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Messages - Sailor Vulcan

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3121
Strategy and Tactics / Re: Aggro, Combo, Control & Hybrid Archtypes
« on: July 03, 2013, 02:15:45 PM »
I think it might be a mistake to say that control is always a defensive strategy, or that aggro is always offensive. While that is true in a CCG, Mage wars is more of a Minis game. I read a warmachine article relatively recently that said that there are six different playstyles, three offensive and three defensive.

Offensive: alpha strike (like aggro; strike first and hard at your opponents forces, crippling key models), assasination (like combo; the enemy warcaster/warlock is your only target) and domination (like control, rely on superior fire power to completely destroy enemy forces)

Defensive: attrition (sort of like aggro; taking hits better than opponent and eventually overcoming them through numbers/toughness), terrain/movement control (like control, a bit self explanatory), and denial (like combo, preventing your opponent from using their best models and striking their soft underbelly).

http://steam-poweredgamer.blogspot.com/2011/11/list.html?m=1

So what does this mean for Mage Wars? Well, I'm thinking a lot of these playstyle/strategies need to delve into other playstyle/strategies as a backup plan against certain matchups in order to be competitive. There are also hybrid strategies. Example: one good idea for a hybrid playstyle would be to combine Denial with assasination. Prevent your opponent from using some of their important cards, and then strike at their mage while they are vulnerable. Or you can try a Terrain/movement control and assasination strategy, physically separating the enemy mage from their forces. There's probably a ton of potential different hybrid playstyles.

As for whether you need all six playstyles to be supported relatively equally for a balanced game...I'm not entirely sure. Someone would have to come up with an accurate metagame clock. I imagine it probably is very complicated, especially when we start talking about hybrid playstyle/strategies. Here is all that I've guessed so far:

This extremely incomplete clock is for when both players are completely entirely equal in both spellbook building and playing skill.

Attrition = Domination (unstoppable force meets immovable object)

Yeah, I have no idea where to go from here. I imagine that most good spellbooks are either hybrid or have a backup plan for dealing with certain playstyle/strategies, which means that perhaps no one is purely going for just one of these playstyle/strategies in a competitive build.

Of course this is just a theory; for all I know, it could be way off the mark when applied to Mage Wars.

What do you think?

3122
World and Lore / Re: So... Magewars... what are they for?
« on: June 30, 2013, 09:06:51 AM »
Except I thought that Warlocks are humans, not demons. They certainly look like humans. And I'm pretty sure that it isn't a coincidence that Warlocks are part of a religion centered on demons and Etheria's version of he**. How many of those exist in real life that aren't called Satanism? Maybe there are some, but none that I or most people are likely to recognize. And I think you'll be surprised to find that my views on religion are quite similar to yours. But fortunately, just because I view religion as intellectual slavery (or partial intellectual slavery, depending on the religion), doesn't mean that I'm going to start labeling and stereotyping people for it. I think that because of human bias and error, as well as the error of our measuring instruments, no knowledge is absolutely for certain. We can get pretty close using scientific evidence, but some people don't always trust that, especially if they feel like it goes against their long held identities or world views. I think without doing all the necessary research, many people will have to rely on measurements of their own or of their friends and families, and if their families taught them to rely on measurements made thousands of years ago by (in their mind) God, and they tell that to a person from the time that they're very young at an age where they will believe whatever their parents say... Of course this is just my very strong opinion, although I'm extremely positive that my opinion is accurate. I don't have the expertise in sociology to properly evaluate it though, and I haven't read enough sociology books in the past couple years. I'm relying on my own experiences and sense for this evaluation, which means that I can't be condescending to people who disagree with me, because my perceptions that I have gained from experiences are also flawed, since I am only human. So I'm not going to walk door to door trying to convince people. People are going to think what they think, and there's only so much I can do about it. I can present my side, and other people choose whether to accept it, but I'm not going to attempt to forcefully wrench someone from their culture and heritage to believe what I believe and share my values of reason and rationality, even if I think that what they believe is harmful and wrong. If I did that I would be attempting to exert at least some level intellectual control over someone, trying to push my views and values onto them. If I did that, I would be doing little better than a religion. And it still aggravates me when people try to box other people into stereotypes or try to control them intellectually. That's why it bothers me so much that most if not all Warlocks are evil. An entire school of magic shouldn't be evil. That's like elemental racism or something.





And why not have some globalization in Etheria? They already have one global institution in the form of the Mage Wars. Just because they're not very advanced in the kind of technology we have in real life, doesn't mean they can't have globalization. THEY HAVE MAGIC! Who says Mage Wars takes place in the past? ;D


And perhaps the Mage Wars are in a sense, temporary. On the wizard's description it says that when they get tired of all the other mages' with their lack of understanding, summoning angels and demons or whatever, that the wizards of sortilege will cut their "strings" and they will "channel no more". I'm thinking the Mage Wars were established by an actual world war. The winners forced the losers to sign the contract with them. So maybe breaking the contract would start an actual war, and the only way to restore the peace is to defeat those who broke the contract and restore the Mage Wars institution.

Maybe the spell backlash of breaking the contract temporarily takes away the channeling abilities of the entire offending mage class? While it might seem impossible to do that to every single mage of a certain school of magic, I think it's possible if the spell is cast by a very large number of mages. While mana and channeling control is usually a wizard's specialty, if mages are binding their own channeling with that of their enemies, using an enchantment cast by a wizard and having it be copied indefinitely by a mage class skilled in copying enchantments, then perhaps, theoretically, once the contract is signed, it spreads out through chains of mages, starting from the contract signers, to their armies, and then when the members of those armies get back home, to all the mages in the general populace.

3123
Alternative Play / Re: Magewars and Dragons - A Pen and Paper attempt
« on: June 29, 2013, 08:38:52 PM »
This is an amazing idea! I love it! The battle system sounds particularly ingenius. The spaces of the arena, but without the outer walls! Perfect for roleplaying. However the rulebook you posted here needs to be more organized and legible. Also, I don't think putting those kinds of limits on what your mages can cast will make for a very balanced game. I'm pretty sure you gave the Forcemaster an advantage there, since she's better at soloing. Of course, since I STILL haven't had the chance to play a full game of Mage Wars yet, I wouldn't know for absolute certain.

How about this for a premise? You are a student in a university for Mages in Sortilege, and you are on a field trip/vacation/whatever. Or the adventure can take place at the university. This university has six colleges--one for each major school of magic. Your character will start out with only minimal spellbook points and stats, as well as weak or nonexistent versions of their mage class's special abilities.

For dungeon looting, I think it should depend on the scenario. I have an idea of kidnapped professors or parents/important public figures. When you rescue professors, they'll teach you a new spell or two. When you rescue your parents or an important public figure, they give you new equipment. Some enemy creatures can have equipment to loot as well.

Of course, for equipment you can buy them for in game money/campus credit or something. Your character can get a part-time job.

Also, if we're having some of our adventures in a school, we cannot CANNOT forget the minigames. Competitions and sports and stuff. Some of those minigames might have prerequisites, like being trained in a certain school of magic or having certain kinds of spells available in your spellbook.

Apprentice Mages that can only cast 1 or 2 spells per fight sounds rather boring. That sounds like the level of middle school mages, and I'm not sure anyone's going to want to play as one of those.

Also, I don't think it's a good idea to play as a mage with a full 120 spellbook points right from the start. That would be like starting from the level cap, since only some of the best mages get selected to fight in the arena, and they all have 120 book points. Those mages are already long out of graduate school. If you want to have the opportunity to level up your character and still be consistent with the story, I would say all mage characters in the RPG are students.

I think creatures are absolutely fine, as long as we're sticking to the amount of spellbook points available. Let's face it, a nature student in their senior year in magical college should be perfectly capable of summoning a few Ferrets. And again, I'm pretty sure that banning all, or even a significant number of creatures would give soloing mages an unfair advantage compared to their teammates, rivals and enemies.

Here's what I'm thinking for the stat/level up system:

All Mages start out at Rank 1 as high school graduates or Freshmen--or rather, Freshmages.

Rank 1--High school graduates and Freshmages have:

*1/6 of the spellbook points that an arena level Mage of the same class has
*20 less Health than an Arena level Mage of the same class
*the same channeling rate as an Arena level Mage of the same class. This rate does not change with Rank up.

*additionally, all Mages start out with up to 8 starter spells. You want these to not get too close to your maximum Rank 1 spellbook points, because if they do it will be very hard to learn new spells during your freshmage year. Of course, you can also find a specialized Mind Mage who can force you to forget spells, they often do it for free, but some of them might charge you, especially if you rely on their services too much.

Rank 2 is Sophomage, Rank 3 is Junior Mage, and Rank 4 is Senior Mage. Rank 5 is Graduate Mage, and Rank 6 is Arena level.

Each Rank up is equivalent to another year of successful magical college curriculum, and you gain 1/6 of the spellbook points that an arena level mage of the same class has. When you Rank up you also gain +5 max health. Also, different types of activities and actions could have different types of EXP. Different types of campaigns or classes could also award new knowledge and skills for completing them. They can also be used to recruit new party members or befriend NPC's. Once you've reached Rank 5, it's time for graduate school. Rank 5 Mages are pretty powerful mages. Rank 6 mages are the ones that can be drafted into the arena. If a Rank 6 mage loses in the arena, they die in story too, so you better hope that your GM isn't sadistic enough to draft your mage. Although if you have a sadistic GM, you might want to think of finding another GM.

Your idea of 10 EXP=1 spellbook point has merit, but if we're trying to make the story consistent by making the characters start out as student-level Mages, it will be harder to calculate that way, especially if you want characters to gain experience from both their classes and campaigns.

Also, I hate not being able to have the freedom to customize my build. If I start with no spellbook points and only get a couple points in each battle out of several hundred battles, I'm going to be severely restricted in planning my Mage's spellbook for the long term. I don't want my Mage's spellbook to be a hodge podge of random spells that were only useful for a short while when they were learned without regard for how they work together in the long term. Having 6 levels and gaining 20 spellbook points for level, while being able to forget spells with the help of an NPC mind mage completely eliminates this problem. It gives the players more leg room to customize their characters and their characters' magical education for the long term without it being at the expense of their character's life, well being or overall magical ability in the short term.

So what do you think? Are my edits and additions approved?

This is an absolutely amazing wonderful idea, but I think it still needs some work. I deeply look forward to playing this.

3124
World and Lore / Re: So... Magewars... what are they for?
« on: June 29, 2013, 06:31:58 PM »
Actually, there are two things I can think of that would bind them to the outcome of a Mage Wars battle.

1. International Interdependence. I know this might sound unrealistic on first glance, but it's happening right now in real life. Countries who hate each other (or at least strongly dislike each other) are still sometimes economically dependent on each other. Like the US and China. They don't get along that well, but it's unlikely that they'll ever go to war over their disputes. At least not a real war, anyways. Economic or virtual espionage performed by corporations to try to gain an upperhand economically, is something I can imagine happening. War? Not so much.

2. A binding magical contract that does something horrible to whoever breaks it, or maybe even to everyone. I'm thinking some sort of spell backlash capable of destroying Etheria. Killing the contract signer isn't enough because for countries with Necromancers, or countries whose leaders are willing to sacrifice themselves for "the greater good" the Mage Wars institution probably will have little hold on them. In that scenario, it probably wouldn't have much hold on the Warlocks either, since they're minions of a religious organization without national borders.

And while I'm on the subject of Warlocks, as much as I don't want to sound annoying by preaching political correctness (since we all hate that), I have to say the blatant stereotyping of Satanists, while not unexpected is still kind of sad, and annoyingly typical. People talk about them like they're sadistic/evil/morally depraved, when in reality they're just members of a religion like any other. Two religions actually. The original Satanists didn't believe in Satan at all, and then another religion split off from it that did, and they went by the same name. Just because someone believes in Satan and thinks he's good rather than evil, doesn't make that person evil. I'm kind of annoyed that Arcane Wonders made an entire class of Mages evil. That would be blatant stereotyping of a religious subculture even if it weren't loosely based off of one that exists in real life.


Yeah, I can see what you mean about how the Wizards of Sortilege are probably too proud of their magic to submit to a national channeling budget, let alone a cap. Perhaps the problem could be the concentration or density of channeling, rather than the total amount of mana being channeled altogether? So the issue would be too many people channeling a large amount of mana in close proximity, like the large amounts of mana being thrown about in a huge battle between armies of mages, rather than merely the total mana being channeled.

Otherwise I can't imagine the world of Etheria surviving the constant spells being cast by those Sortilegians, who are too proud to restrain their powers like that.

3125
General Discussion / Re: Mage Wars Ambassadors in my area?
« on: June 29, 2013, 12:28:46 PM »
What should I do if there turns out not to be any ambassadors in my area? I'm having a lot of trouble finding anyone in real life or online to teach me or even who plays the game at all, and I don't want to wait until I transfer to the university in the fall to get into the game. I tried learning how to play online, but it didn't go so well. It will be a lot easier to learn in person. If there are no ambassadors in my area will it be too late for any more to apply? I'm so insanely bored right now that I'm falling asleep in classes that I find interesting even when I've gotten enough sleep. I'm just that inactive right now. All of my other many attempts at finding a hobby have failed, so I would really appreciate it if someone could help me with this. How soon will the ambassadors be officially selected? Three days, five days, a week? Where will the announcement be posted? I'm sorry of I'm sounding a bit short, I'm extremely frustrated right now by the utter lack of things for me to do this summer due to sheer coincidence and all of my friends being too busy to spend any time with me.

Thanks!

3126
General Discussion / Mage Wars Ambassadors in my area?
« on: June 28, 2013, 04:22:22 PM »
I'm trying to find people who play Mage Wars who will be going to the same university as I will be in the fall, but I don't want to reveal where I live on a public forum. I'm not sure if there are any ambassadors in my area or not. Is there someone involved in the ambassador program who can private message me about whether there are ambassadors in my area? Or is there a directory or something? I'm hoping to finally finish (re)learning the basics of the game this summer before I buy the core set and a couple of expansions, then later having a Mage Wars club established at the university that I will be attending, but I don't know who I should talk to about that.

Help with this will be very much appreciated. Thanks!

3127
Just so you know, I actually already have OCTGN and that's where I first was taught how to play. Before that I watched most if not all of the tutorial videos on youtube. Maybe you're right that learning how to play online wasn't the best idea, since it makes it harder to keep things straight in my head, especially since that game was interrupted by internet problems almost as soon as my opponent finished teaching me all the basics.

I haven't actually bought the game yet, since I was hoping to test online before I bought it. But I've been having some trouble finding opponents on there for some reason.

Um the sandstorm and Fellella thing. Wow, that was also a stupid mistake on my part. Also, if you read the last few posts, you'd see that someone already pointed out the exact same issue with the mana flowers/crystals. I know that this isn't MtG. The reason I put the mana acceleration in there at all is because this is a MIDRANGE build, and as far as I know Midrange needs mana acceleration regardless of whether the game is MtG or Mage Wars. If it wasn't a midrange build, I probably wouldn't have put any flowers/crystals in at all. The wand thing was also good to point out. Also, it was already stated that this spellbook will probably be better suited for the Druid once it is released.

You're right, I do need more experience. I very much appreciate your advice, and that you at least attempted to give it without sounding exasperated and condescending. Next time you might want to wait a little bit and read over what you write more before posting. Nevertheless, I'm still glad that you posted. I find your advice quite helpful.


Also, shouldn't it be "Theory is greater with practice than theory alone"? Since saying "the difference between theory and practice is greater in practice than theory" means that "the difference" is greater in practice, rather than "the theory" being greater in practice. I'm pretty sure you were NOT trying to say that someone can't recognize the distinction between theory and practice without practicing their recognition. Seriously, who on Earth are you quoting who would make such a simple concept sound so long and confusing that the person talking about it doesn't realize that they're saying something completely different?

3128
Mages / Re: Druid Speculation
« on: June 27, 2013, 10:39:06 PM »
http://en.wikipedia.org/wiki/Druid

It says in the wikipedia article that there is next to nothing known about Druids except that they were part of the priestly class in different parts of Europe. The article also implies an association with nature. While Wikipedia might not be the most reliable source about specific facts, getting general background info about something can sometimes be okay.

Anways, Druid vs Necromancer sounds like "Light versus Darkness" AND "Life versus Death". It seems most likely to me that the Druid will either

1.) have both Nature and Holy training but everything out of school costing triple, or
2.) the Druid might have the choice to be schooled in either Nature OR Holy. But since we already have the Priest and Priestess having another Holy only mage seems like a bad idea at the moment...
3.) the Druid will be a nature only mage. She will have somewhat of a religious background but not be of the holy school, since she finds spirituality out in nature instead of inside a man-made place of worship like a church or temple as is normally expected of the priest class in RPGs.

And also, why would the necromancer have water when he's fighting against a Plant-user? If anything he should have Earth, since that's where the bodies are buried, and that way he can uproot plants as well as bodies. I think it more likely that the expansion will have Earth support for both mages without them actually being trained in it. The Druid is trying to put things in the ground, while the Necromancer is trying to take things out of the ground. Also, maybe some water support, but again, not having the Druid trained in water makes more sense, since there are plants that exist which need very little water to survive. While they still need water, so does all life, so I don't see why she should have particular training in water. I can see her getting training in Holy because Holy has a light theme going and plants need light for photosynthesis, but Water? Definitely not, especially since I don't see that doing very much against a Necromancer using Dark and possibly Earth as well.

Druid used splash!
Necromancer's graves are muddy! Undead creature spells are now easier to cast!

Of course, maybe instead of just being a plant version of the beast master, she should have training  in ground after all to set her apart rather than just receiving ground support. But if she does receive ground training, then the Necromancer will have to receive ground training also, because it just wouldn't make sense otherwise.

3129
Nitrodavid, I think I will take your advice and use the druid for this build once the new expansion's released. While I don't know what abilities she has (or he, if there eventually is a male version), the idea of being able to cast a bunch of mana flowers early in the game without running all around the board would be perfect for this build. Now that I think about it, considering that Midrange strategies rely on mana acceleration to work, the fact that I didn't include any Walls to guard my flowers and crystals was kind of dumb of me. The tanglevines will probably help a lot, especially if the Druid is able to cast them from anywhere regardless of LoS. Considering that several of the cards in this build are currently only available as promos (the Stumbles, Enchanter's Wardstones and the Sunfire Amulet), I'm thinking that the Druid will be my best bet. Since I'm not so sure that the Druid will have the fast trait, I decided to increase the Cheetah Speed count to 3. I also removed the Beast Staff. Thanks for telling me about the Druid. Otherwise I wouldn't have thought to look on the wiki page for possible upcoming mages. Now I suppose you'll have to create a WIP category or something, since the Mage for this build hasn't been released yet?

3130
Johktari Chase (Midrange-Control)

Mage: Johktari Beastmaster


Attack

1 Sandstorm


Conjuration

6 Mana Flower
6 Mana Crystal
4 Enchanter's Wardstone


Creatures

3 Fellella, Pixie Familiar
3 Cervere, Shadow of the Forest


Enchantments

3 Stumble
2 Cheetah Speed
3 Nullify
3 Mongoose Agility
4 Rhino Hide
4 Bear Strength
3 Enfeeble
2 Regrowth


Equipment

2 Elemental Wand
1 Enchanter's Ring
1 Sunfire Amulet
1 Staff of Beasts


Incantations

2 Dispel
2 Dissolve
4 Shift Enchantment



Here it is. I start off in the first few turns with some preparation. I cast Mongoose Agility on myself and start walking/jogging around planting mana flowers and crystals, as well as a few Enchanter's Wardstones. Then I can equip my elemental wand with my Sandstorm spellbound to it, to help keep creatures off my back. I also put on some other equipment in the meantime, like Sunfire Amulet to build up my health, Enchanter's Ring to make later enchantments cost a bit less, and Staff of Beasts for added support for my creatures once I've summoned them. If I still have time to do so, I can enchant myself with a Regrowth to further bolster my resilience.

Once I have enough mana I can summon my familiar, have it enchanted with both a cheetah speed and a mongoose agility, and it can start running--I mean flying around with me. But I'm not flying. After that I'll summon Cervere, Shadow of the Forest, and have my Pixie enchant it with a Rhino Hide, or if that's not necessary right then, a Bear Strength. After that, Rawr! My ferocious kitty starts chasing the opposing mage, and Fellella and I follow close behind for support. This support includes my Spellbound Sandstorm to keep enemy creatures away, some Stumbles and Enfeebles to slow down the enemy mage's movement and possible the movement of their most important creatures too, and Rhino Hides and Bear Strengths to strengthen Cervere.


So what do you think? Both of my spellbook and of my impression of a young, somewhat obsessed Mage Wars fangirl. I channeled that personality without even thinking about it. :P

3131
And....there goes the premise of the spellbook. I can't believe I forgot about teleport. If I had remembered that I would have realized that this build doesn't fit the forcemaster. Considering that it's so enchantment heavy, I'm currently trying to revamp this build as midrange-control using a beastmaster, shadow of the forest, that pixie familiar that can only cast enchantments, and Force Hold. Once I have a 120 point spellbook list again I will repost.

Thanks for your help! I'll keep what you've said in mind if and when I build a Forcemaster spellbook in the future (which I probably will.)

3132
Guide to the Applications of Forcemaster Newton's Laws of Motion

Attack

4 Forcehammer

Conjuration

1 Suppression Orb
4 Fog Bank

Creature

1 Invisible Stalker
4 Thoughtspore

Enchantment

2 Forcefield
2 Force Crush
4 Force Hold
6 Block
3 Cheetah Speed
3 Mongoose Agility
6 Nullify
6 Stumble

Equipment

1 Galvitar, Force Blade
1 Psi Orb
1 Dancing Scimitar

Incantation

4 Dissolve
4 Dispel
4 Seeking Dispel




Since I'm taking summer classes, I probably don't have time to test it online very frequently before I buy the sets I need. The only cards I need that aren't in Core or FM vs WL sets are the 6 Stumbles.

This build is essentially a Cat and Mouse strategy. First I surround myself with a couple of Fog Banks to keep them from targeting me or my zone within the first couple turns in the hopes of keeping them from destroying my first few enchantments on myself, so that I can get my strategy's momentum going. I also use have Nullify to help with this. After that I put Cheetah Speed and Mongoose Agility on myself. Once those are revealed, I can either start chasing the enemy mage right away, or I can summon Invisible Stalker or cast my Dancing Scimitar first. If the enemy mage is in range, I use Force Hold or Force Crush to trap him or her, set a stumble on so that he or she will be easier to catch if/when they escape, use a Dissolve to get rid of any troublesome equipment if necessary, and start attacking. My Invisible Stalker will either help me attack the mage, or take care of creatures and conjurations that threaten me, along with the help of my Thoughtspores' Force Hammers.

I protect myself using Block and later Forcefield, as well as the Dancing Scimitar and my Deflect ability.

So what do you think? How good is this spellbook? Do you think it might be ready for local level organized play? Since I have classes this summer, I won't be able to test it a ton, so I'm hoping that this list is ready to hold its own before I buy the sets I need for it, even if it doesn't excel or have the best chance of winning that it can get. That way it will be usable in a tournament, but I would still have room to test, tweak and improve it. Does anyone know when the next expansion is coming out so I can get Stumble?

Thanks!

3133
League / Tournament Play / Re: How expensive is competitive play?
« on: June 23, 2013, 09:24:18 PM »
Thanks for the help everyone, I now know that this game is affordable to me. And after looking at the mages, I've decided that I really want to try a Forcemaster build. I've already started designing it, so that when I buy the core set and the expansion I'll be able to build it right away. This is going to be great!

3134
World and Lore / Re: So... Magewars... what are they for?
« on: June 23, 2013, 08:47:40 PM »
Tokata, I think I have a possible answer to your question about the nation of Sortilege, where the majority of Wizards come from. Since too much magic use widespread could cause really bad things to happen, then why not just limit how much magic is used? The whole nation of Sortilege could have a Total Channeling cap, which means that at any one time there is only so much total mana being channeled into Sortilege. Considering their wide population of Wizards, it should be relatively simple for them to keep track of mana use throughout the country, since wizards are able to perceive and control the flow of mana. There's probably some sort of lock on everyone in Sortilege so while they're there they can only channel a certain amount of mana when and where they're authorized to do so.

All those experiments going on you mentioned? The Mages conducting them would have to send an official request for the amount of mana they need to channel with a list of everything they plan to use it for--or in other words, a research grant. There would also be channeling set aside for other purposes. For instance, if someone commits a crime using magic, they could tap into the plane of Voltaire and make it regurgitate echoes of the spells that were cast in the crime, to be used as evidence. Or if there's an emergency, like a huge natural disaster, they can be authorized to channel enough mana to evacuate people by teleportation. Or if someone's life is in danger, a Mage can use his or her small mana pool that they are allowed to carry with them at all times to save that person's (or their own) life.

After all that, if there's any room left in the nation's channeling budget, it can be used for more recreational purposes: community events like national holidays and big sporting events and cultural and arts festivals and the like.

Of course, this is only a theory. Anyone else have any thoughts about this?

3135
Alternative Play / Re: Ambassador format
« on: June 23, 2013, 12:17:52 PM »
Yeah, but the word Diplomat doesn't sound cool at all compared to Ambassador. Maybe "envoy" I suppose? I'm not sure if that really works, though. Then again, while I'm sure it's easy to get Ambassadors in the Mage Wars Ambassador program confused with the Ambassador Mage in the Ambassador format, the difference should be very easy to explain and remember: one's a program for representing Mage Wars in the community. The other is a team position in an alternate format of playing Mage Wars.

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