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Messages - DocBelmont

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1
League / Tournament Play / Re: Frequency of Organized Play Kit Releases
« on: February 13, 2013, 04:06:45 AM »
Quote from: "Thessial" post=7379
Hey all,

Sorry for the slow response. It's been a busy day. Our plan for OP Kits is to produce a new 2 month kit every 2 months. We are just about ready to send the current OP kit to print and it should be available to retailers no later than March 1 and hopefully sooner than that. Going forward it will a primary effort that all future kits are released on time.

Hope this helps and thank you for your support.


That's great news! I can't wait to tell my Mages to come back to the arena, and bring their new ForceMaster/Warlord spells while they're at it!

I'm also happy to see that you're changing things up to plan ahead and keep your schedule a bit more manageable.

Since I'm the registered EO for my store, I suppose I'll be waiting for an email?

2
League / Tournament Play / Frequency of Organized Play Kit Releases
« on: February 11, 2013, 06:54:02 AM »
I was wondering what the frequency of official Organized Play release was supposed to be. I was under the impression that these ran every week, making each OP kit a monthly release.

The first OP kit was released in December, and the deadline to complete it was December 31st. We're now approaching the middle of February and no word on a new one.

When are we getting the next one?

3
League / Tournament Play / Mid-Michigan Organized Play
« on: December 23, 2012, 02:36:37 AM »
Any mages in the Mid-Michigan area are invited to take part in organized play at The Board Room Game Center in Saginaw on Wednesday evenings at 6pm!

I serve as The Board Room's Event Organizer, and I'm happy to help spread the Mage Wars love.

The Location:
The Board Room Game Center

Event Organizer:
Email: DocBelmont@yahoo.com
website:
Doctor Belmont

Email me for any questions. Hope to see you there!

4
Player Feedback and Suggestions / Re: Level up and customize your Mages!
« on: September 27, 2012, 10:06:33 PM »
Quote from: "Shad0w" post=1453
This is a interesting thought. Byran had a customizable mage building game years ago that finally became Mage Wars. When looking at this I would say it applies more to a campaign mode rather than what we currently have. The problem comes down to if you have events with built mage you would need to check every mage for legality and also have a way to track how and where they earned the XP. Also if a new player tries to play in a event they would be a a major disadvantage.


Granted (and agreed) on all of that.

Of course, you could also set individual tournaments as a "Level 3" Mage tournament (or whatever). But again, each mage has to be "checked" for legality. Fantasy Flight Games ran their tournaments with sign up sheets where you essentially wrote down everything you had, and a referee collected those sheets and did legality checks before the tourney began. An extra step, sure, but it worked.

You might (as you suggested before) also make it an option to make a campaign expansion. Campaigns offer plenty of storytelling options, as well.

5
Player Feedback and Suggestions / Level up and customize your Mages!
« on: September 27, 2012, 08:18:53 PM »
I mentioned this idea in another thread, but I think it bears repeating in it's own thread.

I'd like to see things that modify the mages themselves.

Perhaps mages could "level up" or "advance" in some way. They could discover secret techniques or gain new potent abilities. This would allow you to FURTHER customize your mage aside from spell selection. Training cards could be introduced to the game that could slightly increase basic statistics like Life, Armor, Channeling, or Spell Points...perhaps skill cards could make you more skilled with using certain types of spells, or enhance your mage's current powers.

Exempli Gratia: (mind you, these are just "ideas,")

Life Increase: Physical training has yielded a healthier, stronger body. (+2 to starting Life Points)
Meditation: Time spent in deep meditaion has increased your connection to the unseen world. (+1 Channeling)
Grimoire scribing: Finding a cache of lore is always exciting. You have expanded your spellbook to include these new spells. (+5 Spell Points)
Dragonfire Secret: Learning how to channel Dragon fire makes your fire spells more potent. (Fire Spells do an additional die of damage for an extra 2 Mana.)
Lore of the Dead: You've spent some time studying the forbidden lore of Necromancy. (Summoning Undead creatures costs 1 less Mana.)
Conjuror's Aegis: Ambient mana from the rift a summoner's summons can be utilized to form a shield around the creature. You have unlocked its secret. (Summoned Creatures have an extra 3 Armor. On each turn, this extra Armor is reduced by a point.)
Stormrider's Lance: You have studied the arcane science of conductivity, and can call more powerful lightning. (Mage's Effect die for Electricity spells are modified by +1)
Voltaric Shield Runes: your wizard has embroidered enchanted Voltaric runes into his robe, enhancing mana flow and strengthening his Voltaric shield. (The wizard's Voltaric shield damage absorb is increased by +2.)
Voltaric Rune of Power: Your wizard's Voltaric runes include the Mana rune, which converts woven mana into energy that can be absorbed by the Wizard. (The wizard gains 2 Mana whenever a spell is cast directly upon him after its effects have been resolved) [requires: Voltaric Shield Runes]
Voltaric Rune of [Damage Type] Your wizard's Voltaric Runes include the [Damage Type] Rune, and acts as a shield against this damaging element. (The Wizard gains [Damage Element -2] while Voltaric Shield is "on." [requires Voltaric Shield Runes]
Nature's renewal: Your mage has studied the lore of Nature which governs growth and renewal. You can now infuse yourself with healing energy whenever you cast spells of Nature. (Whenever you cast a nature spell, you may pay an extra Mana to heal one Life point.)
Asyria's Second Scripture: Your priestess has devoted herself to the second scripture of the chant of Asyria, which governs spiritual wholeness, and has been enlightened by its wisdom. (The Priestess reduces the removal cost of her RESTORE ability by 1.)
Loremaster of Voltari: Your years of devoted study of all of the collected Lore of the plane of Voltari has yielded secrets to great power. (ARCANE spells cast by the mage have their Mana cost reduced by 1.)
Wizard's Schooling: You have returned to the grand college of Wizards, and have mastered a new school of magic. (The wizard may choose an additional training from one of the following schools: [Earth, Air, Fire, Water, Mind])
Beastmaster's Communion: You have wandered the wilds for months, studying the harmonious elements of creation. (The Beastmaster may choose an additional training from one of the following schools: [Earth, Air, Water, Holy])
Demonblood Elixir: You have discovered and performed a ritual most foul; to infuse your very lifeblood with that of a demon! (The Warlock gains the trait Flame -2)
Arraxian Demon-binder: You have made a study of long-forgotten black magic rites, and have learned many true names of demons. (Demon summoning costs in Mana are reduced by 1.)
Blood Magic: You have wrested the secrets of Arraxian blood-magic, and have turned it to your own ends. (Mage may substitute Life points to cast a spell.) [Dark Mage only]

Again, these are just ideas. I like the thought of leveling up and improving your mage, and giving him unique skills. I was hoping this might be something of interest to the Mage Wars team, if they haven't conceived of this already.

When I first heard about structured organized play, this immediately came to mind.

6
Mages / Re: Mages that you would like to see in the game
« on: September 27, 2012, 07:25:03 PM »
I'd like to see things that modify the mages themselves.

Perhaps mages could "level up" or "advance" in some way. Training cards could be introduced to the game that could slightly increase basic statistics like Life, Armor, Channeling, or Spell Points...perhaps skill cards could make you more skilled with using certain types of spells.

Exempli Gratia: (mind you, these are just "ideas,")

Life Increase: Physical training has yielded a healthier, stronger body. (+2 to starting Life Points)
Meditation: Time spent in deep meditaion has increased your connection to the unseen world. (+1 Channeling)
Grimoire scribing: Finding a cache of lore is always exciting. You have expanded your spellbook to include these new spells. (+5 Spell Points)
Dragonfire Secret: Learning how to channel Dragon fire makes your fire spells more potent. (Fire Spells do an additional die of damage for an extra 2 Mana.)
Lore of the Dead: You've spent some time studying the forbidden lore of Necromancy. (Summoning Undead creatures costs 1 less Mana.)
Conjuror's Aegis: Ambient mana from the rift a summoner's summons can be utilized to form a shield around the creature. You have unlocked its secret. (Summoned Creatures have an extra 3 Armor. On each turn, this extra Armor is reduced by a point.)
Stormrider's Lance: You have studied the arcane science of conductivity, and can call more powerful lightning. (Mage's Effect die for Electricity spells are modified by +1)
Voltaric Shield Runes: your wizard has embroidered enchanted Voltaric runes into his robe, enhancing mana flow and strengthening his Voltaric shield. (The wizard's Voltaric shield damage absorb is increased by +2.)
Voltaric Rune of Power: Your wizard's Voltaric runes include the Mana rune, which converts woven mana into energy that can be absorbed by the Wizard. (The wizard gains 2 Mana whenever a spell is cast directly upon him after its effects have been resolved) [requires: Voltaric Shield Runes]
Voltaric Rune of [Damage Type] Your wizard's Voltaric Runes include the [Damage Type] Rune, and acts as a shield against this damaging element. (The Wizard gains [Damage Element -2] while Voltaric Shield is "on." [requires Voltaric Shield Runes]
Nature's renewal: Your mage has studied the lore of Nature which governs growth and renewal. You can now infuse yourself with healing energy whenever you cast spells of Nature. (Whenever you cast a nature spell, you may pay an extra Mana to heal one Life point.)
Asyria's Second Scripture: Your priestess has devoted herself to the second scripture of the chant of Asyria, which governs spiritual wholeness, and has been enlightened by its wisdom. (The Priestess reduces the removal cost of her RESTORE ability by 1.)
Loremaster of Voltari: Your years of devoted study of all of the collected Lore of the plane of Voltari has yielded secrets to great power. (ARCANE spells cast by the mage have their Mana cost reduced by 1.)
Wizard's Schooling: You have returned to the grand college of Wizards, and have mastered a new school of magic. (The wizard may choose an additional training from one of the following schools: [Earth, Air, Fire, Water, Mind])
Beastmaster's Communion: You have wandered the wilds for months, studying the harmonious elements of creation. (The Beastmaster may choose an additional training from one of the following schools: [Earth, Air, Water, Holy])
Demonblood Elixir: You have discovered and performed a ritual most foul; to infuse your very lifeblood with that of a demon! (The Warlock gains the trait Flame -2)
Arraxian Demon-binder: You have made a study of long-forgotten black magic rites, and have learned many true names of demons. (Demon summoning costs in Mana are reduced by 1.)
Blood Magic: You have wrested the secrets of Arraxian blood-magic, and have turned it to your own ends. (Mage may substitute Life points to cast a spell.) [Dark Mage only]

Again, these are just ideas. I like the thought of leveling up and improving your mage, and giving him unique skills.

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