Attitudes towards vile magic


Pathfinder Online


I'm sure there will be "Good guy" organizations out there when the game launches. I'm wondering if the persecution of necromancers and the like will play out as I expect or if dark wizards/sorcerers will be tolerated. I'm planning on trying to join/establish a group that promotes freedom for dark magic users and alchemist to experiment and master their crafts. Will I have enemies?

Goblin Squad Member

As long as you abide by the Six River Freedoms your fine to carry out what ever you wish, but once you break one of the River Freedoms you will be KOS.

*grins*


Six river freedoms?


http://pathfinder.wikia.com/wiki/River_Freedoms


ah!

Goblin Squad Member

Vile magic? Yes please.

Goblin Squad Member

BlackUhuru wrote:

As long as you abide by the Six River Freedoms your fine to carry out what ever you wish, but once you break one of the River Freedoms you will be KOS.

*grins*

Calls slavery an "abomination". That makes this vile necromancer a sad skeletal kitten :(


I was hoping I'd have to defend myself from militant paladins! I hope there are some anti-dark magic fanatics to be found, I love enemies :D

Also, I suppose breaking the slavery rule is an option. Hello halflings! Want to survive? Toil for me!

Scarab Sages

Oh, trust me, there will be plenty of RP characters that will KoS necromancers. I'd also be willing to bet there will be one or two player-run cities that will making necromancy and other such evil illegal and subject to prosecution (and likely execution).

Goblin Squad Member

I also do hope they manage to make conflict between evil and good work. The one thing IMO that will be necessary for such is to find the perfect balance to keep evil and good on the same playing field in power and value.

Going to veer off on a tangent towards an online game pardus. Per the games story line, drugs are a horrible evil monstrocity that are greatly illegal and opposed by all 3 factions in the game and simply manufacturing them involves the purchase or creation of many slaves which die on a regular basis when producing the drugs, only the dark criminal group the shadow syndicate supports this crime, and the factions hunt down these criminals as best they can.

Sounds all well and good, but then reality shifts in, the drugs were flat out too powerful of an item, the advantages of using the items is far too large, the factions that are more or less player policed not only turn a blind eye to the drug dealers, but every faction has an endorsed group of shadow syndicate members working for them. Once in a blue moon a character springs forth claiming to be a crusader against drugs or whatever... those characters generally do not last long as they are mowed and gunned down by more or less the entire faction who's territory they are trying to "Clean up". What is ironic is the game itself is actually largely RP, I would say at least 1/3rd of the players in that game are active RPers to some extent. It just is too much of a disadvantage to be against drugs.

I guess the analogy I'm trying to make will largely match up with the necromancy or other dark magics side of things. If the necromancy is vastly superior to other options, you can pretty much bet on the 80% of the game that will be non-RPers, and probably even a good chunk of the RPers themselves will use it to the fullest extent.

However I have seen plans on such in the game that can work well for such a concept. If it takes large amounts of time and money to build up a fierce horde of undead, as reports go out or people discover that a side is working on developing them, it could create an interesting conflict point, assuming that the undead aren't quick and easy to replace on lost battles. Or if they are easy to replace, then they are on par with a good equivalent (hire-able soldiers or the like)

Goblin Squad Member

Onishi wrote:

I also do hope they manage to make conflict between evil and good work. The one thing IMO that will be necessary for such is to find the perfect balance to keep evil and good on the same playing field in power and value. ...

If the necromancy is vastly superior to other options, you can pretty much bet on the 80% of the game that will be non-RPers, and probably even a good chunk of the RPers themselves will use it to the fullest extent.

There might be ways to limit necromancy, like requiring the necromancer be online and in some proximity to control his creations. And if the death of a necromancer will cause the skeletal army to fall (and not respawn with the character), then early targeting of necromancers will be an obvious tactic. But yes, everything must have a cost or vulnerability.

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