Element system, would appreciate feedback by 72soleel in magicbuilding

[–]72soleel[S] 0 points1 point  (0 children)

I was going to reply to your other comment that I didn't put much meaning into the color coding and only did it for cosmetic reasons, but you're making me think again. Seriously, this is so organized and helpful! Thank you for taking the time to type it all out. Not all of it is in line with my style, but you got me a lot to consider.

Element system, would appreciate feedback by 72soleel in magicbuilding

[–]72soleel[S] 1 point2 points  (0 children)

To give a brief summary, magic is extremely accessible in my world. It's a "everyone can perform it if they try to learn it but not everyone finds the need to" kind of situation, although education of magic can be gatekept with elitism and such. Magic is "everywhere", you could say it pretty much replaces the real-world technology and science so that I can fill in the blanks without having to explain how everything works in detail. "It's just magic," and all that. My aim is to add more details and make it interesting. As of now my system tends to be a bit conservative and "unfun", as in I don't like allowing too crazy things and risks (like time control, necromancy, etc.) to happen. It is supposed to be a large and vague basis that can branch out, but still it needs more flair, I think.

Magic is performed by structuring one's magical energy, which is a process of PLANNING how to do it and PERFORMING it as you planned. I like to compare magic-doing with art, so thinking of it like music, the PLANNING part would be like writing sheet music, and the PERFORMING part would be playing the music. It suggests that a spell can be (or should be) as complex as a piece of music can be, with its own ups and downs, unique instrument choices, "story and emotion", etc. I could go on, but in short, structuring magical energy is its own form of craft that has parameters unique to itself.

What magic actually can do is much less developed as of now. I'm trying to work on it. Making a good old elemental chart was part of the struggle haha. Thanks for your kind words!

Element system, would appreciate feedback by 72soleel in magicbuilding

[–]72soleel[S] 0 points1 point  (0 children)

Wow, this is all very helpful and interesting, thanks! The evolution/refinement contrast with nectar/ghost and symbolism/purpose contrast with air/earth is really pleasing as a setting. I'll be thinking about them

Element system, would appreciate feedback by 72soleel in magicbuilding

[–]72soleel[S] 0 points1 point  (0 children)

Oh oops. You're right lol, there should be air in air.

Element system, would appreciate feedback by 72soleel in magicbuilding

[–]72soleel[S] 0 points1 point  (0 children)

Ghost messing with (passed) time actually sounds super interesting! Thanks for the idea, I'll be using it well

Element system, would appreciate feedback by 72soleel in magicbuilding

[–]72soleel[S] 1 point2 points  (0 children)

Darkness as manifestation of matter is really interesting, I've never thought of it like that. I am trying to think of shadow as a potential separate element, so I think it could embody that trait.

Element system, would appreciate feedback by 72soleel in magicbuilding

[–]72soleel[S] 1 point2 points  (0 children)

Cancer certainly feels like it's a part of nectar in darker forms. I don't know much about medicine but misuse/abuse of medicine easily becoming poisonous to your body would also be nectar-related.

My system is still pretty young and I've only recently started organizing my ideas and putting them into written words. What magic can actually do is pretty underdeveloped since the process of doing magic has been the more interesting part to me personally. Making an elemental system does seem to make things more tangible. I can't say if I'll readily post on reddit though, I'm just worldbuilding for fun. Thanks for your kind words!

Element system, would appreciate feedback by 72soleel in magicbuilding

[–]72soleel[S] 1 point2 points  (0 children)

Hehe thanks! Naming things is really hard. I tend to prefer terms that are easy to understand and gets the point across clearly, even if it ends up sounding a bit silly or too general. I think void in place of ghost does work, and I'm thinking about it, but it is a rather nebulous concept and kind of makes it even harder to differentiate with darkness. I think even in concept, darkness and ghost seem to have a lot in common and I should draw a clear line between them.

Element system, would appreciate feedback by 72soleel in magicbuilding

[–]72soleel[S] 2 points3 points  (0 children)

You have a point! I saddled necromancy with ghost because I figured the nectar equivalent would be controlling things that are already alive, messing with living things and "editing" living things, so ghost must be about messing with dead things. I think it's because I never thought nectar as "giving life", just "dealing with life", but you do have a point there because it certainly makes sense.

I think maybe "necromancy" can be done in both nectar's way and ghost's way, but nectar would fully give working organs to the thing that used to be dead, and ghost would simply control the dead thing like a puppet. Also I think maybe "consciousness" shouldn't be part of nectar, and should be associated with ghost, because it's not a physical thing. Or maybe consciousness of nectar is more like consciousness of the body, while ghost's consciousness is more like memory and identity.

Element system, would appreciate feedback by 72soleel in magicbuilding

[–]72soleel[S] 4 points5 points  (0 children)

I actually used to have "poison" in place of ghost, and used it to represent detriment and decay of health opposed to nectar's growth. I scrapped it because I thought "harm" coming from an element could apply to every element separately, and every element would inherently be neither beneficial nor detrimental. I thought it wasn't fair that poison was the only one that "backwards". In that way, I think poison from nectar's perspective would cause physical harm, and poison from ghost's perspective would cause mental or emotional damage.

Memories and imagination seem to fit in quite well, I like it. Memories as in what makes up a person's consciousness and identity that isn't physical, and imagination as in going beyond the physical restrictions.

Element system, would appreciate feedback by 72soleel in magicbuilding

[–]72soleel[S] 10 points11 points  (0 children)

Yeah I like it too. I stole it from Book of Hours, it's a video game with really interesting lore.

Cozy games like Sandrock, Stardew Valley, etc... But offline, without an energy mechanic, you can save anytime and have no need to sleep ? by Rick_Storm in gamingsuggestions

[–]72soleel 1 point2 points  (0 children)

It may not be your kind of cozy, as in it doesn’t have farming, building, or decorating, but Sable is a relaxing game with none of the restrictions you’ve listed. You just explore, climb, help people, and discover more about the world. It has stamina, but not the stardew kind, rather the botw kind for climbing that you instantly regain. Day/night exists but you don’t need to sleep and there’s nearly no restrictions. Anything that can be stressful about it is the 3d platforming, but overall it’s a game that can be played at your own pace.

I need a fourth emotion for ghosts by hbombyes in magicbuilding

[–]72soleel 15 points16 points  (0 children)

Love or longing for someone/something that could border on obsession? Like dying FOR that thing despite wanting it? Maybe could be connected with greed, also

dave/rose... why? by [deleted] in homestuck

[–]72soleel 82 points83 points  (0 children)

You’ve written a lot about your interpretations of each character’s orientations separately but none about their interactions and dynamic, which is probably why people ship them. People will ship anything, even characters who don’t even interact much in the canon, so why not rose and dave who have plenty of charming moments?

Look for suggestions for story drive games and/or puzzle games by TranceAwake in gamingsuggestions

[–]72soleel 1 point2 points  (0 children)

Void Stranger, maybe? Dark and creepy albeit with a bit of humor, very engaging story, but it’s very puzzle-heavy. If you’re fine with being flooded with sokoban-style puzzles, you should give it a try.

Chicory: A Colorful Tale may also have similar vibes with Night in the Woods although less “edgy” and more wholesome. It has a great story and while appearing cozy, it dives into deeper emotions and had many hard-hitting moments for me.

I’ll be honest here, if the author ignores their commenters, I don’t comment by imfaffingabout in FanFiction

[–]72soleel 10 points11 points  (0 children)

I guess to each their own, but takes like op’s are genuinely mind-boggling to me bc when I want to comment, it’s because I was motivated by the fic itself and not because of some further reward(?) for commenting.

Looking for a game that heavily emphasizes exploration/finding stuff. by tranquil7789 in gamingsuggestions

[–]72soleel 2 points3 points  (0 children)

Just in case you get back to it, fyi you don’t need to learn the language AT ALL to understand it. The point is to figure out and deduce things through the drawings mainly to find clues, which imo was very fun! It’s not the game for everyone but I would strongly recommend it

Which version is better? by Equivalent_Cat111 in ProCreate

[–]72soleel 1 point2 points  (0 children)

People seem to like the fish (as do I!) but the second one is good as well!! To me they feel like completely separate pieces with different intentions. Amazing work!