Re: New Nation: Dragons, Magic Incarnate now with preview
With JimMorrison's good advice in mind, I'd almost consider suggesting that you set this Nation up in such a way that a player has to focus on a specific "path", with it. I don't mean magic paths, but rather a path of progression, where you'd set up a Dragon Pretender with 1 or 2 magic paths, which would allow you to utilize *some* of the summons and abilities of the Nation, but not all of them.
You'd have to, with each game, pick and choose your goals, and ways to power. This would have the side benefits both of making them more MP viable, since it would make them immanently more unpredictable and flexible, and-by forcing the successful player to narrow his/her focus, increasing the replayability and fun of the mod Nation.
That, ofcourse, would require a huge amount of work, and major changes/extensions to the mod, which is why I'm not seriously suggesting such a thing, but it's a technique which would seem to fit well with such a powerful, diverse, and unpredictable Nation.
To give you an example, it's something I'm working on incorporating into my 'Dis' mod, which has a Nation capable of flourishing through either the Blood, Conjuration, or Construction summons, but which will grant power slowly in each particular path, so there's a lot of different ways you can play the Nation, but no great way to do every single thing the Nation can do, in each and every game.
"Dis" being the root of the word "discord", it seemed appropriate.
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