1.1: Might and Magic, No Heroes
Part 1: Of Might and Magic, no Heroes
So like half the forum, I've been loving Omicron's let's play of the Final Fantasy Series, and, in turn, it's made me want to do a let's play of my own.
Now granted, unlike the spirit of Omicron's I'm not going to be exploring a set of famous games that are new to me, and instead I'm going to be replaying a lesser known series I loved because I want to bring it to more people. Might and Magic.
Now some of you are probably going to go "lesser known!? I loved Heroes of Might and Magic III", and yes, if I was talking about Heroes, you would be right. Instead I'm talking about Might and Magic, the RPG series that came first.
I played the shit out of MM6-8, and am looking forward to playing them again starting at 6, but…@akuz bullied me into starting with one like Omi-senpai did. As older western RPG's, they are sadly going to have a lot less character than FF, but I'm going to try to give my thoughts as I find them.
So let's start with MM1.
First, the manual. This is important, because older games didn't have the disc-space for extended tutorials, and a large part of the game intro was meant to be in the manual. Which honestly… I miss a lot. These beautifully detailed manuals that games expected you to read and enjoy.
https://www.starehry.eu/download/rpg/docs/Might.and.Magic.1-Manual-Apple2.pdf
Starting off "Might and Magic is an ongoing journey that can last hundreds of hours". I hope not, given the LP is going to be looooong if I have to do that. Making your own maps… uggggh, but I played Etrian Odyssey. I can do this. Read though huh… "Surrender may be a necessary maneuver, to get into a particular area" interesting, kill keep note of that. "Gems are required to cast higher level spells." Interesting.
Now some of you might go "wait, what? Uh, Clockwork, you want to tell us anything about the lore? This is a game with a full manual, should it… give some backstory?"
Nope. There is no backstory in the manual. The best you get is
"Wizardry: Proving Grounds of the Mad Overlord"
"Ultima I: The First Age of Darkness"
Both of which suggest much more… danger/combat? (To be clear those often were very mystery, but Ultima at least tells you who the bad guy is as the start)
*Okay I lie, playing MM6-8 gives me some idea but… yeah
But with all that, let's get going.
I can't do justice to this constantly switching screen in a screenshot, it is headache inducing. But seems to revolve around a orb held up by a pedestal in the shape of a claw. Now I just have to press the escape key-
… press the escape key…
Oh, my god. I just discovered my escape key is broken ARRRRRRRRRRRRRRRRRGH.
Okay one day of working on stuff and I managed to remap my num9 key to escape, so I can play this game.
Very old school. I can make my own characters, but I have no idea what is good or not, so… default party I guess? (there are 6 premades, you can make as many chars as you want, and you choose which ones you take out each time you exit a inn)
Also take a note of the 'go to town' bit. One of the fascinating things about old school games is the way they don't… have as many rules as games these days, can can do weird things. There are a total of 5 towns with inns, and you select which one you start the game from. This might seem like you can start the game from any, but that's… inaccurate. Once you start in a tavern, you have to gather your party, no party members in that town, no going out. The premades, and any characters you create, start in Sorpigal. So you effectively start there. If you managed to get your party to another inn, you could leave from there, but, notably, if you wanted to head back to Sorpigal you would have to use a set of characters in Sorpigal. It's… interesting, but feels very weird in the way that any mass parties are going to involve a lot of couriering people. Especially because as far as I can tell there is no reason to have multiple parties.
But onward, meet our heroes
(6 char slots, 6 classes, which from my "oh no what if I pick the wrong class" neurosis viewpoint is great)
And with that, it's time to start
A quick look around
Since we want to start mapping, I started with casting the location spell,which tells us that
Sectors C-2
Surface X=10, Y=10
Inside X=6, Y=5 Facing South
A second cast gets us a move in the X coordinates on inside, but not any others, which gives us a good idea where we are in the absolute of the map (which I checked and are all 16x16)
Exploring around gets me a
Which I'm gonna but a pin in and- my first encounter behind a locked door
A few misses here and there but a pretty easy victory… followed by the light going out.
I'm not sure why the light went out, there was text, but I missed it. But all I have to do is cast the light spell-... and I realize I'm out of sp (spell points). I'm kinda annoyed since there were visible torches on the walls so no idea why losing my light should make it go dark, but, after an embarrassing amount of time stumbling around, I remember I can rest anywhere and just uh… rest. One cast of light later and-
Oh… oh I am not where I was previously. My guess (note from the future, correct) is that I encountered a pit or trapdoor, and dropped down. The 'location' spell giving me 10' below backs this up.
A few nasty encounters force a retreat, which moves me to a 'safer tiler' in this case right next to the stairs back up. Interesting. The retreat system placing you in odd locations really adds a layer of mechanics when your base location data takes spell points (Sure it's 1,but I only have 5 right now). Since retreating can make you worryingly lost.
I end up finding my location again in the city, and find some interesting stuff, including a status with the phrase-
One by Water, One by Land
One by Air and one by Sand
The Wheel of Luck
Will Favorably Pay, the more of these Menacing Beasts you Slay!
Although Wishes May Come True
All Beast Will Become Anew
So it looks like there are elemental bosses(sand=fire?) for bonuses? I think
Also I encounter a jail that says 'stay out' and follow the advice, before opening a different locked door and getting killed by a poltergeist I didn't know to run away from until too late.
Which means no progress since you can only save at a in… or no in-game progress, I have a map much more filled out. So a sort of victory.
One issue at the moment is that there is the game is old-school enough that text is limited, and that leaves analysis a bit bare. The thoughts that come to mind are that this world feels very… unsafe. Behind locked doors in the starting town are monsters, and sorpigal feels more like a dungeon than a town aesthetically. I'm not sure if that's limited backgrounds, or meant to be that way ,but it feels almost fortressy, with broken catacombs just beneath. A place you build if your world means you can't afford to live in anything but the most fortified of places.
This speculation is then validated by statues I find on the South west, specifically the Blue Dragon statue, which states that "Before the days when the towns moved underground, dragons were few and far between." Which means yes, the town is explicitly an underground dungeon itself, and implies that deadly monsters have been grown since. I'm pretty happy that it lays out that.
Also, exploring around, I find my first encounters within the general town
This is actually surprising, as previously all encounters were behind locked doors, which felt like a layer of safety that there apparently isn't? Both encounters were around the South-West, and I explored the rest of the map (minus areas behind doors) safely, so I'm assuming it's not everywhere. (also they kill me, via being impossible to hit, but this isn't news)
I have to retreat from the sprites since I can't manage to hit them. But come back and continue exploring to find a passage outside, so hypothesis that monsters are entering the town near there.
A cast of location tells us we are at C-2 X/Y 10
So we have a decent set of mapping here since I did read all maps are 16/16
C-2 is probably the outside map. Leaving us with at min 6 outdoor maps (probably more if we assume C-2 is in the middle, then 15, which matches with the outdoor maps in MM6).
I head back in, finding stairs near the same location, leaving it ambiguous if it's the dungeon monster coming up or the outside coming in, face a group of skeletons and
For context,my tank has 12 hp at this point. So yeah, no surviving that.
It leaves me a bit worried. That's two encounters in a row that have kicked my ass. In the starting area. So I need ways to level up, but based on my MM6 experience, that usually takes gold which I used to buy armor… and encounters don't seem to give them.
Hopefully I can find sources of exp and gold that aren't as deadly. For now,I'm continuing mapping, including going to the jail. Which includes gnomes we murder, (bandits? The guards? Who knows) and cells when hilarious are unlocked going in,but lock behind you. Well come game.
As is, we have nothing left, so it's time to start exploring the dungeon, if only because of my own desire to finish things here before exploring the world. Checking in, I see the pit was actually a trap door. Some more exploring and… another death from an encounter.
I am not cautious enough in this game…
Still I've at least managed to map Sorpigal
https://docs.google.com/spreadsheets/d/110iK5UMdRrtVQEKlgnhSyx4GM01q3pETYTox4F6SDfE/edit#gid=2034773277
(side note, the manual comes with a map of Sorpigal, but I wanted to map so I could compare and make sure I had them right[/quote]
So like half the forum, I've been loving Omicron's let's play of the Final Fantasy Series, and, in turn, it's made me want to do a let's play of my own.
Now granted, unlike the spirit of Omicron's I'm not going to be exploring a set of famous games that are new to me, and instead I'm going to be replaying a lesser known series I loved because I want to bring it to more people. Might and Magic.
Now some of you are probably going to go "lesser known!? I loved Heroes of Might and Magic III", and yes, if I was talking about Heroes, you would be right. Instead I'm talking about Might and Magic, the RPG series that came first.
I played the shit out of MM6-8, and am looking forward to playing them again starting at 6, but…@akuz bullied me into starting with one like Omi-senpai did. As older western RPG's, they are sadly going to have a lot less character than FF, but I'm going to try to give my thoughts as I find them.
So let's start with MM1.
First, the manual. This is important, because older games didn't have the disc-space for extended tutorials, and a large part of the game intro was meant to be in the manual. Which honestly… I miss a lot. These beautifully detailed manuals that games expected you to read and enjoy.
https://www.starehry.eu/download/rpg/docs/Might.and.Magic.1-Manual-Apple2.pdf
Starting off "Might and Magic is an ongoing journey that can last hundreds of hours". I hope not, given the LP is going to be looooong if I have to do that. Making your own maps… uggggh, but I played Etrian Odyssey. I can do this. Read though huh… "Surrender may be a necessary maneuver, to get into a particular area" interesting, kill keep note of that. "Gems are required to cast higher level spells." Interesting.
Now some of you might go "wait, what? Uh, Clockwork, you want to tell us anything about the lore? This is a game with a full manual, should it… give some backstory?"
Nope. There is no backstory in the manual. The best you get is
There are 5 towns. Other than that. "Hey go explore this world, here are the mechanics, here are some dangers. Now go out and find stuff." I have no idea what's going on*. There is no starter quest, or even an inkling of what our end goal is. Not even a vague 'defeat ganon'. It's really trying to sell itself on 'mystery' which, with a name like 'secret of the inner sanctum' makes sense? It's a title that more about mystery and exploring that something likeManual said:When you begin, the uncharted world of Might and Magic is as strange and unfamiliar to you as it is to your characters. It is up to you to map the world while traveling through it.
The world is divided into towns (there are five), underground caverns and dungeons, open terrain, rivers and seas, and mountainous areas. In general, the more dangerous an area is, the more treasure you can expect to find there...if you survive"[/Manual]
"Wizardry: Proving Grounds of the Mad Overlord"
"Ultima I: The First Age of Darkness"
Both of which suggest much more… danger/combat? (To be clear those often were very mystery, but Ultima at least tells you who the bad guy is as the start)
*Okay I lie, playing MM6-8 gives me some idea but… yeah
But with all that, let's get going.
I can't do justice to this constantly switching screen in a screenshot, it is headache inducing. But seems to revolve around a orb held up by a pedestal in the shape of a claw. Now I just have to press the escape key-
… press the escape key…
Oh, my god. I just discovered my escape key is broken ARRRRRRRRRRRRRRRRRGH.
Okay one day of working on stuff and I managed to remap my num9 key to escape, so I can play this game.
Very old school. I can make my own characters, but I have no idea what is good or not, so… default party I guess? (there are 6 premades, you can make as many chars as you want, and you choose which ones you take out each time you exit a inn)
Also take a note of the 'go to town' bit. One of the fascinating things about old school games is the way they don't… have as many rules as games these days, can can do weird things. There are a total of 5 towns with inns, and you select which one you start the game from. This might seem like you can start the game from any, but that's… inaccurate. Once you start in a tavern, you have to gather your party, no party members in that town, no going out. The premades, and any characters you create, start in Sorpigal. So you effectively start there. If you managed to get your party to another inn, you could leave from there, but, notably, if you wanted to head back to Sorpigal you would have to use a set of characters in Sorpigal. It's… interesting, but feels very weird in the way that any mass parties are going to involve a lot of couriering people. Especially because as far as I can tell there is no reason to have multiple parties.
But onward, meet our heroes
(6 char slots, 6 classes, which from my "oh no what if I pick the wrong class" neurosis viewpoint is great)
And with that, it's time to start
A quick look around
Since we want to start mapping, I started with casting the location spell,which tells us that
Sectors C-2
Surface X=10, Y=10
Inside X=6, Y=5 Facing South
A second cast gets us a move in the X coordinates on inside, but not any others, which gives us a good idea where we are in the absolute of the map (which I checked and are all 16x16)
Exploring around gets me a
Which I'm gonna but a pin in and- my first encounter behind a locked door
A few misses here and there but a pretty easy victory… followed by the light going out.
I'm not sure why the light went out, there was text, but I missed it. But all I have to do is cast the light spell-... and I realize I'm out of sp (spell points). I'm kinda annoyed since there were visible torches on the walls so no idea why losing my light should make it go dark, but, after an embarrassing amount of time stumbling around, I remember I can rest anywhere and just uh… rest. One cast of light later and-
Oh… oh I am not where I was previously. My guess (note from the future, correct) is that I encountered a pit or trapdoor, and dropped down. The 'location' spell giving me 10' below backs this up.
A few nasty encounters force a retreat, which moves me to a 'safer tiler' in this case right next to the stairs back up. Interesting. The retreat system placing you in odd locations really adds a layer of mechanics when your base location data takes spell points (Sure it's 1,but I only have 5 right now). Since retreating can make you worryingly lost.
I end up finding my location again in the city, and find some interesting stuff, including a status with the phrase-
One by Water, One by Land
One by Air and one by Sand
The Wheel of Luck
Will Favorably Pay, the more of these Menacing Beasts you Slay!
Although Wishes May Come True
All Beast Will Become Anew
So it looks like there are elemental bosses(sand=fire?) for bonuses? I think
Also I encounter a jail that says 'stay out' and follow the advice, before opening a different locked door and getting killed by a poltergeist I didn't know to run away from until too late.
Which means no progress since you can only save at a in… or no in-game progress, I have a map much more filled out. So a sort of victory.
One issue at the moment is that there is the game is old-school enough that text is limited, and that leaves analysis a bit bare. The thoughts that come to mind are that this world feels very… unsafe. Behind locked doors in the starting town are monsters, and sorpigal feels more like a dungeon than a town aesthetically. I'm not sure if that's limited backgrounds, or meant to be that way ,but it feels almost fortressy, with broken catacombs just beneath. A place you build if your world means you can't afford to live in anything but the most fortified of places.
This speculation is then validated by statues I find on the South west, specifically the Blue Dragon statue, which states that "Before the days when the towns moved underground, dragons were few and far between." Which means yes, the town is explicitly an underground dungeon itself, and implies that deadly monsters have been grown since. I'm pretty happy that it lays out that.
Also, exploring around, I find my first encounters within the general town
This is actually surprising, as previously all encounters were behind locked doors, which felt like a layer of safety that there apparently isn't? Both encounters were around the South-West, and I explored the rest of the map (minus areas behind doors) safely, so I'm assuming it's not everywhere. (also they kill me, via being impossible to hit, but this isn't news)
I have to retreat from the sprites since I can't manage to hit them. But come back and continue exploring to find a passage outside, so hypothesis that monsters are entering the town near there.
A cast of location tells us we are at C-2 X/Y 10
So we have a decent set of mapping here since I did read all maps are 16/16
C-2 is probably the outside map. Leaving us with at min 6 outdoor maps (probably more if we assume C-2 is in the middle, then 15, which matches with the outdoor maps in MM6).
I head back in, finding stairs near the same location, leaving it ambiguous if it's the dungeon monster coming up or the outside coming in, face a group of skeletons and
For context,my tank has 12 hp at this point. So yeah, no surviving that.
It leaves me a bit worried. That's two encounters in a row that have kicked my ass. In the starting area. So I need ways to level up, but based on my MM6 experience, that usually takes gold which I used to buy armor… and encounters don't seem to give them.
Hopefully I can find sources of exp and gold that aren't as deadly. For now,I'm continuing mapping, including going to the jail. Which includes gnomes we murder, (bandits? The guards? Who knows) and cells when hilarious are unlocked going in,but lock behind you. Well come game.
As is, we have nothing left, so it's time to start exploring the dungeon, if only because of my own desire to finish things here before exploring the world. Checking in, I see the pit was actually a trap door. Some more exploring and… another death from an encounter.
I am not cautious enough in this game…
Still I've at least managed to map Sorpigal
https://docs.google.com/spreadsheets/d/110iK5UMdRrtVQEKlgnhSyx4GM01q3pETYTox4F6SDfE/edit#gid=2034773277
(side note, the manual comes with a map of Sorpigal, but I wanted to map so I could compare and make sure I had them right[/quote]
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