Threads Of Destiny(Eastern Fantasy, Sequel to Forge of Destiny)

Voted best in category in the Users' Choice awards.
[X] Consumption
[X] Void
[X] Cycles
[X][Role] Group Sustain

Just voting for some less popular options. My first choice is Consumption+Renewal tbh but Renewal doesn't need the vote.
 
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Well I just had an enlightening conversation, apparently this art is supposed to focus on keeping all our summoned ghosts/fairies/monsters/beasts on the field, all our Killy toys and not have em go poof
Including all our other arts too
Just letting y'all know in case you didn't like myself

[X] [Role] Personal Resist
[X] Growth
[X] Renewal
[X] Moon
 
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Well I just had an enlightening conversation, apparently this art is supposed to focus on keeping all our summoned ghosts/fairies/monsters/beasts on the field, all our Killy toys and not have em go poof
Including all our other arts too
Just letting y'all know in case you didn't like myself

[Growth]
[Renewal]
[Moon]
You need the Xs in there for the vote to count, dude. Look the format other people have.
 
[X] Renewal
[X] Moon

I really like the idea of using Moon and Renewal together. An art about waxing and waning like the phases of the moon, always shifting but never truly going away sounds like a very interesting way to resist things. It seems like it'd play well with our growing theme of unreality as well, where it appears that whatever affect is hurting us only for it to have been our art's natural waning phase and for Ling Qi to come back stronger. Even if it just means that the power of the resistance itself ebbs and flows, that'd be pretty cool for fight scenes. I also like matching one of our son's more esoteric themes rather than just cramming Wood in to try and force a parallel.
 
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Thinking of defensive wood arts that might actually fit our movement build more. How about instead of a wood art that enhances Qi's ability to take a hit we could use one that gives us something to hide behind.

Just like we already have a bunch of arts based around summoning up an environment that benefits us how about one that summons up a bunch of trees to take the hits for us. Call it phantasmal grove or something, fills the area with ghostly trees that Qi can dance around, providing both more concealment and something to block attacks at her.

Could also build resist elements into it with dispels taking out a chunk/layer of trees instead of targeting our other effects or go with growth elements in allowing the trees to regrow over time.

Visually/thematically it could also synergies well with our other area skills, mist obscuring everything whilst the phantom revellers dance around the forest, leading attackers around the bewildering maze of trees as things jump out at them when their backs are turned.
 
Just like we already have a bunch of arts based around summoning up an environment that benefits us how about one that summons up a bunch of trees to take the hits for us. Call it phantasmal grove or something, fills the area with ghostly trees that Qi can dance around, providing both more concealment and something to block attacks at her.

Could also build resist elements into it with dispels taking out a chunk/layer of trees instead of targeting our other effects or go with growth elements in allowing the trees to regrow over time.
While I've been a proponent of such an art as an FVM replacement/development, and wouldn't object to BKSD having things along those lines, the issue there is that there's really very limited narrative space for field effects. You can only throw so much stuff out there before you run out of actions and the narrative gets bloated. It's one of the reasons we've gotten so little use of of PLR - there just hasn't been much room to use it.

We're looking for something to supplement our main arts here. Trying to add another big art in just means it doesn't get used.
 
While I've been a proponent of such an art as an FVM replacement/development, and wouldn't object to BKSD having things along those lines, the issue there is that there's really very limited narrative space for field effects. You can only throw so much stuff out there before you run out of actions and the narrative gets bloated. It's one of the reasons we've gotten so little use of of PLR - there just hasn't been much room to use it.

We're looking for something to supplement our main arts here. Trying to add another big art in just means it doesn't get used.

Adding more arts is always going to be a narrative problem, every new art is another thing in the scene to be described. Stacking field effects should actually limit the amount of narrative needed. No matter what the scene you need to describe the landscape at least once, triggering multiple field effects at once just changes how that landscape looks, not how many there are to describe. Then once the scene is set and the passives activated you don't need to give them any real narrative focus. They just become background noise to the scene, not the scene itself.

If we get the kind of elaborate, multistage art that people seem to be pushing for that's a lot more complex detail to add to a scene than just describing a bunch of trees growing that we can hide behind.


[X][Role] Resist
[X] Growth
[X] Renewal
[X] Wood
 
Adding more arts is always going to be a narrative problem, every new art is another thing in the scene to be described. Stacking field effects should actually limit the amount of narrative needed. No matter what the scene you need to describe the landscape at least once, triggering multiple field effects at once just changes how that landscape looks, not how many there are to describe. Then once the scene is set and the passives activated you don't need to give them any real narrative focus. They just become background noise to the scene, not the scene itself.
That's the thing though, in my eyes the thing about field-based arts is that by their very nature they, well, set the scene. They define the stylistic approach we're taking, and force everything else to play around them.

The other thing, though, is that there's only so much layering you can do before you really need to actually, y'know, be doing something. Stacking multiple fields on top of each other is cool in theory, but requires us to actually commit to a field-attrition based strategy. And that never happens because once we've got down our first field we'll have FSS sitting there going "hey, you wanna actually make people die or what?" and anything else will never get used. That is, in my eyes, a non-trivial part of why we've barely used PLR, and why it's been awkward.
 
I was looking at the tally and got this idea.

Persistent Weed art.

Yang Wood/Darkness, Growth/Consumption keywords.
Art which siphon qi/life from suroundings and use it for sustain/defence/resist.
 
Inserted tally
Adhoc vote count started by CornyBones on Feb 22, 2020 at 12:50 AM, finished with 136 posts and 55 votes.
 
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