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| Page 10 of 10 (143 messages) | « First page... 7 8 9 10 |
Upon a massive Chessboard, the clockwork kingdoms of Red and White are locked in an eternal conflict. Mechanical walking fortresses, armed with a thousand weapons, rooks charge forward straight into the enemy lines. Cunning bishops, tall and thin, raise the moral of the pawn hordes with dread battlesongs.
Queens made of the most delicate arcane mechanisms, their bolt and cog faces hidden behind beatific alabaster masks, waltz across the battlefield, swinging mighty blades in a chaotic dance of death.
"'Twas briling and the slithie toves
Did gyre and gimble in the wabe
All mimsy were the borogoves
And the mome raths outgrabe"
The Alchemist said:
Upon a massive Chessboard, the clockwork kingdoms of Red and White are locked in an eternal conflict. Mechanical walking fortresses, armed with a thousand weapons, rooks charge forward straight into the enemy lines. Cunning bishops, tall and thin, raise the moral of the pawn hordes with dread battlesongs.
Queens made of the most delicate arcane mechanisms, their bolt and cog faces hidden behind beatific alabaster masks, waltz across the battlefield, swinging mighty blades in a chaotic dance of death.
Jack be nimble,
Jack be quick,
Jack has stolen my candlestick!
Grimm is the best game of all time to go unnoticed.
Makes enough sense, though I don't like the idea of them flinging lightning bolts around. Perhaps magically "reviving"(reconstructing?) fallen warriors(remember, they are all arcane clockworks, they literally break to pieces when "slain")
"'Twas briling and the slithie toves
Did gyre and gimble in the wabe
All mimsy were the borogoves
And the mome raths outgrabe"
The Alchemist said:
Makes enough sense, though I don't like the idea of them flinging lightning bolts around. Perhaps magically "reviving"(reconstructing?) fallen warriors(remember, they are all arcane clockworks, they literally break to pieces when "slain")
Jack be nimble,
Jack be quick,
Jack has stolen my candlestick!
Grimm is the best game of all time to go unnoticed.
In my fevered imagination, I see the pawns as skeletal, mechanical soldiers, carrying all manners of arcane explosives and a steam-punkish gun, as well as swords and axes. They wear uniforms that look a bit like WWI uniforms and a bit like middle ages armor. It's all pretty wacky. Of course, they die by the dozens.
The bishops are very tall, thin, and creepy, and their mechanical shells look like a strange mockery of priestly robes. They carry long staves through which they channel their battle magic.
The rooks are walking mechanical fortresses, with dozens of guns and other weaponry, shambling behemoths of the battlefield.
The knights are clad in ornate armor and carry massive lances, and ride flying clockwork dragons(that spit magical fire!)
The queens are tall and beautiful, with masks of eternal tranquility. They carry two blades and dance across the field, slaying all who stand in their way.
The king is incredibly obese(yes, being a mechanical construct, he was actually built round and fat and cumbersome. why? None know). He sits on a steampunk throne with many spider legs, and moves slowly across the field of battle, shouting orders and hiding behind the protection of his queen and the rooks.
"'Twas briling and the slithie toves
Did gyre and gimble in the wabe
All mimsy were the borogoves
And the mome raths outgrabe"
The pawns should just carry swords. Guns are unnecessary, and make pawns too dangerous. Explosives, too. Pawns' one advantage should be numbers.
Sounds good with the Bishops.
Rooks: Again, Grimm is mostly medieval, with some clockwork technology. You're free to do what you like in your own game, but I think we should stick to crossbows. This ain't D&D. :P
The dragons should spit acid. Acid is a lot more effective against metal constructs than fire (which would have to be super hot to have any effect).
Sounds good with the Queens.
I don't think the king should be obese, because it seems like a pointless addition to a perfectly good concept. It just makes the thing more unrealistic, especially if you just cop out and say 'nobody knows'. Otherwise, good, but a few more ideas: As long it is even remotely possible for the king to escape combat, he is invulnerable. However, if he is surrounded, he must immediately surrender. If the chess pieces are commanded by a mortal, said mortal must take his place, as one cannot lead remotely.
Jack be nimble,
Jack be quick,
Jack has stolen my candlestick!
Grimm is the best game of all time to go unnoticed.
To say the truth, it's all based on a couple of drawings by a friend of mine. Most of the ideas don't make sense at all in the Grimmlands. The core is good, though: an eternal war between inhumane forces who don't even understand why they fight(or that another possibility exists)
"'Twas briling and the slithie toves
Did gyre and gimble in the wabe
All mimsy were the borogoves
And the mome raths outgrabe"
The Alchemist said:
To say the truth, it's all based on a couple of drawings by a friend of mine. Most of the ideas don't make sense at all in the Grimmlands. The core is good, though: an eternal war between inhumane forces who don't even understand why they fight(or that another possibility exists)
The trouble with the conflict is that just before the king is captured, the Grimm lands seem to intervene. Sometimes the other pieces slow down, granting the King their speed the minute he is threatened (Check, in other words), sometimes the fortresses move to protect him (the Castle move), and sometimes...the King deanimates. At this point, the mantle shifts to another. Sometimes it's an unfortunate mortal, who may be leagues away. It doesn't matter, the battle shifts to his location. Sometimes, children are called, to collectively take the King's place. It's as if the Grimm Lands don't want their little game to end.
Also, I think the chess pieces should actually be sentient, and have collective personalities (very cardboard ones, of course). Usually, the kings are vain, having lives too long in a land where they are the smartest. The Queens are ruthless, and live to serve their king. The Knights are much like the Queen. The Bishops are murderous and fanatical. The Rooks are very, very stupid, little more than animals. The Pawns are really the only nice ones, simple and gentle. The Grimm Lands seem rather amused by the Pawns, forced to rush into a conflict which they, deep down, know makes no sense. Each Pawn still has the same personality, naturally, and the same goes for the other piece types.
All the pieces are still bound to follow orders, and to remain in the great game. The plot of a story could center around trying to free the pieces from this. Though now that they do not fight, what is there to do?
Jack be nimble,
Jack be quick,
Jack has stolen my candlestick!
Grimm is the best game of all time to go unnoticed.
| Page 10 of 10 (143 messages) | « First page... 7 8 9 10 |