New Post Find ReloadOverview Newest    Admin
•
THREAD NAVIGATION:  
 View All             Current page 
Displays all thread messages Displays thread map That to which this responds This thread's lead message Your most recent Tavern page

Are there any unified M&M story theories that can explain everything?
07/02/2015, 13:59:39

    Indighost writes:

    Any explanations that can unify the stories from all the M&M games?

    I was thinking the ancient humans created Varn and Xeen to study the effects of magic on social development, while founding a colony on Enroth. Then later, Kreegans attacked and killed/drove off all the ancient humans while (apparently) the Kreegans overlooked Enroth for about 1200 years. The heavenly forge was presumably a factory space station that crashed.

    However, this doesn't explain the medieval weapons that were created by the ancients (does a space marine really need a jeweled dagger?), or why the Lincoln looks like a proper spaceship while the tomb of varn does not. Also doesn't explain why the Kreegans seem to have defeated the ancient humans while they can be beaten by humans with medieval technology. Perhaps their space ships are a lot better than their hand to hand fighting skills? If so then why not bomb from orbit? And why does Enroth's Control Center seem high-tech, but the city above it shows none of this? Was there some cover-up campaign by someone?

    Moreover the cosmology seems to conflict. We have elemental and non-elemental planes (from mm8), we have non-spherical planets (presumably explainable as man-made), as well as a normal spherical planet (enroth).





Reply to this message   Back to the Tavern  

THREAD NAVIGATION:  
    Where am I?   Original message   Top of thread   Current page 
Displays all thread messages Displays thread map That to which this responds This thread's lead message Your most recent Tavern page

Yes, indeed there are. ***WARNING — long post****
07/02/2015, 20:20:10

    Peter2 writes:

    This isn't an exact answer, but it goes some way towards it. This is the shorter of the two explanations I've seen; I don't have a record of the longer one.

    What follows is Ralf’s Reply to the question: "The story line:how do all might and magics go together?" posted by Lazygamer on May 12, 2000 at 12:41:06:

    The missing link is that HoMM I doesn't have a very detailed back-story. But, if you read the letters in the correspondence that appears in the back of the manual, and construct a fuller history of 1-5, you'll notice a connection. Also, there is a MAJOR link between MM III and MM VII

    Here's the whole thing:

    Corak is either an Ancient, or a constructed servant of the Ancients. We really don't know who or what the ancients are yet, but judging by the GOOD ending to MM VII, we are on the threshold of finding out.

    Now, the Ancients used to spend a lot of time "seeding" the galaxy with microcosms –– small biospheres supporting life. In fact, in the first 5 MM's, all the planets are flat, and in fact are strategically placed life support systems. We don't know why they did this.

    About 900 years ago (if my memory of MMVII serves me) the ancients got in a horrible war with a race called the Kreegan. A large part of the galaxy was cut off from the direct influence of the Ancients, and fell into barabrism and
    witchcraft. In fact, these isolated worlds are precisely the worlds in which the MM games occur.

    Many of these worlds had "guardians", appointed agents of the Ancients who were sent to guide the microcosmic little flat planets to their appointed place in the galaxy.

    Now then.... as the story begins, Sheltem, the Guardian of Terra has gone funny in the head.
    As we eventually find out from logs in the shuttles in MM V, Terra was a large, hospitable planet, which the Ancients were intending to seed with numerous of these microcosms.
    Apparently, the Ancients weren't too happy with the way he was running things (he became a bit of tyrant it seems), so they dispatched agent Corak to check things out. Corak placed Sheltem in stasis and was bringing him home to
    check his programming.

    Somehow, Sheltem escapes and goes on a rampage. Corak begins his long quest to track him down and neutralize him.
    As the story opens in MM I, Sheltem goes to ground on one of these microcosms named VARN.
    This is an acronym for something, which I cannot recall. He deposes the good King Alamar and masquerades in his place. Our party of adventurers discovers him and sets everything to rights. Sheltem flees to Cron via a gateway
    which we will see more of in MMVII. It should be noted that there is a location in MM I called Castle White Wolf. The Lord of this Castle is named IRONFIST, and one of his quests is to find LORD KILBURN. Remember those names for about 6 paragraphs.

    In MMII, Sheltem winds up on Cron and starts to drive it off course and hurl it into it's sun.
    With a little help from Corak in stasis, our heroes manage to thwart this scheme as well.
    However, Sheltem escapes as we are busy decrypting a quote that will give us the password to the device and stop Cron from commiting sun-icide.

    Next, in MMIII, Sheltem arrives back on Terra which is where the whole mess started.
    Again, our trusty adventurers find out what's going on behind the scenes and drive Sheltem off. Three space shuttles depart Terra. One containing Sheltem, another containing Corak in pursuit, and another containing our party of adventurers. Something happens on this journey. Sheltem lands safely on XEEN.
    Corak lands much less safely on XEEN, and our adventurers are thrown off course, supposedly never to be seen again.... at least, not until MM VII.

    MM IV (Clouds of XEEN) opens on XEEN, and our new party of adventurers defeats an evil undead lord calling himself simply, "Lord Xeen".
    As we defeat Lord Xeen, we see a vision of Sheltem proclaiming, "You may have defeated my lieutenant, but the Darkside of Xeen will always be mine. BWAHAHAHAHAHAHA!!!!!!"

    MM V opens. Sheltem is up to his old tricks, masquerading as Alamar again and driving planets off course to fly into their suns. The dragon pharoah summons our party and they perform many tasks to set things to right. Eventually, they discover Corak's shuttle, and the stage is set for the final showdown of Corak and Sheltem. You seek out a "soul box", a device which can contain Corak's essence so that you can smuggle him into Castle Alamar without Sheltem being aware. Once you arrive, you release Corak, and he finally has a chance to confront Sheltem face to face. It is obvious that Sheltem has grown very strong "in the ways of the force" and is going to win this battle.... but Corak grabs Sheltem and initiates his own self-destruct mechanism, destroying them both. So ends the
    first story arc in the Might and Magic pantheon.

    (The extended 'World of Xeen' ending doesn't figure into the grand scheme too much, so I won't comment on it here.)

    Next up would be HoMMI. Per the letters, someone apparently named Morglin Ironfist was involved in a power struggle on his home planet and his lineage was usurped by his cousin. Morglin failed to make a successful coup and therefore ran for his life with a small retinue that was loyal to his line. There are a number of hints dropped that this may be the Lord Ironfist from Castle White Wolf on Varn, or perhaps one of his descendants. Note also, that MM VI has one subplot featuring a Lord Kilburn, also named in MM I. And MMI begins in the town of 'Sorpigal',
    and MMVI begins in 'New Sorpgial'. Anyway- while on the lam, Morglin Ironfist accidentally trips through a magical portal to another world, Enroth, and sets up his reign there.

    HoMM II is the next scene in the story, the succession wars. Morglin's sons, Archibald and Roland have a little tiff over who is going to inherit the throne. It's all family squabbles, nothing hugely important to the overall story. At the end, Roland wins and Archibald is turned to stone and imprisoned in the library of Castle Ironfist.

    MM VI picks up again with the big picture, and makes it much bigger. The Kreegan, after 900 years of fighting the Ancients in other parts of the galaxy are finally making a push towards this region. They land in Enroth and in Erathia and start a reign of terror. MMVI takes place in Enroth. Roland is defeated in the opening battles and is captured, not to be seen again in Enroth for a LONG TIME. His wife, Catherine of Erathia has heard of her father's death and has departed for home and doesn't hear of this issue for some time.

    Their son, little Nicolai, is left in charge.
    Our heroic adventurers are guided by the chief regent on a series of quests to figure out what is going on. Eventually we discover that the evil cult of the temple of Baa are in league with the demonic kreegans and many other adventures are had.... Eventually, the oracle of Enroth is able to tell us how to defeat the Kreegan. We need to free the stoned Archibald!
    He has a magic item we need to teleport the Kreegan's nest into the void as we destroy it - in order to avoid destroying the planet as well.
    We succeed in defeating the kreegan.

    HoMM III follows up from MMVI and largely takes place at the same time. The Kreegan and warlocks have overrun Erathia and made quite a mess of things. Catherine arrives for her father's funeral and discovers that the land has a bit of trouble. She takes up the banner of Erathia and begins a successful campaign to push them back. The warlocks make a pact with the Necromancers to ressurect Catherine's father as a lich and lead the war against Erathia. It's a bloody mess, but eventually Catherine wins the day, lays her father to eternal rest, pushes the Warlocks back to Nighon, and forces the remaining Kreegans to hole up in Eoful.

    In all the turmoil, the re-awakened Archibald sneaks into Deyja, the land of Necromancers just north of Erathia, and begins rebuilding his influence in the world.

    MM VII opens with the strongest link between the original five games. The shuttle carrying the 8 member party from MM III - which missed XEEN completely - finally crashlands off the coast of Antigarich (the continent which contains Erathia, Eoful, Avlee, Nighon, Bracada, and Tatalia.) At this time, they have a split. 4 of them decide to seek out the wizards of this world and offer them their technology and see if they can rebuild a gate to the ancients.
    The other 4 seek out Archibald and the Necromancers and seek to build the Forge- a machine which can grant them extremely powerful weapons to dominate this world. Which group will succeed depends entirely on your party's
    actions. Assuming that you choose the "good" path, which is fairly important for the overall story line.... You will finally wipe out the Kreegans, free Roland and indirectly defeat the Necromancer's guild. You will also succeed in
    building a gate which takes you to an interstellar waypoint, where you meet someone named "Corak", though not the same "Corak" of MM's I-V. Corak gives you some information about the Kreegans and the Ancients, and answers the question, "Where can we go from here" with, "Anywhere you want to!".

    MMVIII opens. Apparently, we were a little too slow to defeat the Kreegan menace. Someone among the ancients seems to have a "Scorched Earth" policy. That is- do NOT let the kreegans have a planet under any circumstances. If the locals can't defeat the Kreegans, destroy the planet. The planeswalker, Escaton, who appears to be another automaton like the original Corak, is dispatched to destroy our planet. He appears in the third continent on this world, Jadame, and opens portals to the 4 elemental planes.
    Once their energies leak into the world, and meet at a certain magical crystal... POP goes the world. Our heroes are tasked with the monumental project of building an alliance among the races of Jadame and closing the planes.
    Along the way, we discover that the order was given before we finally defeated the last of the Kreegan in MMVII, but that Escaton is unable to avert his programming and stop the process.
    Roland and Catherine make an important cameo appearance as they stop in Jadame on their journey from Erathia back to Enroth.

    At the end of MMVIII, The Ironfist Dynasty is back on track and the Kreegan (and all of their side effects) are finally beaten down.

    Also, we have the Gateway from MMVII opend for the first time in many centuries.

    My guess is that MM IX will draw us directly into the Kreegan/Ancient war.

    That's my story and I'm sticking to it.

    Ralf





Reply to this message   Back to the Tavern  

THREAD NAVIGATION:  
    Where am I?   Original message   Top of thread   Current page 
Displays all thread messages Displays thread map That to which this responds This thread's lead message Your most recent Tavern page

Interesting!
07/06/2015, 13:30:32

    Indighost writes:

    Thanks for the write up. What a cool story! I plan to make something similar in a hobby rpg I am making with WxPython.

    I really like stories that "switch genres" as a plot twist because it adds such variety and surprise and epic feeling. Are there any other games that do something like this?





Reply to this message   Back to the Tavern  

THREAD NAVIGATION:  
    Where am I?   Original message   Top of thread   Current page 
Displays all thread messages Displays thread map That to which this responds This thread's lead message Your most recent Tavern page

Possibly, but I don't know them.
07/07/2015, 04:34:53

    Peter2 writes:

    I don't actually play a particularly wide range of games — I've never had the time. I only got into RPGs when I had a couple of moderately serious operations in the 1990's, and needed substantial time to recover afterwards. I found I couldn't do much more than sleep, read, and play computer games for quite some time.

    Elf, Bones, and Chlala might be able to tell you more. Why not make a new post asking that question?





Reply to this message   Back to the Tavern  

THREAD NAVIGATION:  
    Where am I?   Original message   Top of thread   Current page 
Displays all thread messages Displays thread map That to which this responds This thread's lead message Your most recent Tavern page

Tsk-tsk, so soon we forget.
07/14/2015, 19:29:33

    Elf writes:

    It could be argued that the later episodes of Wizardry were another mash-up of rockets and magic wands. (I discount the first four, or was it five? games, which were by another game designer entirely.) When D. W. Bradley took over with Bane of the Cosmic Forge, he started a story arc that had the requisite medieval castles and dungeons, interspersed with characters from Wonderland, savage native headhunters, and assorted baddies of desert and Asia-like countries. There were several different endings, depending what you did with the Cosmic Forge that your hardy party finally acquire. In one ending, you sail off in a rocket ship. In the sequel, Crusaders of the Dark Savant, you arrive on a new planet in a rocket ship (surprise, surprise.) A hot, scantily-clad babe riding a space-hopping uh, motorcycle appears sporadically throughout the game. I can't really go into much more detail, because it has been so many years (and so many games between!) since I played that I've forgotten most of the details. May I claim a Senior Moment?

    And more recently, of course, there was the steampunk game, Arcanum, in which you chose between magic and technology, or any combination thereof. In it, you land on a Victorian-era world when your spaceship crashes. You then try to survive using either or both of the two somewhat-opposing forces. (IIRC, it was practically impossible to be 100% either magic or tech. Sort of like Papa Elf and me.)





Reply to this message   Back to the Tavern  

THREAD NAVIGATION:  
    Where am I?   Original message   Top of thread   Current page 
Displays all thread messages Displays thread map That to which this responds This thread's lead message Your most recent Tavern page

Yup.
07/15/2015, 14:22:21

    Indighost writes:

    Played all those. Want more! And yes, the babe was hot.




Reply to this message   Back to the Tavern  

THREAD NAVIGATION:  
    Where am I?   Original message   Top of thread   Current page 
Displays all thread messages Displays thread map That to which this responds This thread's lead message Your most recent Tavern page

Ah, yes. The good(?) old days!
07/15/2015, 16:27:08

    Elf writes:

    Hi Indighost, (independent ghost? Indignant host?) you have an interesting name. I take it from your reply that you, like Peter2 and I, are not some 15-year-old pk who holds anyone over 21 in utmost contempt. (Tongue firmly in cheek.) Whenever I get nostalgic for the old games (which I do frequently,) I stop and remember:
    1. Ghastly graphics, in which even our favorite heroes looked like they were made out of Lego blocks;
    2. Swapping out your play disk for a character disk, your character disk for a dungeon disk, etc., then repeating the process in reverse for ending a game;
    3. Load * 8,1 (or whatever computer language your machine ran on
    4. Lo-o-o-ong load times (I used to keep my latest knitting or crochet project in my lap, and made several couch throws during load waits
    5. Need a hint or tip? Wait for the next issue of Shay Addams' "Questbusters" or Scorpia's* column in "Computer Gaming World" and hope your game was in it;
    6. Arm wrestle whoever else lived in your house for possession of computer time, when they wanted to check out that new educational kiddie game or "America Online" (Papa Elf actually was one of the beta testers for it
    7. Assorted instructions to turn the inner wheel to show a star, the outer wheel to show a rainbow, and type in the number in the window, or type word three, paragraph ten, page 211 in the instruction manual to access the game (it was called "copy protection".
    Yup, I don't like the trend (which apparently is here to stay forever) of substituting bigger, badder, wrist-and-finger destroying hordes of monsters for the hard, but fair and clever, puzzles found in the earlier games. But I surely don't miss anything on the above list!
    The Elf Herself
    *For those unfamiliar with Scorpia and the late, lamented CGW magazine, JVC had a clever in-joke in MMIII; a fat, ugly, overly-made-up villainess (think Miss Piggy as a hippo) was named "Scorpia." The first time I saw it I nearly disgraced myself laughing.




Reply to this message   Back to the Tavern  



Back to the Tavern     Back