Witchalok wrote:3. If a fight breaks out in the MK, does anybody stand a chance against the Thinkamancers? They could link-up, two by two (or even a tri-link) and assault the minds of every caster before they even have a chance to notice that the aggression has begun.
Witchalok wrote:But from my knowledge there aren't any games where the "units" have greater things in mind and collaborate in secret behind the backs of the NPC leaders and Player Characters.

The rareness of Croakamancers is a bit ambiguous. We don't know whether they actually POP at a smaller rate than other casters, or whether some sides immediately disband them because the discipline disgusts them. It also could be that not many can survive in the MK due to the lack of work to pay their upkeep.Witchalok wrote:1. I remember it being said at one point that croakamancers were quite rare in Erfworld. Bu how rare are they? Obviously we do not have information about anyone else apart from Wanda, but surely some of them must exist and they must have a strong opinion regarding what's going on.
Though it is arguably more complex, you've obviously never played Dungeons and Dragons :p It's actually totally plausible (and it makes it more exciting when this is the case) that 3rd parties the player isn't directly aware of have their own plots and agendas. This can happen in any game that is being run by a clever/skilled Game Master (or in this case writer)Witchalok wrote:2. How do all of these hidden agendas fit into the game-like world of Erfworld anyway? At first the comic seemed pretty "simple" plot-wise.
The disciplines are all so unique it's a little bit like comparing apples to oranges. As someone already noticed, Predictamancers have a pretty obvious edge, given their ability to know a split second before what the Thinks will do. Carnymancers or Luckamancers can rig the rules and odds in their favor. Hippies, Fools and Shocks could prevent the Thinks from engaging (or from doing so effectively) in the first place. Turnamancers could turn them on the spot and turn it into a Think-civil war.Witchalok wrote:3. If a fight breaks out in the MK, does anybody stand a chance against the Thinkamancers?
GJC wrote:Two guys with basically the same name in a discussion about a character getting cloned.
There's gotta be a good joke in here somewhere.


Well we haven't seen any other Croakamancers. They would probably be pissed if Wanda started offering resurrection services though.Witchalok wrote:1. I remember it being said at one point that croakamancers were quite rare in Erfworld. Bu how rare are they? Obviously we do not have information about anyone else apart from Wanda, but surely some of them must exist and they must have a strong opinion regarding what's going on.
With "decrypted" being miles ahead of "uncroaked", how do they feel about their role in all of this? We see the Thinkamancers being united and taking a stand, the Predictamancers, the Hippiemancers....
Almost everybody seems to have a hidden agenda, so do the Croakamancers have one?
What do you guys think?
Ever played in a game like world, were one side has a lot of different "players"? Some units may be simple (like most infantry or warlords), but the people who are more like players start plots fast. If you ever played online Mafia or Werewolf you'll know what I mean.2. How do all of these hidden agendas fit into the game-like world of Erfworld anyway? At first the comic seemed pretty "simple" plot-wise.
You have a gamer transported into a game-like world. All the rules are according to turn-based games that some of us are familiar with.
But from my knowledge there aren't any games where the "units" have greater things in mind and collaborate in secret behind the backs of the NPC leaders and Player Characters.
Doesn't that seem odd to anyone else?
Not that I'm complaining, it makes for a better story, but I can't shake the feeling that the setting changed drastically since the first book.
3. If a fight breaks out in the MK, does anybody stand a chance against the Thinkamancers? They could link-up, two by two (or even a tri-link) and assault the minds of every caster before they even have a chance to notice that the aggression has begun. If I were a caster, I'd worry about the Thinkamancers the most.
Lamech wrote:Well we haven't seen any other Croakamancers. They would probably be pissed if Wanda started offering resurrection services though.
GJC wrote:Two guys with basically the same name in a discussion about a character getting cloned.
There's gotta be a good joke in here somewhere.


0beron wrote:The rareness of Croakamancers is a bit ambiguous. We don't know whether they actually POP at a smaller rate than other casters, or whether some sides immediately disband them because the discipline disgusts them. It also could be that not many can survive in the MK due to the lack of work to pay their upkeep.Witchalok wrote:1. I remember it being said at one point that croakamancers were quite rare in Erfworld. Bu how rare are they? Obviously we do not have information about anyone else apart from Wanda, but surely some of them must exist and they must have a strong opinion regarding what's going on.


Witchalok wrote:It's just that at one point, the game world went from "you have duty towards your overlord/king so you are obliged to obey or else you are disbanded automatically" to "you have a lot of "free will" and you can even conspire against your ruler or even your side in order to meet your own goals".

Units definitely believe they can autodisband, and some characters have mentioned it. I think however that it has been revealed as a less strict mechanic than we had expected at the beginning of the comic, at least when applied to Command units.Nnelg wrote:Nowhere have I seen any mention of an auto-disband.
GJC wrote:Two guys with basically the same name in a discussion about a character getting cloned.
There's gotta be a good joke in here somewhere.


Something that Rob said early on might clear things up: Erfworld is not a game. It has game-like mechanics, and people have determinable stats like Hits and Level, but it's not a game. It's an alternate universe. Any perception of yours that the 'game' was simpler was simply because the 'rules' (ie mechanics / physics) have not yet been revealed. A lot of our assumptions, based on real-world physics, are shown to be wrong. Even Erfworlder assumptions are shown to be wrong - no one in Erfworld knows how everything works; they're popped knowing whatever they need to get their immediate job done, and have to learn everything else on their own, just like we do. "Fulfill your duty or be auto-disbanded" applied to Parson because of the summoning spell, but since Parson actively destroyed components of the spell (melted the sword, broke the profanity restriction, etc.), we don't know whether they even still apply.Witchalok wrote:In the beginning the "game" seemed pretty basic. I don't have a lot of experience with fantasy turn based strategy games (bar some Heroes of Might and Magic and one called Warlords that I played for a whole summer when I was a kid) but they didn't have these subtleties. Although as 0beron pointed out, a game being run by a Game Master would probably have this. (So are the Titans the Game Masters?. Did Parson's players continue the game without him?)
It's just that at one point, the game world went from "you have duty towards your overlord/king so you are obliged to obey or else you are disbanded automatically" to "you have a lot of "free will" and you can even conspire against your ruler or even your side in order to meet your own goals". I know that I am simplifying things, but to me it seems that things changed quite abruptly.
So much so in fact that I am wondering if Rob had planned for the second book when he first started the comic. Does anybody know if that's the case?

0beron wrote:Units definitely believe they can autodisband, and some characters have mentioned it. I think however that it has been revealed as a less strict mechanic than we had expected at the beginning of the comic, at least when applied to Command units.Nnelg wrote:Nowhere have I seen any mention of an auto-disband.

MarbitChow wrote:Something that Rob said early on might clear things up: Erfworld is not a game. It has game-like mechanics, and people have determinable stats like Hits and Level, but it's not a game. It's an alternate universe. Any perception of yours that the 'game' was simpler was simply because the 'rules' (ie mechanics / physics) have not yet been revealed. A lot of our assumptions, based on real-world physics, are shown to be wrong. Even Erfworlder assumptions are shown to be wrong - no one in Erfworld knows how everything works; they're popped knowing whatever they need to get their immediate job done, and have to learn everything else on their own, just like we do. "Fulfill your duty or be auto-disbanded" applied to Parson because of the summoning spell, but since Parson actively destroyed components of the spell (melted the sword, broke the profanity restriction, etc.), we don't know whether they even still apply.Witchalok wrote:In the beginning the "game" seemed pretty basic. I don't have a lot of experience with fantasy turn based strategy games (bar some Heroes of Might and Magic and one called Warlords that I played for a whole summer when I was a kid) but they didn't have these subtleties. Although as 0beron pointed out, a game being run by a Game Master would probably have this. (So are the Titans the Game Masters?. Did Parson's players continue the game without him?)
It's just that at one point, the game world went from "you have duty towards your overlord/king so you are obliged to obey or else you are disbanded automatically" to "you have a lot of "free will" and you can even conspire against your ruler or even your side in order to meet your own goals". I know that I am simplifying things, but to me it seems that things changed quite abruptly.
So much so in fact that I am wondering if Rob had planned for the second book when he first started the comic. Does anybody know if that's the case?


drachefly wrote:Wanda provided a massive loophole pretty much immediately upon our first hearing of such a thing, and did not imply that it was the only one.0beron wrote:Units definitely believe they can autodisband, and some characters have mentioned it. I think however that it has been revealed as a less strict mechanic than we had expected at the beginning of the comic, at least when applied to Command units.Nnelg wrote:Nowhere have I seen any mention of an auto-disband.

Nnelg wrote:Ok, I've poured over the archives and still have not seen this. Would someone care to enlighten me, please?drachefly wrote:Wanda provided a massive loophole pretty much immediately upon our first hearing of such a thing, and did not imply that it was the only one.Nnelg wrote:Nowhere have I seen any mention of an auto-disband.
GJC wrote:Two guys with basically the same name in a discussion about a character getting cloned.
There's gotta be a good joke in here somewhere.



drachefly wrote:You are correct. It was before auto-disband was mentioned, sorry - but 'I'm allowed' clearly would forestall auto-disband.


GJC wrote:Two guys with basically the same name in a discussion about a character getting cloned.
There's gotta be a good joke in here somewhere.


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