The Magic Empire for 20,000 years
Chapter 15 discusses two things: the battles and the timeline.
Chapter 15 discusses two things: the battles and the timeline.
[Part 1] Battle
Regarding how to conduct magical battles—including fights involving a few units and large-scale wars—I've given it some thought, and my final conclusion is as follows:
Although this is a pseudo-D&D story, it can be partially adapted for the sake of entertainment and ease of understanding, but it will not completely follow the rules of D&D.
The reasons are probably as follows:
1. In terms of readability, I should choose spells that are well-known, frequently appear in fantasy stories, and have simple and easy-to-understand operation methods.
Rather than those powerful spells that originated from very obscure expansions.
Or it could be magic that relies on complex game rules, is overly cumbersome to operate, and is difficult to explain within its fictional layers. (For example, magic based on turn-based rules such as [action/turn]).
2. Many cost-effective strategies in the rules are actually very self-contained, reject interaction, and counterintuitive.
This is true of many games: the more isolated a character is, the less dependent they are on the external environment, and the less they can be countered, the stronger they become. But this goes against the needs of the story.
As the saying goes, real-world business warfare strategies are simple, brutal, and powerful, while the business warfare in stories is intricately linked and full of twists and turns!
Imagine the protagonist staying at home, without interacting with the outside world, and simply casting certain spells to grow stronger and control more and more units. (This action is called "swiping a card" in the game.)
What's the point of developing an empire then?
Just hide and swipe your card for 20,000 years.
3. If everything is done according to the optimization approach, then there will be no difference between the roles.
If the entire book featured only one legendary mage, with masterful abilities like clones, projections, virtual representations, and decoys, it would indeed seem very sophisticated.
The dozens of legendary mages who appeared later were all like that.
That would lack any personal touch, be uninteresting, and be awkward and troublesome to write. In fact, in the second version of the rules, it was set up that a certain mage had a chance of never learning a specific spell. Even top-tier mages don't know every type of spell. Therefore, apart from the protagonist, most characters in this book, even legendary mages, just fight normally and don't use complex spells.
………………
【II】Timeline.
Let's talk about the book's timeline.
The book is titled "The Magic Empire for Twenty Thousand Years," and it's obviously impossible to write about every year.
Just like cultivation novels, the first month might be described in great detail, but later a single seclusion could last for a thousand years.
Currently, it is the first year of the empire, the first year of renewal and the beginning of all things, the first spring and autumn of pioneering and opening up the mountains and forests. Therefore, it will be more detailed, with each jump in time being two months.
After that, the timeline will jump around in increments of 10, 20, 100, and 500 years. As the empire develops, the timeline will advance at an increasingly faster pace.
For a five-year-old child, a year is a fifth of their entire life; for a middle-aged person, a year is but a fleeting moment. One cannot discuss ice with a summer insect. When we are strong enough, the scale of time becomes relatively insignificant.
…………
I hope it will be well written.
(End of this chapter)
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