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Let's Play Might and Magic: Secret of the Inner Sanctum!


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Might and Magic: Secret of the Inner Sanctum was released in 1988 by Jon Van Canegham. All this guy had was programming knowledge, a love of Star Trek and fantasy rpgs, and a desire to combine the two in pretty fun (if infuriating at times) game. It was released for multiple computers at the time: this was back in the day when PCs hadn't yet taken over the world, and Commodore 64s still roamed the world. JVC distributed the game out of his apartment at first. who knew that the company that brought us the later M and M games along with the Heroes series started as just another Indie game company?

 

Might and Magic: Secret of the Inner Sanctum will not hold your hand, give you a quest compass, or scale to your level. It won’t blow you away with awesome graphics. It won’t give you romance, crafting, mud crabs, or dragons. (Okay, I lied about the dragons. There’s more dragons than you can shake a stick at in the later stages of the game).

 

It will, however, give you total party kills right out of the inn, bad puns, puzzles that make you want to bang your head against the wall at times, sci-fi-fantasy shenanigans, Disintegration spells, a female-only town, and more!

 

Turn-based Fu!

No Automapping Fu!

Hardcore gaming Fu!

0 Breasts

4 and a Half Stars!

 

If someone gets that, I will be most surprised and pleased :D

 

Party Creation

 

In Let’s Plays involving a full party creation, it’s traditional to involve the audience in some way, especially in character creation. I do already have a good party built up, but they haven’t yet stepped foot out of the inn (much) and can easily be renamed. Gender, race, and class cannot be changed.

 

So where you guys come in is, if you want to be part of things, do the following:

 

Pick a class, gender, race, and alignment. Tell me a bit about who they are, so I can roleplay them properly. They can be named for you here on Nexus or anything else (let’s keep it PG 13 though!)

 

Or

 

Pick one of the pre-generated people I’ve already got rolled up. As I said, they can be renamed.

 

The Pre Rolled are as follows:

 

Black Annis, Evil Human Female Paladin

Grundal, Good Half Orc Female Cleric

McKnight, Good Dwarf Male Knight

Lucky Lou, Neutral Male Elf Archer

Sly Boots, Evil Human Male Robber

Wizz Bane, Good Male Elf Sorcerer

 

 

If I don’t get enough participants, never fear. The show will go on! Muahahahah.

 

 

But first, in order to create our hapless heroes--party of mighty adventurers, I’d like to describe the classes, stats, and other bits of important to know stuff.

 

Prime Statistics

 

Just like the TES games, our heroes will stats that govern how well they perform their various roles. They are Might , Endurance, Accuracy, Speed, Intellect, and Personality. They all do pretty much what they sound like they do.

 

Races

 

Hooray for variety! And hooray for the fact that no race is restricted from being a given class. Want to be a Dwarf Archer? Go ahead. How about a Half Orc Sorcerer? You bet. Elf Knight? Why not? Do keep in mind that different races are better at some things than others, except for Humans (they’re the median, as with most games) In Might and Magic, your choices are Human, Dwarf, Gnome, Elf, and Half Orc.

 

 

 

The classes:

 

Pretty much your standard fantasy RPG fare here. Some classes are harder to roll up than others. Since the game uses a random number generator for each stat, and it’s a ‘take it or leave it’ sort of thingy, you can‘t change stats.

 

Knight

 

This is your basic ‘hit stuff with a weapon until it dies’ kind of guy. Knights can use all weapons and armor, and their prime statistic is their Might, the higher the better. It’s a good idea for them to have good Accuracy (what good is high damage if you can’t hit something?) and Endurance (Dead Knights kick no butt).

 

Paladin

 

This is another ‘hit stuff until it dies’ sort, with the added bonus that Paladins start getting Cleric spells at level (X) They need Might and Personality, so it’s a bit harder to get one. They’re useful though, in that if the Cleric is knocked out or killed they can step in and heal a bit. These also benefit from good Accuracy and Endurance.

 

 

Robber

 

In most games, the Robber is your stealthy sort who hides in the shadows waiting to stroke his foe down from behind, picks locks, and disarms traps along the way. In might and Magic, however, he’s pretty much a walking set of lock picks. This is *extremely* useful however, as many doors and chests are locked and/or trapped. The prime stat for a Robber is Speed, though Luck seems to help as well. Robbers can wear up to chainmail, use shields, small bows, slings and crossbows, and one-handed weapons.

 

Cleric

 

These guys are pretty close to what in TES are called Healers. Cleric spells revolve mostly around protection and healing, though as their power increases, they do get some good offensive capabilities as well. For reasons unknown, most of these badass spells seem to revolve around being outside, when most of the hardcore encounters are in dungeons :shakes fist: Their prime statistic is Personality, as they get their spell points (magicka) from it. Clerics can wear up to and including chain mail, use shields, and blunt weapons. They cannot use missile weapons of any kind.

 

I try to give the party Cleric the lowest speed in the party. It’s useful to go last in combat to heal injured or status affected party members. The drawback is Speed helps your Armor Class, so a slow Cleric gets hit a lot.

 

Archer

 

Pretty much what it says on the tin. These guys are your long-range missile support. The cool thing about Archers is even if the party starts combat with the Archer in melee, they can still fire their bows! They’re also great at picking off monsters hanging out in the back rows, where your warrior types can’t reach them. Archers can use all missile weapons, and other weapons too, but can’t use a shield or wear anything heavier than chain mail. Their prime stats are Intellect, Accuracy, and speed plays a part as well. At higher levels, Archers get to cast Sorcerer spells, woot!

 

Sorcerer

 

Sorcerers in this game are pretty much your basic glass cannon mage sort, though as they go up in levels and get better gear and spells they become more cannon and less glass :D they get some of the mightiest spells in the game, and a few of them can be game-breaking if not used judiciously. A Sorcerer’s prime statistic is Intellect, though a good Speed and Endurance help too. Sorcerers have the greatest limitations gear-wise: they can only wield staves, daggers or clubs and wear padded armor, robes, and bracers.

 

Alignment

 

If you’ve played games with an Alignment system before, you know what this is. You get Good, Neutral, or Evil, and any class or race can be any of these. You can have a mix in the party as well. Alignment plays a part in a few areas, and can shift due to choices in the game (though this essentially comes down to fighting monsters versus letting them go and one or two other areas). This isn’t Next Gen gaming, you know :P

 

 

So, let’s get started! Tell me what you want--if anything--and the first chapter will be up this weekend.

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