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Started by Emily Care, November 04, 2002, 01:39:50 PM
Quote from: Emily CareQuote from: Bob McNameeSo setting the Monastery stats is based on the lowest non-resolved stats of the Mentor level monks? I think it would it be based on the lowest level of all the monks, though the example only listed Mentor level monks.
Quote from: Bob McNameeSo setting the Monastery stats is based on the lowest non-resolved stats of the Mentor level monks?
Quote from: talysmanI would suggest one of the following for resolving monastery trait-pairs: the monastery stays in-sync with its community. when one monk drops Lust/Chastity below the monastery's Lust/Chastity, the monastery's score changes to match. however, the monastery would only resolve Lust/Chastity once all of its monks have resolved that trait-pair. the monastery changes independently. perhaps every time a monk reduces personal Worldly by one point, one of the monastery's trait-pairs is reduced one point. the monastery only improves if a mentor spends a Lesson point.
QuoteIlike the first option best. Wed the monastery's levels to that of the monks. This means that a monastery that takes on new monks is opening itself up to more worldly influence than one without. The monastery's trait pairs are the meta-stats for the whole group of monks, essentially.
QuoteQuestion: Do we want these stats to represent the victory conditions toward which the players are working, or to affect the lives of the monks through the system? Some suggestions on how they could do the latter are: by modifying scene ratings, by affecting how lay people view the monks, by representing the number or severity of challenges that the monastery is facing that relate to each Passion, or by having tangible advantages awarded to the monastery when each pair is resolved, or whatever else.
Quote from: talysmanI would assume that everyone in the world who isn't specifically working on their spiritual advancement has a 5/1 in Worldly/Spiritual. a 6/0 would indicate that a character's story is at an end (dies at the next incapacitating wound.)
QuoteOkay, that's a neat way to do it. If we can work it in, I'd like there to be an option for monks to sacrifice themselves for others. Mechanically speaking, this could give the other monks a bonus to increase their score in a related Virtue. Bonus Lesson points could be awarded to the survivors who were present, or bonus dice could be added to appropriate pools to let the survivors accomplish their tasks. A statement about it could be appended to the each monk who was present, or the monastery etc.
QuoteDare I say it? I think that we've accomplished our goal. The questions I listed in my post have been addressed. The final form may be somewhat different, but we've at least got concrete suggestions for setting and character generation. Along with what's in the post above, I'm going to list any related questions I have remaining below. I encourage us all to do so. Let's address them (briefly?) and then we can move on to working out more about missions and challenges, Lesson Points and how the mentor's mechanics work or whatever we want to tackle next. Char Gen & Setting loose ends:*Have we agreed on how to handle non-monks? I'd like them to have stats solely in relation to the monks. Perhaps as a statement on the monk's char sheet, next to the Passion or Virtue they evoke in the monk.
Quote*Would the monastery's Spirituality rise when the last monk to resolve a given trait pair does so?
QuoteThats all I've got for now. Thanks!--Emily Care
Quote from: Bob McNameeThere might be a case where an NPC could be written up as how they relate to the Monastery as a whole (ie. Warlord Bansi is a devout follower and supporter, beloved and protective of all the Monks... Shogun Waik-zan conspires to steal the land granted to the Monks, and hates all the brothers for 'defying' him)