Forum changes: Editing of posts has been turned off until further notice.
Started by lumpley, September 03, 2004, 11:16:16 AM
Quote from: Eric MintonThe game needs structure, and I think the best way to give it that would be to introduce a Prophecy mechanic. I'm not sure exactly how it should work, but a simple rule would be to state that each god may make one Prophecy per game (not per session, but for the whole campaign) and that the first session cannot end until at least one Prophecy has been made. Prophecies would have parameters that set them apart from run-of-the-mill prophecy: they must impact upon the future of the world in a transformative way, they must come true within the scope of the campaign, events must adhere to the letter/spirit of the prophecy, etc. And stuff.
Quote from: Eric MintonHere are a few very quick thoughts I've knocked out. I don't have the message I sent you before, so I may be repeating myself. I hope not. Each god may only issue a limited number of prophecies. Perhaps only one prophecy per god per campaign? Every prophecy must have a negative impact on at least one thing that a PC values. "And we all live happily every after" is no good for a prophecy, as it leaves no room for conflict or drama. A prophecy may not directly benefit the god who speaks it. It may involve the doom of an enemy, but not the exaltation of the god and his followers. This is to avoid the temptation to make prophecy into a gamist tool. Prophecies always come true. Not necessarily in the way they were originally intended, but they always come to pass in some meaningful form. Even a unanimous agreement of the other gods cannot cancel a prophecy. At least one prophecy told during the first session must be a Grand Prophecy, one that bespeaks a transformation of the entire world: a Ragnarok, a Fifth Sun, a Great Flood. The first session ends at the moment when a Grand Prophecy has been uttered. No more than one Grand Prophecy may be issued per campaign. Who gets to issue the campaign's sole Grand Prophecy? I don't know. Can there be any mechanisms to keep prophecy from being abused? I don't know. Putting any control over other gods' prophecies into a single domain seems inappropriate, and in any case, which one would be appropriate? Alternatively, perhaps the Grand Prophecy should be decided upon by consensus during the Gods' First Council, along with the rest of the world. This seems to make the most sense; it spreads the authority throughout the player group, and sets the ground rules for the game arc before play begins and before the PCs are designed.
Quote from: Eric MintonThe End of the World: As the final element of pre-game preparation, after creating the gods, the world and the mortal characters, the players must collectively craft a prophecy of how the world as they know it comes to an end. The events described should be both destructive and transformative in nature; as with tales of Ragnarok, the Great Flood, and the coming of the Fifth Sun, the destruction of the old order sets the stage for the birth of a new world. The prophecy may be as vague or as detailed as the players desire. Vague prophecies provide far more latitude for unexpected activities and plot twists, but give less direction to the players. Detailed prophecies offer far more direction but can constrain player choices to an undesirable degree. Players should be ready to discuss this issue while crafting the prophecy. All players must unanimously agree on the details of the prophecy. Note that the prophecy is not deemed to be the work of the gods themselves, but of Fate, and it need not conform to the gods' desires. Indeed, they may be doomed to die in accordance with its words. Once set in motion, the words of the prophecy are immutable. The fates of those entwined in the resulting events have only so much liberty as any ambiguities in the wording of the prophecy allow. Even the gods themselves strive in vain against the doom of the world. The campaign ends when the events of the prophecy come to pass.
Quote from: Emily Care*Prophecy: have everyone write one and have them be randomly re-distributed. Guidelines for writing them would be something like 1)have some element that gives glory to the god (ie build a temple etc) 2) involve a hero or champion 3) be in the same sort of scale as the others--give examples and group decide which together. (that last may not be necesary) *Steal rampantly from both great ork gods and universalis by introducing currency: --deities get stones for successful rolls by char --create setting elements by paying one coin/stone, can be done at any time by players --anytime someone uses and element counter goes to person who created it *Gods set task difficulty for characters ie how many dice to roll *anyone can call for a roll, appropriate deity adjudicates *players can call for interview with deity for special dispensation (ie initial boon or special favors later in game), deities get to ask task of character, then deity pay coins to make it so in the world for character? *model deity bull sessions on Diplomacy (yes, this is me saying this!), make agreements, plan actions, etc. then double cross or support in rest of game.
Quote from: Emily CareAnother layer to the game is interaction between the gods. That also needs direction--a lot of fun could enter into the game if the interactions between the gods had some kind of motivation: one-upping one another, playing eachother's heros against one another.
Quote from: In the game text, VincentFirst, and I can't make this too clear, this is not a game about the gods.
Quote from: nikolaFor instance, Achilles is told by his mom, the Oracle, that either he'll go to battle and gain Glory and die in the process, or he'll live a long, satisfying life with kids and wine and good olives, and he will forfeit his reputation, the only thing Hades can't take.First off, that's an either/or situtation
Quote from: nikolaProphecy isn't really about seeing into the future, not the way I see it. It's about reading the signs in the present and extrapolating them. It's not like "A baby will be born with a birthmark the shape of a Ford Pinto, and that child will become king!"; rather, it's about looking at the current state of things, and saying "A child will be born of humble parents who will topple the king!"And that little girl grew up to be Vladimir Lenin.I mean, that's why prophecy's so fuzzy, innit? Because you don't know the specifics; you just know that things have been Put In Motion, and you can read how they'll probably come out.
Quote from: lumpleyFrom now on absolutely no matter what, mortal characters, along with three things that are yours by right, write down your ambition. You must have an ambition and it must be beyond your current grasp.
QuoteIn game agents of prophecy? Collective gmship? Freeform or structured?
Quote from: ValamirIn some ways it would almost be too obvious to make this a collective GM free form sort of game. That strikes me perhaps as too easy.