Forum changes: Editing of posts has been turned off until further notice.
Started by Ron Edwards, August 22, 2003, 07:09:28 PM
QuotePromise -- Promise is a duty to uphold a sworn oath. The promise may be sworn to friends, family, lovers or enemies. Or, an Archon might promise something to himself. Example: "Promise: Swore to his wife never again to step foot upon Mars."
QuoteDebt -- Debt signifies a powerful obligation the Archon must fulfill to another mortal or immortal. The debt may stem from gratitude, service or misfortune. In any case, the character is obliged to repay the debt, perhaps indefinitely. Example: "Debt: Owes an eternal debt to Apollo, whose divine judgmment and reprieve saved him from the terrible Furies' destruction."
QuoteAs written, you get to use Muses whenever the conflict involves them in any what whatsoever. So let's say my character is Devoted to Aphrodite for 3, and also Loves Phryne for 3, a woman whom Aphrodite hates. All right, here comes some agent of Aphrodite to assassinate Phryne, and I defy this guy. I'll use my Arete which is 4 ... and now I get 6 more, right? Because both Muses are involved, even though I'm actively opposing Aphrodite.
Quote2. When you take a defeated foe's good cards, and add them to your hand, they're Tricks, right? But then why take the actual, physical cards? They don't add to my actual effectiveness; the narration's over and done, right? And the cards themselves are not Tricks, but rather simply award me Tricks because they were the right values in the loser's hand? I'm confused about this business of actually taking others' cards. Are they intended to go into my deck, now?
Quote3. What happens to unused Tricks? Do you get to keep a bank of Tricks? Or do they vanish now that the conflict's over?
Quote4. Oh, and this question isn't procedural, but I gotta ask ... what's all this about orichalcum? I see it in gaming stuff all the time, and I gotta say, it ain't nowhere in Greek mythology.
QuoteWhy would you get 6 more cards for these two Muses in this particular situation? That is, you're Devoted to Aphrodite. So, your muse is relevant when you're actually devoted to her. Defying one of her agents seems quite opposed to that Devotion, hence that Muses doesn't seem to me to be in play. Clearly, your Love for Phryne would be in play, as your defending her.
Quote from: Paul CzegeHey Matt,<FONT COLOR="RED">"Whose world do you want to live in? The one you make, or the one others make for you?"</FONT>Now that's an interesting Premise. Can I ask, are both answers viable, mechanically, within the system? Or does taking one of the two paths actually gradually disempower a character, or make him/her less significant to the overall scheme of things?Paul
Quote from: Nine WorldsWith all their power to shape the universe, to bend and break the rules as they desire, the Archons possess no greater power to answer: Should they?
QuoteWith all your power to shape the universe, to bend and break the rules as you desire, as an Archon you possess no greater power to answer: Should you?
QuoteAs an Archon, the most difficult decision you will face is a deceptively simple one: Whose world do you want to live in? The one you make, or the one others make for you? In answering this question, you will find your destiny in the Nine Worlds.
QuoteMike, you've mentioned there are other ways to incentify involvement of Muses. Any ideas you care to share?
QuoteA related point: I know you've mentioned here and elsewhere on is "the buck stops at the GM." What else? Frankly, I'm leaning that way for lack of other ideas. But, it doesn't seem right to me in a game that takes it upon itself to question authority in RPGs.
Quote from: Mike HolmesThat is, the Muses, and which of the two stats you use are completely separate topics.
QuoteThey can be altered for the better, perhaps. Their use means some bonus elsewhere (each muse employed counts as an extra trick automatically). Oralchium is formed from the ether when a muse is employed. I dunno, what makes sense? Remember, if you're rewarding action, the sort of reward you give also informs player action.
QuoteSituation, to me, means that the character is facing conflict of any kind - stated most carefully, all Premise in Narrativist play is Situation-driven; the question is what prompts that situation, Character or Setting, relative to a beginning character's choices. Issues like "playing from within my character" properly relate to Stance, and Stance shifts all about like quicksilver during play.