1 |
From: Richard <demon_star2002@y...>
Date: Fri May 9, 2003 0:35pm
Subject:
Priest skill
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I wrote this sometime back in the late 80's if
memory serves and has
remained untouched all these years. I present it to you
now as is,
warts and all. It's not perfect, by any means, but I do
think there
are some useable nuggets in there somewhere.
PRIEST
[ .1] A PRIEST CAN REQUEST INFORMATION, PHYSICAL
ASSISTANCE, OR
PROTECTION THROUGH INTENSIVE PRAYER. SOMETIMES THE
ASSISTANCE MAY
COME IN THE FORM OF A SPELL, COUNTERSPELL, TALENT,
RITUAL OR SKILL
PARTICULAR TO THAT DEITY. THE NUMBER OF TIMES MAY BE
DONE IS LIMITED
TO THE PRIESTS RANK.
A priest must spend ONE HOUR (-5 minutes/RANK) in
intensive
prayer to gain his deity's assistance. The RANK of the
spell, talent,
ritual, or skill is equal to the rank of the priest. The
spell
effects of double and triple effect, backfire and broken
concentration (SEE 29.5, 30, 28.2. (SEE ALSO 29), MANA
and COLD IRON
do not effect this ability.
[ .2] A PRIEST IS REQUIRED TO PAY TRIBUTE TO HIS DEITY A
NUMBER OF
TIMES A MONTH AS DICTATED BY THAT PARTICULAR RELIGION.
Failure to perform this function will result in a -15%
penalty
to all rols of this skill. The priest must then atone
(SEE ) for his
indiscretion.
[ .3] A PRIEST IS REQUIRED TO DEVOTE A CERTAIN AMOUNT OF
TIME TO
STUDYING THE DOCTRINES OF HIS RELIGION.
A priest cannot atain the next rank until he has devoted
the
appropriate amount of time required.
[ .4] A PRIESTS BASE CHANCE OF SUCCESS FOR ALL ROLLS
INCREASES AS HE
GAINS FOLLOWERS.
The priest recieves +1%/4 followers he converts to all
rolls.
[ .5] A PRIEST CAN INFLUENCE THE THOUGHTS OF HIS
FOLLOWERS.
A priest can perform a sermon to influence those that
follow
his religion. If more than FIVE people attend his
sermon, only (50+
[5%/Rank]%) people will stay to listen. For those that
stay 10%
(+5%/Rank) can be converted. The chance for a priest to
convert a
follower is (WP+[2%/Rank]%)
[ .6] A PRIESTS BASE CHANCE OF SUCCESS DECREASES WHEN HE
PERFORMS
ACTIONS CONTRARY TO THE DOCTRINES OF HIS RELIGION.
A priest recieves a -15% penalty to all his rolls for
this
skill. The priest must then atone for his indiscretion.
[ .7] AT RANK 5 A PRIEST MAY "LAY ON HANDS" AND HEAL
FOLLOWERS OF HIS
OWN RELIGION.
The priest performs this "laying on of hands" as a Rank
3
Healer. All rules for this apply. See [59.1]
[ .9] A PRIEST MAY BE REQUIRED TO PERFORM A SACRIFICE
FOR HIS DEITY.
Failure to do so gives the priest a -15% penalty as [
.6]
above, as well as the required atonement.
[ .10] A PRIEST MUST SPEND (500x[Rank+number of
followers]) PER YEAR
FOR UPKEEP OF THE TEMPLE, AND THE TRAPPINGS AND
ACCOUTRAMENTS
APPROPRIATE TO THE RELIGION. IF NO TEMPLE EXISTS, THE
COST IS(100x
[Rank+number of followers] PER YEAR.
EXPERIENCE POINT COST CHART
0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10
75
|400|1600|3500|5800|8400|11400|14700|18500|22500|26750
Okay, there it is. IF anyone out there actually sees
this, tell me
what you think.
Later,
R. (who is well aware some of this really stinks)
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2 |
From: John Rauchert <john.rauchert@s...>
Date: Sun May 11, 2003 1:06am
Subject:
A good online resource
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3 |
From: Richard <demon_star2002@y...>
Date: Mon May 12, 2003 9:09am
Subject:
Re: A good online resource
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|
Thanks very much for that! Hopefully we can knock
our heads together
and produce something that has been long, long overdue.
But where to
begin... (see my next post for that answer)
Later,
R.
--- In
DragonQuestCathedral@yahoogroups.com, "John
Rauchert"
<john.rauchert@s...> wrote:
> I will put a link in the links area but this is a
great online
> resource talking about religion in a fantasy setting
>
> The Mythopoet's Manual by Loren J. Miller
>
http://www.rpgmud.com/WorldBuilding/Mythopoets/tmm.html
ps- VERY cool site! ^^^^^
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4 |
From: John Rauchert <john.rauchert@s...>
Date: Mon May 12, 2003 9:31am
Subject:
RE: Re: A good online resource
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|
I am also going through all "Canonical" DQ
materials that I have and exacting Hints of
Religion from them, I think that we should
not directly contradict anything that the
authors introduced in the game system
without making note of it.
For example under Aspects it mentions "Some
mana is invested by one of the Great Powers
into the soul, or life-force, of every being
born into a DragonQuest world."
JohnR
-----Original Message-----
From:
Richard [mailto:demon_star2002@yahoo.com]
Sent:
Monday, May 12, 2003 9:10 AM
To:
DragonQuestCathedral@yahoogroups.com
Subject:
[DragonQuestCathedral] Re: A good online
resource
Thanks very
much for that! Hopefully we can knock our
heads together
and produce
something that has been long, long overdue.
But where to
begin... (see
my next post for that answer)
Later,
R.
--- In
DragonQuestCathedral@yahoogroups.com, "John
Rauchert"
wrote:
> I will put a
link in the links area but this is a great
online
> resource
talking about religion in a fantasy setting
>
> The
Mythopoet's Manual by Loren J. Miller
>
http://www.rpgmud.com/WorldBuilding/Mythopoets/tmm.html
ps- VERY cool
site! ^^^^^
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5 |
From: Richard <demon_star2002@y...>
Date: Mon May 12, 2003 9:39am
Subject:
The Golden Rule(s)
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Since, as far as I know, these is the *only* bits on
DragonQuest
religion extant, we shall use these as our guidelines.
This I do
decree! (with a tip o' the hat to Mr. Rauchet)
From "Thieves' World: Personalities of Sanctuary"
[Thieve's World-
specific references deleted]
"A god's influence sphere is defined as of what she or
he is the god"
"Except in exceedingly unusual circumstances, no
character can
withstand a god's power without the protection of
another god".
"Every god should be assumed to have the power of Full
Geas (see
83.2)".
"...it is suggested that these priests be granted
quasi-clerical
abilities (as in pagan and early Catholic legend). These
rely heavily
on ritual-- in both senses of the word-- and personal
magic, which is
intended to directly affect an individual (the Healer
skill [55] and
curses [84.3 et seq.] are good examples of this).
Presumably, spells
which are scaled-down versions of the liege god's
specail powers are
part of the priest's repertoire".
I think there are points presented here that should be
examined more
closely, but for now, these ideas should stand as the
basis for what
we're trying to accomplish here. I'll start dissecting
them in 4
respective posts.
Later,
R.
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6 |
From: Richard <demon_star2002@y...>
Date: Mon May 12, 2003 9:44am
Subject:
Re: A good online resource
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Great! I was actually going to ask if anyone could
dig up those
nuggets, since I either don't own the material
(Enchanted Wood) or I
don't have it handy (Ontoncle, etc). And now I don't
have to worry
about digging in the stuff I *do* have on hand. lol
--- In
DragonQuestCathedral@yahoogroups.com, John Rauchert
<john.rauchert@s...> wrote:
> I am also going through all "Canonical" DQ materials
that I have and
> exacting Hints of Religion from them, I think that we
should not
directly
> contradict anything that the authors introduced in the
game system
without
> making note of it.
>
>
>
> For example under Aspects it mentions "Some mana is
invested by one
of the
> Great Powers into the soul, or life-force, of every
being born into
a
> DragonQuest world."
>
>
>
> JohnR
>
>
>
> -----Original Message-----
> From: Richard [mailto:demon_star2002@y...]
> Sent: Monday, May 12, 2003 9:10 AM
> To:
DragonQuestCathedral@yahoogroups.com
> Subject: [DragonQuestCathedral] Re: A good online
resource
>
>
>
> Thanks very much for that! Hopefully we can knock our
heads
together
> and produce something that has been long, long
overdue. But where
to
> begin... (see my next post for that answer)
>
>
> Later,
> R.
>
> --- In
DragonQuestCathedral@yahoogroups.com, "John
Rauchert"
> <john.rauchert@s...> wrote:
> > I will put a link in the links area but this is a
great online
> > resource talking about religion in a fantasy setting
> >
> > The Mythopoet's Manual by Loren J. Miller
> >
http://www.rpgmud.com/WorldBuilding/Mythopoets/tmm.html
> <http://www.rpgmud.com/WorldBuilding/Mythopoets/tmm.html>
>
> ps- VERY cool site! ^^^^^
>
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7 |
From: Richard <demon_star2002@y...>
Date: Mon May 12, 2003 9:56am
Subject:
The Golden Rule(s): A god's influence
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"A god's influence sphere is defined as of what she
or he is the god"
Since the work has already been done for me (as far as
I'm
concerned), I'm planning on ripping off D&D 3e's
Domains.
Now, while this may seem like an El Cheapo thing to do,
my reasoning
is that since there are portions of 3e that are clearly
(to me,
anyway) cribbed from DQ, I can crib right back from them
since I have
no way, really, of knowing how much un-published DQ
material that TSR
ended up with found it's way into D&D. I read somewhere
online that
they did that with AD&D 2nd, but I never played that
version.
I know all this may seem like a cop out on my part, but
that line
above is pretty self explanatory. No need to embelish on
the
philosophy, and I've found a suitable game mechanic to
stand in.
However, don't let that stop anybody from posting their
thoughts on
the subject. If you have something better, hit me with
it.
Later,
R.
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8 |
From: John Rauchert <john.rauchert@s...>
Date: Mon May 12, 2003 10:11am
Subject:
RE: The Golden Rule(s): A god's influence
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While using the 3e domains may be a good
idea as our ��Starting Point��, it
immediately puts us face-to-face with a
copyright violation, so re-distributing our
DQ religion system may become problematic in
the future.
What I propose is we use the domains right
now as a stand-in for our final concept,
which may eventually evolve away from
domains as they are presented in D&D as we
go on.
I will have to look closer at them when I
get home.
-----Original Message-----
From:
Richard [mailto:demon_star2002@yahoo.com]
Sent:
Monday, May 12, 2003 9:57 AM
To:
DragonQuestCathedral@yahoogroups.com
Subject:
[DragonQuestCathedral] The Golden Rule(s): A
god's influence
"A god's
influence sphere is defined as of what she
or he is the god"
Since the work
has already been done for me (as far as I'm
concerned), I'm
planning on ripping off D&D 3e's Domains.
Now, while this
may seem like an El Cheapo thing to do, my
reasoning
is that since
there are portions of 3e that are clearly
(to me,
anyway) cribbed
from DQ, I can crib right back from them
since I have
no way, really,
of knowing how much un-published DQ material
that TSR
ended up with
found it's way into D&D. I read somewhere
online that
they did that
with AD&D 2nd, but I never played that
version.
I know all this
may seem like a cop out on my part, but that
line
above is pretty
self explanatory. No need to embelish on the
philosophy, and
I've found a suitable game mechanic to stand
in.
However, don't
let that stop anybody from posting their
thoughts on
the subject. If
you have something better, hit me with it.
Later,
R.
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9 |
From: Richard <demon_star2002@y...>
Date: Mon May 12, 2003 10:12am
Subject:
The Golden Rule(s): A god's power
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"Except in exceedingly unusual circumstances, no
character can
withstand a god's power without the protection of
another god".
I think the place to begin here is with the Demons,
devils, and imps
found in the College of Greater Summoning. I'm sure I'm
not laying
anything new on anybody with this. As we get into the
religion aspect
of this, it may become necessary to add a characteristic
or two to a
god's write-up. Or maybe not.
I wonder how the SPI boys thought that something so
obviously Judeo-
Christian based as Greater Summoning would fit in with a
wholly
fabricated pantheon. Like, are these demons the
antagonists for every
god of Alusia? I guess we should save that for a
different thread.
What I'm getting at, though, is just how Judeo-Christian
are these
demons, anyway? Are they the fallen angels of the Bible?
Because if
they are, then they are the offspring (so to speak) of
Yahweh. And if
that's the case, then we know how powerful the demons
are in
comparison to God (the un-named Emperor of Hell, not
withstanding),
i.e. not very.
Then we get into this thing about other pantheons gods'
power in
relation to Yahweh, and then it gets really sticky and
potentially
ugly from there on out.
Bottom line- are DQ gods on an equal level to or more
powerful than
the DQ demons?
Later,
R.
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10 |
From: Richard <demon_star2002@y...>
Date: Mon May 12, 2003 10:20am
Subject:
Re: The Golden Rule(s): A god's influence
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|
Agreed. Although, for my purposes, I was basically
just using the
Domain names and kinda going from there on my own,
which, in this
case, just meant grouping appropriate spells under each
Domain
header. I don't remember how close that is to 3e. I
don't have those
books anymore- I'm just kinda going off memory there.
Also, didn't someone (you?) have a similar set-up that
was posted pre-
3e? I've gone through a lot of different info in the
last few days
and I don't remember where I saw it.
Later,
R.
--- In
DragonQuestCathedral@yahoogroups.com, John Rauchert
<john.rauchert@s...> wrote:
> While using the 3e domains may be a good idea as our
��Starting
Point��, it
> immediately puts us face-to-face with a copyright
violation, so
> re-distributing our DQ religion system may become
problematic in
the future.
>
>
>
> What I propose is we use the domains right now as a
stand-in for
our final
> concept, which may eventually evolve away from domains
as they are
presented
> in D&D as we go on.
>
>
>
> I will have to look closer at them when I get home.
>
>
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11 |
From: John Rauchert <john.rauchert@s...>
Date: Mon May 12, 2003 10:26am
Subject:
RE: Re: The Golden Rule(s): A god's influe nce
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|
Not me, but as part of a general information
gathering I will try to pull together
anything related into a single resource, I
have web space available, and we can load
stuff to our group files area.
-----Original Message-----
From:
Richard [mailto:demon_star2002@yahoo.com]
Sent:
Monday, May 12, 2003 10:20 AM
To:
DragonQuestCathedral@yahoogroups.com
Subject:
[DragonQuestCathedral] Re: The Golden
Rule(s): A god's influence
Agreed.
Although, for my purposes, I was basically
just using the
Domain names
and kinda going from there on my own, which,
in this
case, just
meant grouping appropriate spells under each
Domain
header. I don't
remember how close that is to 3e. I don't
have those
books anymore-
I'm just kinda going off memory there.
Also, didn't
someone (you?) have a similar set-up that
was posted pre-
3e? I've gone
through a lot of different info in the last
few days
and I don't
remember where I saw it.
Later,
R.
|
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12 |
From: John Rauchert <john.rauchert@s...>
Date: Mon May 12, 2003 10:44am
Subject:
RE: The Golden Rule(s): A god's power
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Demons (and their lesser brethren) are
described as coming from the Seventh Plane.
It seems that they are allied with "The
Powers of Darkness" and generally their
behaviour is what would be classified as
"Evil". It may be that they creatures from
another plane that worship the Powers of
Darkness. I would say that they are lesser
in power than Gods.
I side stepped these issues in my magic
system based on belief, making demons a Mana
based construct based off the beliefs of the
summoner doing the ritual. If he believes
that what he will get is a pointy-fanged
demon with X abilities by doing Y ritual
then he gets a pointy-fanged demon with X
abilities.
-----Original Message-----
From:
Richard [mailto:demon_star2002@yahoo.com]
Sent:
Monday, May 12, 2003 10:13 AM
To:
DragonQuestCathedral@yahoogroups.com
Subject:
[DragonQuestCathedral] The Golden Rule(s): A
god's power
"Except in
exceedingly unusual circumstances, no
character can
withstand a
god's power without the protection of
another god".
I think the
place to begin here is with the Demons,
devils, and imps
found in the
College of
Greater Summoning. I'm sure I'm not laying
anything new on
anybody with this. As we get into the
religion aspect
of this, it may
become necessary to add a characteristic or
two to a
god's write-up.
Or maybe not.
I wonder how
the SPI boys thought that something so
obviously Judeo-
Christian based
as Greater Summoning would fit in with a
wholly
fabricated
pantheon. Like, are these demons the
antagonists for every
god of Alusia?
I guess we should save that for a different
thread.
Bottom line-
are DQ gods on an equal level to or more
powerful than
the DQ demons?
Later,
R.
|
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13 |
From: Richard <demon_star2002@y...>
Date: Mon May 12, 2003 11:53am
Subject:
The Golden Rule(s): Every god
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|
"Every god should be assumed to have the power of
Full Geas (see
83.2)".
And, it would follow, Major Curse.
Later,
R.
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14 |
From: John Rauchert <john.rauchert@s...>
Date: Mon May 12, 2003 0:05pm
Subject:
RE: The Golden Rule(s): Every god
|
|
As well as, Geas, Minor Curse and Remove
Curse.
I would see that gods would place a Geas on
someone who is a faithful worshipper in most
cases.
-----Original Message-----
From:
Richard [mailto:demon_star2002@yahoo.com]
Sent:
Monday, May 12, 2003 11:54 AM
To:
DragonQuestCathedral@yahoogroups.com
Subject:
[DragonQuestCathedral] The Golden Rule(s):
Every god
"Every god
should be assumed to have the power of Full
Geas (see
83.2)".
And, it would
follow, Major Curse.
Later,
R.
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15 |
From: dbarrass_2000 <david.barrass@e...>
Date: Tue May 13, 2003 3:03am
Subject:
Re: The Golden Rule(s): A god's power
|
|
My own personal feeling is that DQ is very Christian
in outlook (I
don't know enough about Judaism to comment about that
religion, but
I'd love to know more). Naming, Greater Summoning and
Black Magics
fit in perfectly with what I imagine medieval western
Christendom
would use for magic � cf "in the beginning was the
Word", Faust and
Witches (that point of view doesn't necessarily fit with
the other
Colleges). One major point in favour of a Christian view
point is
that ground consecrated to the Powers of Light impedes
magic of all
colleges. So how do we square that with mana based gods?
My interpretation of the DQ rules is that there are two
forms of gods
1) Pagan gods, using magic � these are the great powers
2) The Powers of Light opposed to magic.
I'm playing in a Celtic saints background, with
"Christianity"
competing with the pagan magic wielding gods.
"Christianity" came
about when one god decided to cut out the opposition and
cut off mana
from the others by opposing it
Demons are a mixture of decaying old gods, members of
the Powers of
Light who opposed the switch away from magic so were
banished and
finally powers set up by the Pagan gods to help mortals
resist the
new religion. As such demons are far less powerful than
gods, but
they're far more accessible.
This is my own view and I mean no disrespect to any
religion (this is
why I suspect religion was not included in DQ, it's a
thorny issue)
David
<snip>
> I wonder how the SPI boys thought that something so
obviously Judeo-
> Christian based as Greater Summoning would fit in with
a wholly
> fabricated pantheon. Like, are these demons the
antagonists for
every
> god of Alusia? I guess we should save that for a
different thread.
>
> What I'm getting at, though, is just how
Judeo-Christian are these
> demons, anyway? Are they the fallen angels of the
Bible? Because if
> they are, then they are the offspring (so to speak) of
Yahweh. And
if
> that's the case, then we know how powerful the demons
are in
> comparison to God (the un-named Emperor of Hell, not
withstanding),
> i.e. not very.
>
> Then we get into this thing about other pantheons
gods' power in
> relation to Yahweh, and then it gets really sticky and
potentially
> ugly from there on out.
>
> Bottom line- are DQ gods on an equal level to or more
powerful than
> the DQ demons?
>
>
> Later,
> R.
|
|
16 |
From: Bruce Probst <bprobst@n...>
Date: Tue May 13, 2003 7:50am
Subject:
Re: The Golden Rule(s): A god's power
|
|
On Mon, 12 May 2003 16:12:45 -0000, "Richard" <demon_star2002@y...>
wrote:
>What I'm getting at, though, is just how
Judeo-Christian are these
>demons, anyway?
"Not very", I think is the answer. My feel is that they
stand outside
organised religion; they aren't gods (although they have
abilities that seem
godlike to mere mortals). I'm sure they enjoy pretending
to be gods.
Also, in DQ terms, demons appear to be wholly
mana-dependent. They cast
magic like adepts, high and low mana affects them like
humans, etc. IIRC,
the DQ rules say mana and magic has nothing to do with
the gods, per se.
>Bottom line- are DQ gods on an equal level to or more
powerful than
>the DQ demons?
Gods squish demons like worms. A reasonably-prepared
adventuring party can
take on a demon or two with minimal casualties, barring
extraordinary bad
luck. No adventuring party, prepared or otherwise, ought
to be capable of
taking on even a minor godling, unless they have divine
backing of their
own.
Finally, note that not all of the DQ Demons are "evil"
(although certainly
the vast majority are). I seem to recall that at least
one of them (Fenix?)
is actually quite a decent fellow, all things
considered.
----------------------------------------------------------------
Bruce Probst
bprobst@n... ICQ 6563830
Canberra, Australia MSTie #72759 SCA #80160
"Hey, someone turn off the fat rotating guy."
ASL FAQ
http://www.users.bigpond.net.au/mantis/ASLFAQ
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|
17 |
From: John Rauchert <john.rauchert@s...>
Date: Tue May 13, 2003 11:39am
Subject:
RE: The Golden Rule(s): A god's influence
|
|
Here are a listing of Aspects, Archetypes,
Domains, Spheres of Influence, Dominions
(whatever you want to call them) from
various sources.
GURPS RELIGION 24-25
Attributes
The purposes of the deity in the game world,
the deity's powers, strengths
and weaknesses, how the deity views its
followers, what it asks of them, how
actively it interferes in the "real" world
-the GM must decide all of this and
more for each of the major powers he
creates.
Archetypes
Deities are frequently built on archetypes:
primordial images, characters,
or ideals of a society common enough to be
considered universal. These may
be elemental forces such as fire, water,
earth or air, or facets of nature,
embodying the characteristics of animals,
plants, rivers, the sky, the sun, the
moon, etc. Other archetypes are more
abstract, concepts that represent the
variety of human experience, such as mother,
father, truth, justice, beauty,
heroism, ferocity, or death. The true
measure of an archetype is its ability to
provoke the same feelings or reactions from
a wide variety of different people.
Listed below are some common archetypes,
grouped roughly according to
level of abstraction. These are presented as
examples designed to stimulate
further thought. Under no condition should
this be considered a complete list
of archetypes, nor a listing of necessary
forces. Various archetypes might easi-
ly be combined in a single deity. Even the
lines between categories are blurry
at best.
Primal Forces: Creation, destruction, order,
chaos, fate, prophecy or ora-
cles, destiny, time, luck, death.
Abstract Natural Forces: Birth, death,
undeath, light, dark, air, fire, water,
earth, sky, sea, nature, animals, plants,
spring, summer, fall, winter.
Specific Natural Forces: Dawn, twilight,
day, night, sun, moon, stars (espe-
cially morning or evening star), north,
south, east, west, wind, rain, weather,
thunder, lightning, rivers, lakes,
mountains, volcanoes, trees, forests,
flowers,
deserts, snakes, dragons, birds, insects,
magic.
Abstract Societal Concepts: Art, beauty,
smithing, carnage, crone, dance,
disease, famine, fertility, guardian,
handicrafts, harvest, healing, home and
hearth, hunting, illusion, judgment,
justice, law, learning, love, maiden, mercy,
messenger, midwife, mother, music, oath or
pledge, poetry, politics, peace,
pestilence, prosperity, revenge, sickness,
trade, victory, victim, war, warrior,
wealth, wine, wisdom, witch.
Historical Personages: Deified historical
persona, most often with associat-
ed myths and legends of their deeds.
Ancestors, heroes, kings, saviors, saints,
representatives of state and nation.
3e Players Handbook 162-165
D&D Domains
Air
Animal
Chaos
Death
Destruction
Earth
Evil
Fire
Good
Healing
Knowledge
Law
Luck
Magic
Plant
Protection
Strength
Sun
Travel
Trickery
War
Water
THE PRIMAL ORDER 90-91
Spheres of Influence
Influence is to be measured not by the
extent it covers, but by its
kind. -Channing
A sphere of influence is an idea, object,
activity, or phllosophy with which a
particular deity is strongly associated.
Pele's sphere of influence is volcanoes;
Poseidon's spheres include horses and the
sea. In this chapter we will address
the definition of a sphere of influence, why
a deity might want one in the first
place, how a deity goes about defining one,
how to develop abilities within
that sphere, and how much these abilities
might cost in terms of primal flux
or primal base.
A sphere of influence is an aspect of
reality that the deity has specifically
staked out as his or her own. In more common
terms, a sphere of influence
is often what the deity is known as "god
of." However, this isn't a hard and
fast rule. Some deities will have spheres of
influence that are not quite as well
publicized. There aren't many good reasons
for downplaying a sphere, but
as we know, deities can be somewhat
ineffable. For instance, many stories
in Greek mythology associate Aphrodite with
beauty, so beauty might well be
one of her spheres of influence, though love
is the most famous.
Development of a sphere of influence
requires extensive research in the
area, in addition to becoming associated
with the concept in the minds of
worshipers, the public at large, and other
deities. All deities can manipulate
the universe, but the better they understand
certain aspects of it, the better
their control over those aspects. A deity
who studies only the attributes of war
or magic has much more knowledge in these
areas and thus more control and
power than other deities of equal strength.
Ultimately, however, the complete
development of a sphere of influence
requires one final step: the establishment
of an actual metaphysical overlap
between the deity and the chosen sphere of
influence, so that the deity and
the concept become fundamentally connected
to each other. This is more
than just being associated with the concept;
it involves actually becoming an
underlying part of the concept. The deity
must become so entrenched in the
concept that wherever the concept exists,
the deity's influence will be felt.
On rare occasions, this final meld between
deity and sphere of influence
might happen without anybody noticing, but
by far the most common catalyst
is a heroic quest, some event or task that
defines and establishes a deity's right
to claim his or her sphere of influence.
After Pele had prepared herself for a
position as a volcano goddess, her defeat of
the previous owner of Mauna Loa
was the heroic quest that established her
sphere of influence. The fact that the
process also netted her a home plane was a
nice bonus.
Deities have three basic reasons for wanting
a sphere of influence. First, the
deity will be able to gain additional
abilities, more powerful than the standard
divine-level abilities. Sphere of influence
abilities are more powerful because
they can extend to any location where the
associated concept exists; this
often allows a deity to have influence in an
area that the deity is normally
prohibited from accessing, such as a
non-intervention plane or a person or
place protected by a primal shield. A deity
whose sphere of influence is weather
can affect the weather on any plane, and a
deity whose sphere of influence
is death will be able to collect any soul
that is not being directly absorbed or
pulled by another deity, for example.
Second, having a sphere of influence
attracts followers who are seeking
guidance, protection, or assistance within
that sphere, or those who identify
closely with the sphere. A nation going to
war might choose to honor a war
deity, while a student of magic would feel a
close identification with a deity
whose sphere of influence involves magic.
Students with upcoming midterms
might try a burnt offering of Post-ItNnotes
to Mnemosyne, the Goddess of
Memory.
Finally, a deity of higher rank may order
another deity to develop a sphere
of influence. This is particularly true in
the case of godlings; the deity who
ascended someone has a natural interest in
seeing that godling advance in
power. In this case, the godling may not
have much choice over what his
or her sphere of influence should be; the
ascending deity may already have
something in mind. The Greek Muses, a series
of demigodessess with related
spheres of influence, may have been under
such orders.
You may rule that the death of a prominent
deity will have some sort of impact
within his or her sphere of influence.
According to Babylonian mythology,
when Ishtar was imprisoned in the underworld
by her sister Eresh-kigal, love
ceased to exist in the universe; humans
became apathetic, animals ceased
their mating, and even the plants began to
die. This, of course, might be a
little extreme on a universal scale, but
could certainly be a reasonable side
effect on a plane where the deity was
represented by many worshipers. Of
course, the decision to incorporate such a
side effect, and how extensive to
make it, is up to you; we do recommend,
however, that the effect only be
drastic for greater deities, and that other
deities with overlapping spheres of
influence be allowed to counter the effect
to some extent.
As deities increase in power, they gain a
stronger influence on reality, which
allows them to control more and more areas
in their own names. The number
of spheres of influence that a deity can
claim will depend on the deity's divine
rank; the number of abilities a deity can
have within a given sphere of influence,
however, is theoretically unlimited.
Demigods and supported demigods may
only have a single sphere of influence; as
mentioned earlier, godlings with
a sphere of influence become demigods.
Lesser deities may have up to two
spheres of influence; greater deities may
have up to three. Supreme deities are
allowed up to four spheres of influence.
If a deity loses rank and ends up with more
spheres of influence than is
appropriate for the new rank, no spheres of
influence will be lost. The deity
may not be able to come up with enough
primal to exercise all of his or her
sphere of influence abilities, but the
abilities will still be there in case things
improve. The deity will not be able to pick
up any new spheres of influence,
however, until he or she has attained a rank
that would allow this.
-----Original Message-----
From:
John Rauchert
[mailto:john.rauchert@sait.ab.ca]
Sent:
Monday, May 12, 2003 10:11 AM
To:
'DragonQuestCathedral@yahoogroups.com'
Subject:
RE: [DragonQuestCathedral] The Golden
Rule(s): A god's influence
What I propose is we use the domains right
now as a stand-in for our final concept,
which may eventually evolve away from
domains as they are presented in D&D as we
go on.
I will have to look closer at them when I
get home.
|
|
|
18 |
From: Richard <demon_star2002@y...>
Date: Tue May 13, 2003 11:46am
Subject:
The Golden Rule(s): Quasi-clerical abilities
|
|
"...it is suggested that these priests be granted
quasi-clerical
abilities (as in pagan and early Catholic legend). These
rely heavily
on ritual-- in both senses of the word-- and personal
magic, which is
intended to directly affect an individual (the Healer
skill [55] and
curses [84.3 et seq.] are good examples of this).
Presumably, spells
which are scaled-down versions of the liege god's
special powers are
part of the priest's repertoire".
I had already looked at limiting the priests magical
abilities to
rituals, possibly leaving out spell use altogether. But
what is
suggested here works for me and, of course, I'm
obligated to use it
because I can't break my own rules. ;)
I spent quite awhile looking up "early Catholic legends"
at the
library yesterday and came up empty-handed, with the
exception of
stories about St. Patrick. Haven't looked into pagan
legends yet, but
I'm thinking for both, the legends of King Arthur
wouldn't be a bad
place to start.
I think the part worth examining most closely is the
last line. Seems
like it might be open to interpretation a little (which
is good, I
think). Since I'd like to get away from the spell
casting model (and
since mana apparently doesn't come into play here) for
priests, how
about we llok at defining a set of gods' special
abilities and a set
of priests "spell" based off those abilities.
I suppose, ultimately, what we'll end up with is spells,
but I think
it should work differently as I noted in my priest skill
write-up.
Here's a thought- would it be easier to define gods
first and priests
second?
Later,
R.
|
|
19 |
From: Richard <demon_star2002@y...>
Date: Wed May 14, 2003 10:24am
Subject:
Piety
|
|
I think there should be a characteristic that shows
the level
of "faith" a character has in their religion/god and
that would apply
to priest the way Magical Aptitude does to magi.
I'll bet you're wondering what I think it should be
called, right? ;)
The thing I'm kinda stuck on at this point is if it
should be a
figured characteristic (like FT from EN), a distributed
one, or
rolled (like PB is). I'm shooting for distributed, but
only if it
doesn't screw everything else up.
I suppose making it a figured stat might work since I
can define the
scale however I like. WP seems like the stat to work
form there.
The randomly generated characteristic (I would have said
"rolled",
but this *is* DQ we're dealing with lol), is the
easiest, but I think
it's important enough not to be random.
Either way, it has to work into a system of religion
somehow and
that's where I'm kinda hung up. "The higher the number,
the closer
you are to God"- that's all I have on that one.
I'd like to hear what you guys think about this. Lemme
know.
Later,
R.
|
|
20 |
From: John Rauchert <john.rauchert@s...>
Date: Wed May 14, 2003 0:50pm
Subject:
RE: Piety
|
|
I find faith or piety a little too subtle
for a characteristic. The thing I like
about DQ is that it doesn't have an
Intelligence Stat, I could never figure out
how I could role-play a 18 Int with my 10
Int Brain (D&D).
To take a lead from MA: Magic Aptitude is a
measure of a character's ability to harness
and direct magical energies, I think that if
we are to add a stat it would be something
like a measure of a character's ability to
act as a conduit for divine energies (Divine
Aptitude).
Now how much faith or piety has little to do
with it. If you have a high Divine Aptitude
you make a great vessel through which the
gods can work. Just as Mages have a lower
Magic Resistance, you have a low Resistance
to Divine Entities using you for their
Cabana Boy. It may be that you become a
better conduit through ritual observances
and purification rituals, but you have a
spark of the divine whether you want it or
not. The only protection you got is to
align yourself with one of them quick, so
they can tell others mess with this one and
you mess with me.
JohnR
-----Original Message-----
From:
Richard [mailto:demon_star2002@yahoo.com]
Sent:
Wednesday, May 14, 2003 10:25 AM
To:
DragonQuestCathedral@yahoogroups.com
Subject:
[DragonQuestCathedral] Piety
I think there
should be a characteristic that shows the
level
of "faith" a
character has in their religion/god and that
would apply
to priest the
way Magical Aptitude does to magi.
I'll bet you're
wondering what I think it should be called,
right? ;)
The thing I'm
kinda stuck on at this point is if it should
be a
figured
characteristic (like FT from EN), a
distributed one, or
rolled (like PB
is). I'm shooting for distributed, but only
if it
doesn't screw
everything else up.
I suppose
making it a figured stat might work since I
can define the
scale however I
like. WP seems like the stat to work form
there.
The randomly
generated characteristic (I would have said
"rolled",
but this *is*
DQ we're dealing with lol), is the easiest,
but I think
it's important
enough not to be random.
Either way, it
has to work into a system of religion
somehow and
that's where
I'm kinda hung up. "The higher the number,
the closer
you are to
God"- that's all I have on that one.
I'd like to
hear what you guys think about this. Lemme
know.
Later,
R.
|
|
|
21 |
From: John Rauchert <john.rauchert@s...>
Date: Wed May 14, 2003 1:06pm
Subject:
RE: Piety
|
|
There is some precedence for this in the
Judeo-Christian Tradition. For example:
Saul of Tarsus
http://www.execulink.com/~wblank/saultars.htm
JohnR
-----Original Message-----
From:
John Rauchert
[mailto:john.rauchert@sait.ab.ca]
Sent:
Wednesday, May 14, 2003 12:51 PM
To:
'DragonQuestCathedral@yahoogroups.com'
Subject:
RE: [DragonQuestCathedral] Piety
I find faith or piety a little too subtle
for a characteristic. The thing I like
about DQ is that it doesn't have an
Intelligence Stat, I could never figure out
how I could role-play a 18 Int with my 10
Int Brain (D&D).
To take a lead from MA: Magic Aptitude is a
measure of a character's ability to harness
and direct magical energies, I think that if
we are to add a stat it would be something
like a measure of a character's ability to
act as a conduit for divine energies (Divine
Aptitude).
Now how much faith or piety has little to do
with it. If you have a high Divine Aptitude
you make a great vessel through which the
gods can work. Just as Mages have a lower
Magic Resistance, you have a low Resistance
to Divine Entities using you for their
Cabana Boy. It may be that you become a
better conduit through ritual observances
and purification rituals, but you have a
spark of the divine whether you want it or
not. The only protection you got is to
align yourself with one of them quick, so
they can tell others mess with this one and
you mess with me.
JohnR
|
|
|
22 |
From: Richard <demon_star2002@y...>
Date: Wed May 14, 2003 6:03pm
Subject:
Re: Piety
|
|
--- In
DragonQuestCathedral@yahoogroups.com, John Rauchert
<john.rauchert@s...> wrote:
> I find faith or piety a little too subtle for a
characteristic.
The thing I
> like about DQ is that it doesn't have an Intelligence
Stat, I could
never
> figure out how I could role-play a 18 Int with my 10
Int Brain
(D&D).
I could. In fact I wrote up a snazzy little "power" for
Champions a
few years ago that addressed that problem rather nicely,
if I do say
so, myself. What I'm suggesting, however, is not meant
to be an
ungameable characteristic and a person who actually
wants to play a
priest should have no trouble role playing a stat like
that. Sure, I
can't fake quantum physics in the middle of a game (or
ever, for that
matter), but I'm pretty sure I can fake a character with
strong
religious conviction.
>
>
> To take a lead from MA: Magic Aptitude is a measure of
a
character's ability
> to harness and direct magical energies, I think that
if we are to
add a stat
> it would be something like a measure of a character's
ability to
act as a
> conduit for divine energies (Divine Aptitude).
>
> Now how much faith or piety has little to do with it.
If you have a
high
> Divine Aptitude you make a great vessel through which
the gods can
work.
Sorry, but I just can't buy someone being genetically
predisposed to
being a better vessle of divine power than someone else.
Doesn't feel
very religious to me. It's like being a mutant whose
superpower is a
closer relationship to God.
> Just as Mages have a lower Magic Resistance, you have
a low
Resistance to
> Divine Entities using you for their Cabana Boy. It may
be that you
become a
> better conduit through ritual observances and
purification rituals,
but you
> have a spark of the divine whether you want it or not.
The only
protection
> you got is to align yourself with one of them quick,
so they can
tell others
> mess with this one and you mess with me.
>
I can see a character being chosen by a god for his acts
as a
faithful follower, going the extra mile, leap of faith
and all that.
Their *devotion*. Not because they're a high-voltage
miracle-
capacitor. ;)
But, then, I'm one of those people who think that
lycanthropy is a
curse, not a disease.
Later,
R.
|
|
23 |
From: Bruce Probst <bprobst@n...>
Date: Thu May 15, 2003 5:31am
Subject:
Re: Piety
|
|
On Wed, 14 May 2003 16:24:59 -0000, "Richard" <demon_star2002@y...>
wrote:
>I suppose making it a figured stat might work since I
can define the
>scale however I like. WP seems like the stat to work
form there.
Good lord, no. Why would having a strong will make you
more (or less)
religious than a weak-willed person?
Having a high WP is probably useful for someone who has
already demonstrated
their faith in their god, but it shouldn't be the reason
why they have that
faith in the first place.
I don't think "piety" should be measured by anything
other than the player's
ability to roleplay. A player who can't demonstrate that
his character
shows appropriate reverence for his diety of choice
should be penalised (in
XP) accordingly. (Similarly, a player who can act
appropriately should not
be penalised in game terms for having a low stat.)
Stats should be left to purely "mechanical" things.
Leave everything else
to roleplaying.
----------------------------------------------------------------
Bruce Probst
bprobst@n... ICQ 6563830
Canberra, Australia MSTie #72759 SCA #80160
"His only crime was being born delicious!"
ASL FAQ
http://www.users.bigpond.net.au/mantis/ASLFAQ
|
|
24 |
From: John Rauchert <john.rauchert@s...>
Date: Thu May 15, 2003 7:56am
Subject:
RE: Piety
|
|
Bruce echoes my feelings.
A high Magical Aptitude meant that I was
better at Magic in terms of the game
mechanics. What type of Mage and how I
roleplayed that situation was not based on
that stat, it was merely used for mechanical
things.
JohnR "Agree to Disagree"
-----Original Message-----
From:
Bruce Probst
[mailto:bprobst@netspace.net.au]
Sent:
Thursday, May 15, 2003 5:32 AM
To:
DragonQuestCathedral@yahoogroups.com
Subject:
Re: [DragonQuestCathedral] Piety
I don't think
"piety" should be measured by anything other
than the player's
ability to
roleplay. A player who can't demonstrate
that his character
shows
appropriate reverence for his diety of
choice should be penalised (in
XP)
accordingly. (Similarly, a player who can
act appropriately should not
be penalised
in game terms for having a low stat.)
Stats should
be left to purely "mechanical" things.
Leave everything else
to
roleplaying.
|
|
|
25 |
From: Richard <demon_star2002@y...>
Date: Sat May 17, 2003 11:57am
Subject:
Re: Piety
|
|
Okay, since I'm currently digging on D. Barrass'
Religion write-up
right now, and we can't seem to see eye-to-eye on this
particular
point, I'm for moving on for the time being (this'll all
be here when
we get back).
You guys managed to sneak in here without a critique of
my priest
skill, which I realize is moribund, but I think there
are a couple of
good genes in there. So... what do you think? Anything
worth
transplanting in there?
--- In
DragonQuestCathedral@yahoogroups.com, John Rauchert
<john.rauchert@s...> wrote:
> Bruce echoes my feelings.
>
>
>
> A high Magical Aptitude meant that I was better at
Magic in terms
of the
> game mechanics. What type of Mage and how I roleplayed
that
situation was
> not based on that stat, it was merely used for
mechanical things.
>
>
>
> JohnR "Agree to Disagree"
>
>
>
> -----Original Message-----
> From: Bruce Probst [mailto:bprobst@n...]
> Sent: Thursday, May 15, 2003 5:32 AM
> To:
DragonQuestCathedral@yahoogroups.com
> Subject: Re: [DragonQuestCathedral] Piety
>
>
>
>
> I don't think "piety" should be measured by anything
other than the
player's
> ability to roleplay. A player who can't demonstrate
that his
character
> shows appropriate reverence for his diety of choice
should be
penalised (in
> XP) accordingly. (Similarly, a player who can act
appropriately
should not
> be penalised in game terms for having a low stat.)
>
> Stats should be left to purely "mechanical" things.
Leave
everything else
> to roleplaying.
|
|
26 |
From: Richard <demon_star2002@y...>
Date: Tue May 20, 2003 0:37pm
Subject:
Piety ala mode
|
|
Just in case you were wondering where I've been
coming from, I
present the following courtesy of Hero Wars:
"Piety is the adherence of the character to the goals,
values, and
morals of the pantheon or god".
"The player may raise his piety by spending Hero Points
as normal.
The narrator may give a bonus for performing pious acts,
or a penalty
for particularly impious ones. If the character is too
impious, the
god may withhold magic, or may send a spirit to punish
the miscreant.
Each pantheon has certain acts that are considered pious
or impious.
Some gods have stricter than others within their
pantheon. Devotees
are generally held to a stricter standard than initiates
or communal
worshippers.
Piety is usually rolled against when a character asks
for unspecified
aid from the gods, when taking the part of a god in a
ritual, or when
being tested on the Other Side".
And that's pretty much what I was gonna base that whole
thing on.
Later,
R.
|
|
27 |
From: dbarrass_2000 <david.barrass@e...>
Date: Mon May 26, 2003 8:35am
Subject:
Re: Piety ala mode
|
|
This all depends how you see religion working
I can see two possible ways:
1) The Deity powers each and every spell, talent and
ritual. In this
case a piety stat is a useful thing to have. The
adherence to the
faith having a direct affect on performance
2) The Priest casts talents, spells and rituals using
his own power
(as with normal magic), but in the Deity's name. This
does not
require a piety stat but needs role-playing and good
GMing. A poor
adherent will find it difficult to advance in Rank or
even find
himself cursed.
My personal preference is for 2; for these reasons
a) Its easier to integrate into DQ without all sorts of
balances
having to be put in place
b) There are plenty of stories (particularly in Homer)
where a hero
is cursed or suffers for misusing his god-given powers
Gods don't
seem to withdraw powers if displeased, only change them
to make them
useless and/or a curse (eg Cassandra). He only finds
about his
punishment after (Ok sometimes it's fairly soon).
c) The GM has to go into the horrendous business of
deciding if its
OK for priest X to do Y, and if its not how much Piety
he is going to
lose. Far better to sort it out later. If the priest
wants
immediate guidance then he gets on his
knees/face/what-ever and
prays, giving the GM some time to think. If he doesn't
or the prayer
fails he's on his own, or it's a test of the Character's
knowledge of
the morals of his religion by the deity.
Even if 2 is used a piety stat could be used to keep a
running total
of how well a priest is behaving by the GM (the player
may not even
know it) which will have a non-direct affect on the game
but may
change chance for promotion and or being cursed. This
will get round
some of the awkwardness of having another stat to fit in
and could be
written up by the GM taking an overall view of an
adventure.(but this
could be done almost as well by reducing EP award for
poor role-
playing)
This is my own reading of the mythologies I know best. I
am quite
prepared to have another load of examples (from the same
mythology,
different mythologies or Fiction etc), where priestly
powers
fluctuate according to how well the character sticks to
the rules. I
look forward to having a good discussion about this
David
|
|
28 |
From: Richard <demon_star2002@y...>
Date: Tue May 27, 2003 10:54am
Subject:
Re: Piety ala mode
|
|
--- In
DragonQuestCathedral@yahoogroups.com,
"dbarrass_2000"
<david.barrass@e...> wrote:
[edited for brevity's sake]
> This all depends how you see religion working
> I can see two possible ways:
> 1) The Deity powers each and every spell, talent and
ritual. In
> 2) The Priest casts talents, spells and rituals using
his own power
I think there's room for a 3) The Priest petitions his
Deity for
assistance (as in my Priest skill), who then performs
the "miracle".
A fine distinction, perhaps, but one I'm willing to
make- it's just
how I see this working, even if the end result is the
same.
>
> My personal preference is for 2; for these reasons
And obviously, I'm going with 3 (lol), explanations to
follow.
> a) Its easier to integrate into DQ without all sorts
of balances
The balances I'm looking at right now are keeping the
powers
available (as per the Deity/religion) on the low end in
exchange for
those powers being effectively free. In other words, if
it doesn't
cost ant FT to change the weather, then the list of
available "spells" should be very limited. This in
addition to
whatever inherent abilities one would get from a Priest
skill. This
is, of course, something I'd need to do some serious
examining with
to make it workable.
> b) There are plenty of stories (particularly in Homer)
where a
hero
Key word there is "hero". Now this situation kinda
throws a monkey
wrench into the whole Priest thing. Theoretically, any
character is
a "hero" and so would be able to ask their god for
assistance- that's
something that Clerics in D&D have always kinda messed
up. To my
memory, I've never seen a situation like that take
place. Regardless,
we're dealing with someone who has a stronger
relationship with their
respective deity than the average hero.
> useless and/or a curse (eg Cassandra).
Who?
> c) The GM has to go into the horrendous business of
deciding if its
> OK for priest X to do Y, and if its not how much Piety
he is going
to
> lose.
Not any more horrendous than how much EN or FT a
character might lose
in combat. That is something that should be outlined in
each
religion, anyway- what impious acts would result in how
much Piety is
lost. Even if Piety isn't used, the rules of that
religion should
still be available to the player, so it shouldn't be
that much of an
issue, regardless. Keep in mind that the player *wants*
to play a
Priest. Certain mechanics should/could/would go along
with that, just
as there are mechanics to deal with for the Mage player.
>
> Even if 2 is used a piety stat could be used to keep a
running
total
> of how well a priest is behaving by the GM (the player
may not even
> know it) which will have a non-direct affect on the
game but may
I like that idea of keeping the number secret, but don't
know
how "DQ" that is.
> some of the awkwardness of having another stat to fit
in and could
But the game is set up so you can add new
characteristics easily and
as needed. Thus the Physical Beauty stat that only has a
real
application where, I believe, Courtesans and Troubadors
are
concerned. How that would be handeled mechanically is
another matter
(random generation is right out).
> This is my own reading of the mythologies I know best.
And that's where I'm having the most trouble- being able
to represent
Priest's of different religions/mythologies with just
one stroke.
Problematic at best, although you seem to have made a
lot of headway
on your own (more on that in another post).
And just for the record, I'm not married to this whole
"Piety"
characteristic idea- I just feel it's worth examining,
especially
since it's been used in two other games (and who am I to
argue with
Greg Stafford and Robin Laws? ;)
> look forward to having a good discussion about this
Likewise.
Later,
R.
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From: dbarrass_2000 <david.barrass@e...>
Date: Wed May 28, 2003 2:23am
Subject:
Re: Piety ala mode
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--- In
DragonQuestCathedral@yahoogroups.com, "Richard"
<demon_star2002@y...> wrote:
> --- In
DragonQuestCathedral@yahoogroups.com,
"dbarrass_2000"
> <david.barrass@e...> wrote:
>
> [edited for brevity's sake]
[and edited again for brevity]
> > a) Its easier to integrate into DQ without all sorts
of balances
>
> The balances I'm looking at right now are keeping the
powers
> available (as per the Deity/religion) on the low end
in exchange
for
> those powers being effectively free. In other words,
if it doesn't
> cost ant FT to change the weather, then the list of
> available "spells" should be very limited. This in
addition to
> whatever inherent abilities one would get from a
Priest skill. This
> is, of course, something I'd need to do some serious
examining with
> to make it workable.
It could cost Ft, one point (or 2 pts for "Special
Knowledge") to
open a pathway to the god and or an Offering to the God
for the
service. In this way it would be indistiquishable from a
spell no
other ballances are needed
> > b) There are plenty of stories (particularly in
Homer) where a
> hero
>
> Key word there is "hero". Now this situation kinda
throws a monkey
> wrench into the whole Priest thing. Theoretically, any
character is
> a "hero" and so would be able to ask their god for
assistance-
that's
> something that Clerics in D&D have always kinda messed
up. To my
> memory, I've never seen a situation like that take
place.
Regardless,
> we're dealing with someone who has a stronger
relationship with
their
> respective deity than the average hero.
>
> > useless and/or a curse (eg Cassandra).
>
> Who?
Cassandra daughter of Priam king of Troy. Apollo fanced
her, gave her
prophesy. When she rejected him he cursed her so her
prophecies were
never believed. Thus she knew the future, but was unable
to do
anything about it.
>
> > c) The GM has to go into the horrendous business of
deciding if
its
> > OK for priest X to do Y, and if its not how much
Piety he is
going
> to
> > lose.
>
> Not any more horrendous than how much EN or FT a
character might
lose
> in combat. That is something that should be outlined
in each
> religion, anyway- what impious acts would result in
how much Piety
is
> lost. Even if Piety isn't used, the rules of that
religion should
> still be available to the player, so it shouldn't be
that much of
an
> issue, regardless. Keep in mind that the player
*wants* to play a
> Priest. Certain mechanics should/could/would go along
with that,
just
> as there are mechanics to deal with for the Mage
player.
There will always be grey areas where the GMs and the
priests views
differ on the interpretation of a religion. This will
lead to
friction, especially if the GM has to make a snap
decision (who's to
say a player who has become a priest dosn't know the
religion
better). I see it as a player finds himself cursed or
unable to
progress and has to find out why. The GM does not have
to make a
snap decision, and his life is just that little bit
easier.
> > Even if 2 is used a piety stat could be used to keep
a running
> total
> > of how well a priest is behaving by the GM (the
player may not
even
> > know it) which will have a non-direct affect on the
game but may
>
> I like that idea of keeping the number secret, but
don't know
> how "DQ" that is.
>
> > some of the awkwardness of having another stat to
fit in and
could
>
> But the game is set up so you can add new
characteristics easily
and
> as needed. Thus the Physical Beauty stat that only has
a real
> application where, I believe, Courtesans and
Troubadors are
> concerned. How that would be handeled mechanically is
another
matter
> (random generation is right out).
OK I'm a long way from being convinced by a piety stat,
but if we
were going to use it lets have a look
There are 4 types of stat
The MAIN Stats: (PS MD etc): this will be tricky and
your average
fighter will say "hmm 5 piety and 5 MA great 10 points
to spend on MD
AG etc" This is what I ment by game balance.
DERIVED Stats: such as Ft What would you base it on, it
could be
derived from WP and MA I suppose - (I see religion as
imposing your
will on followers / enemies and powering a diety by the
power of your
belief as well as how well you can act as a conduit for
devine
purpose). Increases in stats can be bought fairly
cheeply also its
not too painfull to remove it so a GM needn't feel too
meen.
(alternatively if its used like MA in spell casting then
the cost to
raise should be the same as a stat)
PERCEPTION type: all start at a level but experience
easilly rases
it. I think people do have different inhearent
capacities for belief
(based on twin studies)
RANDOM: Like you I personally don't like this as an
idea. It doesn't
seem to fit with DQ
Personally if we do have a Piety stat I see it as either
a PC type
stat or derived from WP and MA
> > This is my own reading of the mythologies I know
best.
>
> And that's where I'm having the most trouble- being
able to
represent
> Priest's of different religions/mythologies with just
one stroke.
> Problematic at best, although you seem to have made a
lot of
headway
> on your own (more on that in another post).
Yes that's the big problem. I'm currently trying to
reconcile
classical religeons with Druidic. They are just
organised too
differently even though they initially looked similar
> And just for the record, I'm not married to this whole
"Piety"
> characteristic idea- I just feel it's worth examining,
especially
> since it's been used in two other games (and who am I
to argue with
> Greg Stafford and Robin Laws? ;)
I'm still to be convinced by its need
> > look forward to having a good discussion about this
>
> Likewise.
>
>
> Later,
> R.
|
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30 |
From: Richard <demon_star2002@y...>
Date: Wed May 28, 2003 11:58am
Subject:
Re: Piety ala mode
|
|
--- In
DragonQuestCathedral@yahoogroups.com,
"dbarrass_2000"
<david.barrass@e...> wrote:
> It could cost Ft, one point (or 2 pts for "Special
Knowledge") to
> open a pathway to the god and or an Offering to the
God for the
> service. In this way it would be indistiquishable from
a spell no
> other ballances are needed
I don't know about you, but one of the things I'm trying
to do is get
as far away from "spells" as possible. I'm looking at
the D&D Cleric
as a model for what *not* to do. I also don't think a
person should
be taxed physically for enacting their god's will.
Making sacrifices,
sure- and if that includes the occasional blood
sacrifice, then so be
it. Just depends on the religion.
> There will always be grey areas where the GMs and the
priests views
> differ on the interpretation of a religion. This will
lead to
My point was that there won't be any grey areas if the
GM has done
his job in creating a religion. If all the information
is available
to the player, then there shouldn't be a problem.
> friction, especially if the GM has to make a snap
decision (who's
to
> say a player who has become a priest dosn't know the
religion
> better).
I do. If I created a religion for my game or presented
one already
created, then those are the rules they'd have to follow.
A good
priest follows the rules of his religion- it's his job.
There should
be no room for interpretation on the priest's (or
player's) part. To
do otherwise would risk loss of that link with his
deity. Am I wrong
about this?
>
> OK I'm a long way from being convinced by a piety
stat, but if we
Like I said- I'm not married to it. But I don't think
it's entirely
out of line with the DQ rules, it has worked in other
games, and you,
yourself have pointed up at least one possible use for
it. :)
And I have yet to be completely convinced that it
*isn't* necessary.
> were going to use it lets have a look
> There are 4 types of stat
> The MAIN Stats: (PS MD etc): this will be tricky and
your average
> fighter will say "hmm 5 piety and 5 MA great 10 points
to spend on
MD
> AG etc" This is what I ment by game balance.
Yeah, that makes sense. Keep in mind that I'm just
trying to slog my
way through all the possibilities. I don't want to
overlook anything,
if possible.
> DERIVED Stats: such as Ft What would you base it on,
it could be
> derived from WP and MA I suppose - (I see religion as
imposing your
> will on followers / enemies and powering a diety by
the power of
> belief as well as how well you can act as a conduit
for devine
> purpose). Increases in stats can be bought fairly
cheeply also its
> not too painfull to remove it so a GM needn't feel too
meen.
> (alternatively if its used like MA in spell casting
then the cost
If you go back a few posts you'll find arguments both
for and against
a couple of points you make here. I was toying with
using WP as the
stat to use, which was shot down, and the idea of being
a conduit for
your god's power was something I strognly disagreed with
(at least in
the context presented). You may want to them out.
> Personally if we do have a Piety stat I see it as
either a PC type
> stat or derived from WP and MA
And I would agree with that. *If* a new stat is deemed
neccesary.
> Yes that's the big problem. I'm currently trying to
reconcile
> classical religeons with Druidic. They are just
organised too
> differently even though they initially looked similar
Would you define "classical religions" for me? Do you
mean in the
Greco-Roman sense?
> I'm still to be convinced by its need
Hey, that's why we're here, Daddy-o.
Later,
R.
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