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1
From: Richard <demon_star2002@y...>
Date: Fri May 9, 2003 0:35pm
Subject: Priest skill
 
 
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)
 
2
From: John Rauchert <john.rauchert@s...>
Date: Sun May 11, 2003 1:06am
Subject: A good online resource
 
 
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
 
3
From: Richard <demon_star2002@y...>
Date: Mon May 12, 2003 9:09am
Subject: 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

ps- VERY cool site! ^^^^^
 
4
From: John Rauchert <john.rauchert@s...>
Date: Mon May 12, 2003 9:31am
Subject: RE: Re: A good online resource
 
 

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! ^^^^^

 

5
From: Richard <demon_star2002@y...>
Date: Mon May 12, 2003 9:39am
Subject: The Golden Rule(s)
 
 
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.
 
6
From: Richard <demon_star2002@y...>
Date: Mon May 12, 2003 9:44am
Subject: Re: A good online resource
 
 
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! ^^^^^
>
 
7
From: Richard <demon_star2002@y...>
Date: Mon May 12, 2003 9:56am
Subject: 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.
 
8
From: John Rauchert <john.rauchert@s...>
Date: Mon May 12, 2003 10:11am
Subject: RE: The Golden Rule(s): A god's influence
 
 

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.

 

9
From: Richard <demon_star2002@y...>
Date: Mon May 12, 2003 10:12am
Subject: 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.

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.
 
10
From: Richard <demon_star2002@y...>
Date: Mon May 12, 2003 10:20am
Subject: 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.

--- 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.
>
>
 
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
 
 

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.

 

12
From: John Rauchert <john.rauchert@s...>
Date: Mon May 12, 2003 10:44am
Subject: RE: The Golden Rule(s): A god's power
 
 

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.


 

13
From: Richard <demon_star2002@y...>
Date: Mon May 12, 2003 11:53am
Subject: 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.
 
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.


 
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
 
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.
 
29
From: dbarrass_2000 <david.barrass@e...>
Date: Wed May 28, 2003 2:23am
Subject: Re: Piety ala mode
 
 
--- 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.
 
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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