91 |
From: green_skies_at_night <green_skies_at_night@y...>
Date: Thu Aug 21, 2003 5:41am
Subject:
Re: Any Feedback?
|
|
Just a suggestion. It seems to me there are several
different threads
and not all of us even know where to look for them, let
alone have a
clue they even exist. Maybe this was a private
discussion? Seems to
me that it might be better if everyone tries to meet in
the same
place, or something. Be nice to get everyone in one
room, so to
speak. I just found this thread this morning (and quite
by accident).
Nightwing
|
|
92 |
From: dbarrass_2000 <david.barrass@e...>
Date: Thu Aug 21, 2003 9:12am
Subject:
Re: Any Feedback?
|
|
This isn't a private discussion, feel free to
comment.
Your point about the dilution of effort into many
threads is a valid
one and it was pointed out when this thread began
DQ-rules was
probalby the best place for it. but here we are. I am
intending to
post the next version in DQ-rules to get a wider
audience, but its
been a nice focused frendly group to get the creation
started
David
> Just a suggestion. It seems to me there are several
different
threads
> and not all of us even know where to look for them,
let alone have
a
> clue they even exist. Maybe this was a private
discussion? Seems to
> me that it might be better if everyone tries to meet
in the same
> place, or something. Be nice to get everyone in one
room, so to
> speak. I just found this thread this morning (and
quite by
accident).
>
> Nightwing
|
|
93 |
From: Richard <demon_star2002@y...>
Date: Thu Aug 21, 2003 1:25pm
Subject:
Re: Any Feedback?
|
|
Pretty much what David said. Basically, I started
this group because,
in the entire life of the DQ Rules group, no one had
even come close
to the subject we discuss here. And, while this group
started out with
a fair amount of activity, the second I disagreed with a
couple of
members about rules philosophy all communication ceased
except for
David and myself.
The both of us have been practically begging for
feedback and got
none. Even I had to drop out for a while, but I'm back
in a limited
capacity.
So, Dave- I'll have something for you in the next couple
of days.
Nightwing- you owe it to yourself to read his religion
rules. Their
pretty terrific, imho.
We're both looking forward to your input.
--- In
DragonQuestCathedral@yahoogroups.com,
"green_skies_at_night"
<green_skies_at_night@y...> wrote:
> Just a suggestion. It seems to me there are several
different threads
> and not all of us even know where to look for them,
let alone have a
> clue they even exist. Maybe this was a private
discussion? Seems to
> me that it might be better if everyone tries to meet
in the same
> place, or something. Be nice to get everyone in one
room, so to
> speak. I just found this thread this morning (and
quite by accident).
>
> Nightwing
|
|
94 |
From: tmckelvey77089 <tmckelvey77089@y...>
Date: Thu Aug 21, 2003 2:32pm
Subject:
Re: Any Feedback?
|
|
I'm new to the group. Just saw some traffic over at
the DQN group
and followed it here. I think the religion document is
the best
treatment I've seen so far. I'd like to compare it to J.
Kehane's
version when he posts it, since his is somewhat based on
the original
SSI-DQ docs.
Other than a few grammar/typos yours looks great.
I'm curious, what was the rules philosophy disagreement
about anyway?
Spectre
--- In
DragonQuestCathedral@yahoogroups.com, "Richard"
<demon_star2002@y...> wrote:
> Pretty much what David said. Basically, I started this
group
because,
> in the entire life of the DQ Rules group, no one had
even come close
> to the subject we discuss here. And, while this group
started out
with
> a fair amount of activity, the second I disagreed with
a couple of
> members about rules philosophy all communication
ceased except for
> David and myself.
>
> The both of us have been practically begging for
feedback and got
> none. Even I had to drop out for a while, but I'm back
in a limited
> capacity.
> So, Dave- I'll have something for you in the next
couple of days.
> Nightwing- you owe it to yourself to read his religion
rules. Their
> pretty terrific, imho.
> We're both looking forward to your input.
>
>
> --- In
DragonQuestCathedral@yahoogroups.com,
"green_skies_at_night"
> <green_skies_at_night@y...> wrote:
> > Just a suggestion. It seems to me there are several
different
threads
> > and not all of us even know where to look for them,
let alone
have a
> > clue they even exist. Maybe this was a private
discussion? Seems
to
> > me that it might be better if everyone tries to meet
in the same
> > place, or something. Be nice to get everyone in one
room, so to
> > speak. I just found this thread this morning (and
quite by
accident).
> >
> > Nightwing
|
|
95 |
From: Martin Gallo <martimer@m...>
Date: Thu Aug 21, 2003 3:23pm
Subject:
Re: Any Feedback?
|
|
For what it is worth, I would like to comment. I
have not had
sufficient time to peruse the materials to make a valid
or useful
comment.
I do like the idea of adding religion of some sort to
DQ. I have
toyed with the idea in the past but have not had a
chance to game DQ
so have not implemented it.
Marty
--
"If you haven't got your health, at least you have
something to talk about."
"They say that everything happens for a reason. I am
just tired of
that reason being to make me unhappy or embarrassed."
"You can't make a baby in a month using nine women! But
it sounds
like it would be fun to try."
|
|
96 |
From: John Rauchert <john.rauchert@s...>
Date: Thu Aug 21, 2003 3:23pm
Subject:
Re: Any Feedback?
|
|
I know that I did disagree on some aspects of the
system as presented
but the main reason I stopped my input was that I have
been under a
time crunch at work lately (worms and virus are not
helping my after
work job much either).
I did not feel I had time to add constructively or
substantially to
the work, so I did not contribute.
JohnR
--- In
DragonQuestCathedral@yahoogroups.com,
"tmckelvey77089"
<tmckelvey77089@y...> wrote:
>
> I'm curious, what was the rules philosophy
disagreement about
anyway?
>
> Spectre
>
|
|
97 |
From: green_skies_at_night <green_skies_at_night@y...>
Date: Thu Aug 21, 2003 6:02pm
Subject:
Red Dragon Inn on Yahoo!
|
|
Visit Red Dragon Inn:1 (a chat room for DragonQuest)
on yahoo.
|
|
98 |
From: dbarrass_2000 <david.barrass@e...>
Date: Fri Aug 22, 2003 1:38am
Subject:
Re: Any Feedback?
|
|
> I'm new to the group. Just saw some traffic over
at the DQN group
> and followed it here. I think the religion document is
the best
> treatment I've seen so far. I'd like to compare it to
J. Kehane's
> version when he posts it, since his is somewhat based
on the
original
> SSI-DQ docs.
Yes, me too. I particularly interested in a miracle
system as the
way I'm doing it is a bit of a cop-out
> Other than a few grammar/typos yours looks great.
My mother was an English teacher, my spelling and
grammer were a
source of dispare to her :--). I'd be interested in any,
even the
most trivial, corrections
> I'm curious, what was the rules philosophy
disagreement about
anyway?
My own recolection wss that there was a good-natured and
mature
discussion about the use of a piety stat. We eventually
decided
against it, interesting that JK's system includes (if I
read his post
correctly) 2 :--)
David
|
|
99 |
From: john_kahane <jkahane@c...>
Date: Fri Aug 22, 2003 8:20am
Subject:
Hello, All :)
|
|
Hullo, folks,
Well, I've just joined this mailing list after having
learned
about it only a day or two ago. It's a treat to be here,
but I wish
I had known about this list back when I first started
working on the
Priest skill and material to cover religion in my own DQ
campaign
some 18+ years ago.
In any event, it's nice to be here, and I'll be
commenting on a
couple of posts from the archives here, until I catch up
with the
mail. :)
JohnK
|
|
100 |
From: john_kahane <jkahane@c...>
Date: Fri Aug 22, 2003 8:28am
Subject:
Re: Spells in Religion
|
|
Hullo, David,
--- In
DragonQuestCathedral@yahoogroups.com,
"dbarrass_2000"
<david.barrass@e...> wrote:
> Richard - why do you object to spells in religion?
Probably for some of the same reasons that I do. :)
Basically,
the DQ material on religion that I have heard about and
seen (granted
this was many years ago) was always meant to keep
religion and magic
separate from one another. I don't remember where I've
seen it in
the various editions of the game, but there were a
couple of places
where this is hinted at.
> I have always assumed that his was how magical
religions worked
> This is from hints:-
>
> In Thieves World already posted:-
> "...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".
> Spells are explicitly mentioned.
Granted this is true, but remember the material in the
Thieves'
World boxed set was meant to only apply if running in
that particular
game world. This is the same material that allows one to
create
Mages with more than one College to begin with,
something that seems
to be in direct contradiction with the way the Colleges
were set up
in the main game. This may, of course, be pure
speculation, but it
is certainly my interpretation of the Thieves' World
boxed set
material.
> The Earth Magics college has two forms Pacific (as in
peaceful not
> the ocean) and druidic. Although the connection with
the druid's
> religion is not explicitly mentioned it is surely what
the
designers
> had in mind.
> The College of Black magics itself is clearly based on
Witchcraft �
> believed to incorporate elements of Anglo-Saxon (and
maybe a bit of
> Celtic) pagan cults This college also contains many
features I
would
> expect a religion to have (eg blessings and curses).
Actually, I would beg to differ with you here slightly.
Black
Magic certainly has some elements of the darker sides of
witchcraft,
notably the Crowley elements to it, but it is in no way
representative of witchcraft as a whole. It certainly
has a literary
basis with the dark arts, but I suspect many practicing
witches and
warlocks from the 1980s would have objected to the
connection to what
they do on the basis of this College.
> Most of the magic users in legend are described as
Priest(esses)
and
> they seem to cast things that would be best modelled
as spells.
Agreed, but there is a difference between a Priest of
one of the
pagan religions and a Priest of the Christian faith.
Arthurian
legend is a good example of this. However, more to the
point, one
could argue that a true Priest or Priestess receives
their abilities
from a Divine source, whereas magic stems from the mana
that
surrounds us all. Miracles don't and should not reduce
Fatigue in
game terms. That makes them different from magic
entirely. Imnsho.
:)
Just my 2 cf, of course. :)
JohnK
|
|
101 |
From: john_kahane <jkahane@c...>
Date: Fri Aug 22, 2003 8:34am
Subject:
Re: The Golden Rule(s)
|
|
Hullo, David,
--- In
DragonQuestCathedral@yahoogroups.com,
"dbarrass_2000"
<david.barrass@e...> wrote:
> All of this prompted me to try to find the reference
that started
me
> off on DQ religion 20ish years ago, and found it in
the first page
of
> the magic section. As this appears in the rule book
(2nd and 3rd
> editions) this must be a very important clue to what
the designers
> were thinking about religion
>
> 2nd SPI edition, Section 25. last part. (Page 30)
>
> Consecrated Ground: Any ground that has been
consecrated to the
> service of the "Powers of Light" as defined by the GM
is
consecrated
> ground and affects the abilities of all characters to
resist magic.
> There is no College specifically dedicated to the
Powers of Light,
> because it is assumed that they are nonmagical in
nature and are,
in
> effect, opposed to magic. Most temples and monasteries
and some
> graveyards will be consecrated ground. Barrows, pagan
temples
(those
> in which magic forms part of the ritual) and the
dwellings of
magical
> beings can never be consecrated ground.
Thanks for finding the reference here, for me, David.
That was
one of the ones that I was thinking of in terms of the
whole magic
vs. non-magic debate about Priests.
> We can get several things from this (ordered from
concrete to
> speculation)
> 1) There are two forms of religion a) Powers of
> light "nonmagical in nature and are, in effect,
opposed to magic."
> And b) "Barrows, pagan temples (those in which magic
forms part of
> the ritual)"
I would agree with this, most definitely. :)
> 2) Pagan religion involves the use of magic
Agreed. :)
> 3) Pagan religion involves ritual. Spells and talents
are not
> mentioned, either for or against, and the section does
not rule out
> the spell and talent use as part of the religious
rituals
No, it does not. But there is a clear indication here
that the
pagan temples and elements of magic mentioned above owe
a clear
allegiance of sorts to the Powers of Darkness, i.e., the
DQ Demons,
and that would suggest more of a connection to magic.
The Powers of
Light are clearly meant to be the
deities/gods/goddesses/etc. within
this framework.
> 4) The use of the word pagan to describe magical
religions is
> interesting; this implies that the opposite, Powers of
Light, non-
> pagan did the designers have Christianity in mind when
hey wrote
this?
Very likely. You gotta remember when this game was
written. :)
> 5) The implied separation of magical beings from the
Powers of
> Light. Is this religion for the non inherently magical
races such
as
> humans?
Beats me...but it makes for interesting speculation,
doesn't it?
I suspect the priestess associated with (a form of)
witchcraft would
be more what was in mind for the pagan temples and that
aspect of
this, but there is no real way to know.
And where do you fit shamanism into the equation? <g>
JohnK
|
|
102 |
From: dbarrass_2000 <david.barrass@e...>
Date: Fri Aug 22, 2003 9:56am
Subject:
Re: Spells in Religion
|
|
> Probably for some of the same reasons that I do.
:) Basically,
> the DQ material on religion that I have heard about
and seen
(granted
> this was many years ago) was always meant to keep
religion and
magic
> separate from one another. I don't remember where I've
seen it in
> the various editions of the game, but there were a
couple of places
> where this is hinted at.
I partly agree, I would split it into two forms of
religion "pagan" -
magical in nature and PoL - separated from magic
> > I have always assumed that his was how magical
religions worked
> > This is from hints:-
> >
> > In Thieves World already posted:-
> > "...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".
> > Spells are explicitly mentioned.
>
> Granted this is true, but remember the material in the
Thieves'
> World boxed set was meant to only apply if running in
that
particular
> game world. This is the same material that allows one
to create
> Mages with more than one College to begin with,
something that
seems
> to be in direct contradiction with the way the
Colleges were set up
> in the main game. This may, of course, be pure
speculation, but it
> is certainly my interpretation of the Thieves' World
boxed set
> material.
That is a good point
> > The Earth Magics college has two forms Pacific (as
in peaceful
not
> > the ocean) and druidic. Although the connection with
the druid's
> > religion is not explicitly mentioned it is surely
what the
> designers
> > had in mind.
>
> > The College of Black magics itself is clearly based
on
Witchcraft �
> > believed to incorporate elements of Anglo-Saxon (and
maybe a bit
of
> > Celtic) pagan cults This college also contains many
features I
> would
> > expect a religion to have (eg blessings and curses).
>
> Actually, I would beg to differ with you here
slightly. Black
> Magic certainly has some elements of the darker sides
of
witchcraft,
> notably the Crowley elements to it, but it is in no
way
> representative of witchcraft as a whole. It certainly
has a
literary
> basis with the dark arts, but I suspect many
practicing witches and
> warlocks from the 1980s would have objected to the
connection to
what
> they do on the basis of this College.
possibly true of today's witches. I've done research of
the medieval
and Renacence witchcraft and its seem smilar to the
colege of Black
magics to me. Yes they have focused on the nastier side
to make it
interesting for a role-playing system
> > Most of the magic users in legend are described as
Priest(esses)
> and
> > they seem to cast things that would be best modelled
as spells.
>
> Agreed, but there is a difference between a Priest of
one of the
> pagan religions and a Priest of the Christian faith.
Arthurian
> legend is a good example of this. However, more to the
point, one
> could argue that a true Priest or Priestess receives
their
abilities
> from a Divine source, whereas magic stems from the
mana that
> surrounds us all. Miracles don't and should not reduce
Fatigue in
> game terms. That makes them different from magic
entirely.
Imnsho.
> :)
Yes - see my point on two forms of religion. I realise
that miracles
for a PoL religion (eg christianity) should be different
(although
one could argue that a 1 Ft cost is requied as sacrifice
to the diety
for useing some of his power, or to open a channel to
the diety to
tap power) But for PoL miracles I would love to get away
from
spells, but the time taken to draw up a list of rules
for this or
Miracle list was more time than I have. Perhaps your
rules are the
answer to my prayers
Thanks for your post
David
|
|
103 |
From: dbarrass_2000 <david.barrass@e...>
Date: Fri Aug 22, 2003 10:08am
Subject:
Re: The Golden Rule(s)
|
|
Ok we agree on a lot of basics
> No, it does not. But there is a clear indication here
that the
> pagan temples and elements of magic mentioned above
owe a clear
> allegiance of sorts to the Powers of Darkness, i.e.,
the DQ Demons,
> and that would suggest more of a connection to magic.
The Powers
of
> Light are clearly meant to be the
deities/gods/goddesses/etc.
within
> this framework.
Agreed
> > 4) The use of the word pagan to describe magical
religions is
> > interesting; this implies that the opposite, Powers
of Light, non-
> > pagan did the designers have Christianity in mind
when hey wrote
> this?
>
> Very likely. You gotta remember when this game was
written. :)
>
> > 5) The implied separation of magical beings from the
Powers of
> > Light. Is this religion for the non inherently
magical races
such
> as
> > humans?
>
> Beats me...but it makes for interesting speculation,
doesn't
it?
> I suspect the priestess associated with (a form of)
witchcraft
would
> be more what was in mind for the pagan temples and
that aspect of
> this, but there is no real way to know.
Agreed - I see it as two forms of religion
> And where do you fit shamanism into the equation? <g>
See my spritis and religion document in the files
section, this has
Shamans in. They, in my system, are mages interacting
with spirits
in this and other dimensions. This document includes
rules for
making and interacting with spirits and what types of
spirts there
are. The cheif ones a shaman deals with are spirits of
animals and
the dead, either undead or ancestors. (PS a new draft is
almost ready
so if any one has comments you want to include in the
new draft get
them to me soon)
Please read the spritis and religion document. I think,
and hope,
that we're not that far apart in the basics of our
systems, although
we may have diverged from that point :--)
I'd love to see your system, perhaps they could be
harmonised?
In anticipation of your next post
David
|
|
104 |
From: John M. Kahane <johnk-thinkpad@c...>
Date: Fri Aug 22, 2003 10:32am
Subject:
JohnK's Priest Skill (Long)
|
|
Hullo, folks,
Well, I figured that the time has come to post the skill
up
to the two lists, and figured that this mailing list
would be the
best place to do so. Bear several things in mind. First
of all,
this skill has been something that I've been working
on...well, let's
just say for a long time. It is based on the article on
Priest
skill that was being written for the DQ system way back
when the
Religion supplement was well and truly in the works, and
has been
done up on the basis of the memory of the material (plus
some of the
notes that I did take on the formulae that were being
used for
certain parts of the skill). Secondly, it makes the
assumption, as
did that original material, that magic and religion were
not
considered all that "mutually inclusive", and thus
reflects
this...but I still think that it works when dealing with
pagan
religions, and I have added a reference to my own
version of this
(under section 166.6) that the Colleges of Shamanism,
Witchcraft
(which has undergone some revision the last little while
to fit
better with some of the precepts of ARCANE WISDOM), and
others that
can be taken within the context of the pagan issues
should be
permitted if the GM allows. Thirdly, the concept of
Miracles is one
that will drive player and GMs who use this version of
the Priest
skill somewhat nuts. This is because, when it comes
right down to
it, the Miracles and other material on the deities and
their areas of
influence and the like were going to be in a separate,
large-ish
chapter of their own. Alas and alack, and all that... :(
Finally,
the Devoutness secondary characteristic is described in
a separate
article that I wrote which was published in the DQN a
way back, and
that was the characteristic that was going to be used
for the
purposes of devotion, belief, and all.
Take this for what you will, and I expect to see all
manner of
debate and the like on this skill. So, fire away... :)
Personal
comments can be addressed to me at this e-mail, or my
more normal one
of
jkahane@c.... :)
Also, please note the copyright on this...yes, that's
how long
it's taken me to finish this "project" up. Now, all I
have to do is
the Dreamweaver skill. :)
166. PRIEST
In any religion, there are those individuals who
maintain the
knowledge and perform the rituals associated with
worship of the
gods.
Occasionally, such individuals may call on their gods
for blessings,
to borrow powers, or even perform miracles. The Priest
skill
provides
a measure of the character's standing within his chosen
Priesthood as
well as his ability to call on the deity of his choice.
This skill is unlike any others, however, in that many
abilities
are ultimately left open to the GamesMaster. It is
actually to
provide a general framework within which the player and
GM can
define the actual potential for being a priest for
particular
religions and deities. The player and GM need to work
together to
provide some of the details of defining the framework of
the
religion: What God? What is its domain? What are its
powers?
What does it expect of its followers? What other gods
may oppose
it? It is then the GM's responsibility to play the part
of the
gods and decide when a character has fulfilled the
requirements set
upon him by his deity. Because of this, the GM needs to
keep track
of a rating for the bond between the god and the Priest.
This
rating, called Devoutness, ranges from 0 to around 100,
and will
vary as described in the section of DragonQuest
Additional Rules,
section 3.11.
Priests are powerful figures in the world of
DragonQuest. Not
only
do they command control of power derived from the power
of their god,
but they may occasionally call upon the power of the
gods to come to
their aid. They can sanctify an area to protect those
within it from
the Powers of Darkness (or Powers of Light, depending),
and can
satisfy the souls of the dead to ensure a restful and
peaceful death.
The importance of the Priests in the world derives from
their
secret knowledge of the proper rituals to placate the
gods, and
make them happy. Normal people rely on the priests to
protect them
from those elements outside the realms of magic:
plagues, famines,
bad luck, and a host of other miscellaneous maladies.
The priests
are also responsible for the dead, providing them with
safe passage
into the afterlife (whatever that afterlife may be,
dependent on
the religion), as well as safe entrance to children into
this
world.
There is a price to pay for all this: not all may become
priests,
and those that do walk a straight and narrow path, with
many pitfalls
and temptations that may lead them astray. They must be
willing to
follow orders and instructions from their gods, and
sometimes
clerical
superiors, without question or hesitation. Those that
fall from
grace
may never again enter the priesthood, and may even be
hunted down by
their more pious brethren. But to those that join the
priesthood,
the
choice is not one they regret.
[166.1] A character who wishes to take the priest skill
must meet the
minimum requirement in certain Characteristics.
A character who wishes to take the priest skill must
meet certain
minimums in characteristics related to the ability. A
priest must
have a Willpower of at least 18 and a Devoutness of at
least 25.
If the character's Willpower or Devoutness are below the
minimum
values needed, the character expends one-quarter extra
the
Experience Points necessary to progress Ranks. If the
character's
Willpower is 24 or better, the character only expends
three-quarters the Experience Points to progress Ranks.
If the
character has a Devoutness of greater than 60, the
character
expends three-quarters the Experience Points to progress
Ranks.
These modifiers are cumulative.
[166.2] A priest does not need to achieve Rank with any
additional
languages, but certain priestly functions require extra
language
Ranks.
While a priest is not required to have any extra
language skills,
it is suggested that the priest be familiar with the
Spoken form of
the Religious Common language at Rank 8, and the written
form of the
Religious Common language at Rank 7.
In addition, it is suggested that for a priest to rise
above Rank
5, he must speak and read/write an extra two languages
of his choice
(preferably related to the area in which he serves), and
that to rise
above Rank 8, the priest must speak and read/write an
additional two
languages of his choice.
[166.3] As a priest progresses through the ranks of the
priesthood,
he
has a Knowledge Rank that increases through time and
effort.
Each priest has a Knowledge Rank, abbreviated KR, that
he gains
when he enters the priesthood, and which rises over the
course of
time. A priest's Knowledge Rank is equal to one-half his
Priest
skill
Rank, rounded down.
While Devoutness (DV) represents the extent to which a
priest
believes in his deity, Knowledge Rank (KR) reflects the
extent to
which the priest is familiar with the rituals,
behaviours, knowledge,
and other aspects of worship of the deity in question.
In addition,
Knowledge Rank is used to determine certain abilities of
the priest,
and is also used to incite Miracles, create holy (or
unholy) objects
and items, and to enable the priest to live his life in
a monastic
fashion. Each of the uses of Knowledge Rank (KR) is
detailed below
in
the appropriate sections.
It should be noted that while Knowledge Rank begins at a
value
equal to one-half the Priest's Rank, rounded down, it
rises and falls
independently of the Priest Rank once the character
enters play.
There are various circumstances and situations that
raise and
increase
Knowledge Rank. Note that it can never be increased
through the use
of Experience Points.
If the priest does not meet the standards set forth for
the
worship
of the deity in question (see below, Section 166.15, but
this can
include regular prayers, vows, acts of worship or
devotion,
sacrifice,
etc.), the Knowledge Rank of the priest is reduced by
one for each
week that he does not obey these standards. If the
priest does
something or performs an act which is particularly
beneficial to the
deity, either performing an act for the deity or
advancing the state
of the deity's worship, increase the Knowledge Rank by
one point. If
the priest does something that goes against the creed or
beliefs of
the deity in question, reduce the Knowledge Rank by 1 to
3 points,
and
reduce the character's Devoutness by at least 1 to 5
points. The
Knowledge Rank of the priest is also reduced by one for
each
successful use of the priest of an ability which draws
on the deity's
power.
If the priest character's Knowledge Rank is reduced
below zero
(0),
the deity in question should punish the priest in some
fashion. This
may simply take the form of reducing the character's
Priest Rank, or
it may take the form of a Minor or Major Curse. If the
deity's wrath
is truly terrible, it could result in the deity smiting
the character
from existence.
Note that the priest cannot raise his Knowledge Rank if
the
character's Priest Rank is not equal to or exceeds the
character's
desired KR value.
[166.4] A priest must choose a specific deity whom he
worships, and
receives bonuses to perform skills related to the
deity's area of
influence.
A priest must choose one of the gods or goddesses
(hereafter
called
deities) to worship, as noted under the Devoutness (DV)
characteristic. A character who chooses to be a priest
may not
worship more than one deity, and thus may not have
multiple
Devoutness
ratings.
The character receives a bonus to their uses of any
abilities or
skills that are directly related to the area of
influence of the
deity. The bonus to skills is equal to +(2 per Priest
Rank)%. If
the
priest does not have the skill in question, this will
not give the
priest Rank in the skill, but will increase their
success chances.
Furthermore, weapons and weapon categories receive a
bonus of +1 per
Priest Rank)% to the appropriate Strike Chances.
[166.5] Priests are typically addressed by titles,
according to their
Rank.
As a priest character progresses through the ranks of
their
priesthood, they are accorded certain titles to
accompany their rank.
These titles are reflected according to the Rank the
priest has
achieved as noted below:
Rank 0-2: Initiate, Novice
Rank 3-4: Acolyte, Brother, Sister
Rank 4-7: Priest, Father, Mother, Deacon
Rank 8: High Priest, High Priestess, Your Worship,
Bishop
Rank 10: Arch Priest, Arch Priestess, Pope, etc.
[166.6] A priest may not become an Adept of any of the
Colleges of
Magic, with the exception of White Magics or Black
Magics.
A priest may not become an Adept or Mage of any of the
Colleges of
Magic except for being a White Mage or a Black Mage. In
order to
qualify for the taking of a College of Magic, the
character must
still
meet the requirements of the College in terms of Magical
Aptitude
(MA)
and any other requirements as deemed necessary by the
GM.
In the event that the priest chooses to be an Adept of
the College
of White Magics or Black Magics, the character derives a
bonus to
their abilities to cast spells from the College under
their deity's
influence. The Priest may add (Priest Rank x 2)% to
their Cast
Chances with spells from the appropriate College.
[166.7] When a priest achieves Rank 2, the character
must determine
their Calling within the ranks of the priesthood.
As a general rule, the Calling of a priest character
should be
determined in association with their particular skills.
For example,
an archivist would need to be fluent in reading/writing
several
languages, as well as having the Scribe Skill (see
Section 169). An
administrator would have the Steward Skill (see Section
170). In
some
religious orders, the position of Healer would possibly
be
appropriate. Some religions may have prophets and seers,
for whom
Astrologer Skill would be appropriate. Priesthoods,
notably monastic
orders, often require the use of various craft skills
(see Craftsman
Skill, section 156) or domestic skills (for example,
cooking,
carpentry, sewing, and gardening). Orators and those who
are
preachers would place an emphasis on speaking skills
along with
perhaps some Troubador or Courtesan Skills, since part
of their tasks
are to obtain converts. Such Callings are, of course,
dependent on
the nature of the particular religion of which the
priest is a part.
The GamesMaster and the player must agree on the
particular skills
needed for the character's Calling, and Rank in the
Priest skill can
never exceed rank in those skills by more than 2.
[166.8] Once a priest achieves Rank 4, he may begin to
lead certain
traditional ceremonies.
Once the priest character achieves Rank 4, 6, and again
at 8, he
may begin to lead certain traditional ceremonies. The
ceremonies
that
can be led are to be determined by the player and the
GamesMaster
together, based upon the tenets and beliefs of each
individual
religion. Some guidelines are provided below.
The Rank 4 ceremonies should include those which are
private,
frequent, and that have a low impact on the followers of
the faith,
and which may also be somewhat tedious (and this is why
the higher
Ranked priests delegate them).
Rank 6 ceremonies should be those which are higher
profile, public
rituals. These will typically involve hundreds of
followers,
occasionally high-ranking members of society who would
take offense
at
being forced to mingle with lower Rank priests, and the
like.
Rank 8 ceremonies are those rituals that are vital to
the
religion.
Rank 10 ceremonies are those which, for whatever reason
or tenet,
can only be performed by the High Priest or leading
religious leader
of the religion in question.
In all cases noted above, the Base Chance for the priest
to lead a
private ceremony is equal to [20 + (WPx2) + (KRx3) + (�
Priest
Rank)]%.
[166.9] Once a priest achieves Rank 6, he may begin to
lead
traditional public ceremonies.
Once the priest character achieves Rank 6, he may begin
to lead
certain traditional public ceremonies. The ceremonies
that can be
led
are to be determined by the player and the GamesMaster
together,
based
on the tenets and beliefs of each individual religion.
Some
guidelines are provided below.
The priest character cannot, however, lead ceremonies
which are
traditionally left to particular ranks of the
priesthood. For
instance, some religions have ceremonies which can only
be performed
by the High Priest of Priestess of the priesthood. The
nature of any
such ceremonies is dependent on the nature of the deity
to whom the
ceremony is dedicated, and should be determined by the
GM. Note that
having a comprehensive list of ceremonies is not needed
or even
advised. It is quite acceptable that, in a given
situation, the
player may ask the GM, "It seems like there should be an
applicable
ceremony for my Priest." (This gives the player a chance
to really
stick it to the GM. Conversely, it gives the GM a chance
to really
make the player character work for their deity and their
religion.)
In all cases noted above, the Base Chance for the priest
to lead a
public ceremony is equal to [30 + (WPx2) + (KRx3) +
(Priest Rank)]%.
[166.10] A priest may attempt to convert other
characters and being
to
become followers of their patron deity.
While the majority of individuals have a very strong
religious
stance and set of beliefs, one of the true strengths of
priests is
their ability to convert others to their religion and to
the worship
of their deity. This is not, however, a simple task.
A priest can attempt to convert a number of beings equal
to his
[(Priest Rank x 2) + (KR)] at any one time. The attempt
to convert a
character or a congregation to another deity's worship
takes at least
2 hours (-2 minutes per Rank). The Base Chance of
converting a
character to the worship of the priest's deity is equal
to [(Priest
Rank x 2) + (KRx3) + (WP of Priest - WP of target) +
(Troubador or
Courtesan Rank/2)]%. The GM may add any other modifiers
that she
sees
fit, although language might be one of the deciding
factors in this
whole endeavour.
[166.11] A priest may bless or curse characters and
beings as he sees
fit, but has certain strictures to doing so.
A priest is capable of blessing or cursing individuals
and groups
in such fashions as the GamesMaster deems suitable for
the deity in
question. Note that the blessing or curse in question
can take any
form desired by the priest. Examples might include, "May
the God of
War give you righteous bravery to strike at your foes"
(which might
result in a bonus to the target's Willpower or Military
Scientist
Skill), or "May you be blinded by your greed" (which
might result in
the target character going blind, or perhaps being
cursed to go blind
when he sees something that he desires). Note that
characters
blessed
or cursed by a priest do not receive a Magical
Resistance roll to the
effect in question. The only thing which may moderate or
mitigate
the
target character's being affected by the blessing or
curse is their
Devoutness, and which deities they worship. This
moderation of the
severity of the blessing or curse is left as an exercise
to the
GamesMaster and her players.
As a general rule, the blessed or cursed being will
receive a
bonus
or penalty of (Priest Rank x 2)% to whatever set of
circumstances are
affected by the blessing or curse in question. The
GamesMaster may
rule that a blessing or curse is not appropriate because
of the
manner
in which it is phrased or due to the nature of the deity
the
character
worships. Furthermore, each blessing or curse the priest
lays on a
target reduces his Knowledge Rank (KR) by 1 point.
[166.12] A priest may call upon his deity for divine
inspiration and
guidance.
There are times when a priest will find himself at a
loss for
direction in his life, and at these times, the priest
may turn to
their deity for guidance. Through some combination of
ritual,
prayer,
and sacrifice, the priest may attempt to receive the
deity's
attention
in the hopes of Divine Inspiration.
The Base Chance for a priest to receive successful
Divine
Inspiration is equal to [(KRx4) + DV)]%. Such an attempt
will
require
24 hours (-2 hours per Priest Rank). The GamesMaster
should note
that
divine inspiration is often circumspect or even cryptic,
and quite
often open to interpretation. Deities tend to have
little patience
when those they share their Divine Wisdom with are so
obtuse as to
miss its meaning (that is, Divine Inspiration should not
be
meaningless, but it can be obscure or subtle).
[166.13] When a priest has great need, he may be able to
call upon
his
deity for a Miracle.
A priest may only call upon their deity to perform a
Miracle in a
time of great need. This has to be judged by the GM, as
Miracles are
not handed out frivolously, and they are not without
cost. In
addition, prayers of this sort are not always answered;
a typical
response to such questions is usually, "My child, in
this may your
faith be tested." The chart below provides some
modifiers that will
affect the chance of a Miracle occurring. This being
said, the GM
should note that this chart is only a reference, and not
a hard and
fast rule.
The Base Chance of a priest receiving a Miracle is 1%.
The priest
character may add � his Devoutness (DV) and his
Knowledge Rank (KR)
to
this chance of success. A priest attempting a miracle
should roll
percentile dice; this die roll may be altered by the
following
modifiers:
Situation Modifier
Miracle attempted in this area in the past year -2
Miracle attempted in this area in the past six
months -5
Miracle attempted by this person in the past
year +2
Miracle attempted by this person in the past
six months -2
Area is a high mana area -(Mana x 3)
Area is a Place of Power -4
Area is Magic consecrated ground -10
Area is consecrated to other deity -5
Area is consecrated to own deity +5
High Holy Day of the Power supplicated -5
In a temple devoted to the deity supplicated +5
Supplicant has demonic ties (deals with Demons
often, travels with a Black Magician or
Greater Summoner, has been granted a boon
by a demon, etc.) -15
Supplicant has not been faithful -10
Supplicant has prayed in the last hour +1
Per week the supplicant spends in meditation +2
Supplicant has a selfless request +2
Supplicant has a selfish request -5
For every Rank in Priest Skill +1
Supplicant is on a holy Geas -5
Supplicant is under attack -3
Note that the request for a Miracle is not one that is
open to
further discussion. There are no deals or negotiating
that take
place
- either the deity grants the Miracle, or doesn't. An
unmodified
result of "01" will always succeed. If a "100" or
greater is rolled,
something other than the intended deity is contacted; it
is up to the
GM to determine the results of this (a demon may appear
as if called
by the Call Master Spell (Black Magics, G-14, pg. 62),
or perhaps a
rival deity hears and grants a boon to the supplicant's
enemies,
etc.).
Assume deities to be masters of all forms of abilities
and the
like
that duplicate Magic within their own sphere of
influence, and they
are Rank 60 in all Skills. They could cast a spell, heal
those in
need, grant divine power to shoot lightning from the
supplicant's
head, or do whatever else the GM feels is appropriate to
the
situation
at hand and the deity in question. Resistance rolls to
the effects
of
abilities used by deities (such as duplicating magical
effects) may
either not be allowed at all (for example, in the case
where the God
of Winds uses the winds for some feat or effect, or the
God of
Thieves
wishes to hide something) or can be made with a -20
penalty (in such
a
case where the GM determines that the deity does
something that is
equivalent to a spell with an MA of around 300, about
Rank 50 with
the
"spell," and casts for triple or quadruple effect).
Perhaps an
avatar
is summoned, with incredulous characteristics (in the
30s or so) and
obscenely high Ranks (Giant Club at Rank 16, for
example).
It is important to bear in mind that, unlike other
fantasy
roleplaying games where Miracles are commonplace and
such terms as
"clerics" are used, Miracles in the DragonQuest RPG are
meant to make
people stand in awe, to be awestruck by the effects of
the Miracle in
question. While Miracles are not bound by specific rules
- the GM
has
complete control over these - they do follow certain
forms. For
example, a character who falls off a 150-foot cliff and
prays for a
Miracle, lands hard and walks away from it. This is not
a Miracle in
the Priest rules offered here; the character landing,
and breaking
their bones, and surviving the fall is the Miracle in
this case. The
nature of Miracles are left up to the discretion of the
GamesMaster,
and the GM should apply a positive or negative modifier
to the
Success
Chance, depending on how she feels the Miracle in
question "fits"
with
what is being offered here.
It should also be noted that a successful use of the
Priest skill
to invoke a Miracle only results in the deity taking a
favourable
interest in the immediate concerns of the supplicant;
this means that
the deity may require some sort of service or favour
from the
supplicant, at the GM's discretion.
[166.14] A priest is able to create or imbue the essence
of his deity
into items or objects, and thus create divine items.
A priest is capable, with the aid of his deity, of
creating
objects
that are imbued with the spirit or essence of the deity
in question.
The items thus created are often referred to as Holy or
Unholy items
and objects. A priest could imbue an object with the
essence of his
deity, such that it could be a weapon that is effective
against
specific forces or targets, to imbue water with the
ability to strike
down the Undead or some force aligned opposite to the
deity in
question (thus, an Earth deity's priest can create an
object that can
do extra damage or protect against the forces of Air),
or can even
repel the Undead. Note that the priest does not create
the item
itself, but imbues an item with a holiness or unholiness
that he
invokes into the item on behalf of his deity.
When a priest attempts to create such a holy or unholy
item, the
priest has a Base Chance equal to [(MDx2) + (KRx4)]%.
The priest
requires 24 hours (-1 hour per Priest Rank) to create
such an item,
although complex items and the like may take longer at
the GM's
discretion. The item is treated as having an ability
equal to �
(Priest KR) for whatever purpose the item was intended,
although a
special success is treated as giving it the full KR, and
a grievous
success is treated as giving it the ability at (KR x
1.5). Thus, a
Rank 4 Priest with Knowledge Rank (KR) at 8 who attempts
to create
holy water that will damage Undead, will do +4 damage to
the Lesser
Undead and +4 damage to the Greater Undead. A sword that
is designed
to function against Air-based beings created by a Priest
with
Knowledge Rank (KR) 8 would inflict +4 damage to
creatures or
entities
of Air.
[166.15] A priest must adhere to a set of guidelines
regarding his
behaviour as it pertains to his deity and his religion.
All priests must pray every day to their deity for a
period of no
less than � (Knowledge Rank + 1) hours. This time can be
broken up
into periods throughout the day, although most religions
have set
times when prayers and devotions are conducted. If the
priest fails
to do so, see the notes in section 166.3 on Knowledge
Ranks. In
addition, the priest will lose all abilities and powers
granted by
the
Priest skill, and suffer a penalty of -10% to all Base
Chances that
involve the use of their priestly abilities, due to the
lack of
divine
support they normally receive when using these
abilities.
Priests must also adhere to a strict set of rules that
all priests
of their religion must follow; some examples might
include chastity
(no sex), celibacy (no marriage), no meat, must never
draw blood,
must
pray facing east, must never cut hair, must go bald,
must not kill
specific creatures sacred to the deity, cannot speak,
must tithe
wealth to the religion followed (usually some 10%),
cannot learn
specific skills (such as Assassins in the case of the
followers of
Justice, or perhaps Navigator in the case of devotees of
Earth,
although they would be permitted Orienteering skill),
must not use
metallic objects, cannot refuse certain requests, cannot
lie, etc.
The GamesMaster should devise a set of restrictions for
each
character
wishing to learn the Priest skill, based on the specific
deity they
choose to worship. Failure to comply with these
strictures results
in
the same penalty as if the priest had failed to pray;
however, in
these cases, the priest will suffer the penalties for at
least a
number of days equal to his (Devoutness - Priest Rank),
possibly
longer, depending on the nature of the transgression and
the will of
the deity.
Blatant actions against the strictures of the deity may
result in
a
loss of Rank in Priest skill and/or Knowledge Rank or
even a geas.
[166.16] A priest of a given religion must usually
engage in monastic
behaviour for part of a given period of time, usually in
years.
As a general rule, priestly orders are somewhat
monastic- or
sisterhood- oriented in their nature, and require the
priest to take
a
monastic pilgrimage to strengthen their faith, maintain
their belief
in the priest's deity, and to rededicate themselves to
the deity in
question. However, not all religious orders are monastic
or require
this. This should be decided by the GamesMaster and the
player,
depending on the nature of the deity and religion in
question.
A priest of a monastic order is usually required to
spend up to
[30
+ (Priest Rank x 2) + KR] days in a monastic setting,
worshipping
their deity and re-dedicating themselves to the deity in
question
once
every (KR - 1) years. Some priests spend even more time
on these
retreats, simply because they are so spiritually
fulfilling.
If a priest fails to spend the amount of necessary time
in a
monastic environment, his spiritual beliefs gradually
give way to a
more worldly set of values, and the priest loses 5 Ranks
in Priest
skill and a corresponding drop of 3 Knowledge Ranks.
When the priest
does decide to fulfill his monastic retreat obligations,
the priest
must spend an extra (Priest Rank + KR)2 weeks in the
monastic worship
and solitude.
[166.17] The social position and status of the priest
character has
certain advantages and disadvantages.
A priest is generally revered and respected by the
people in the
area in which they live and work (although not always by
the
nobility)
within their own culture. In those cases where the
GamesMaster feels
it is appropriate, the priest may receive a bonus of
(Rankx2)% to his
reaction rolls. Conversely, in cases where the priest is
most
unwelcome (for example, a priest of the deity of Justice
who is
arbitrating in the Thieves' Guildhall), the priest
suffers a penalty
of (Rankx2)% to his reaction rolls. In some cases, the
reaction roll
is to be altered even if the priest's identity is a
secret - the
priest simply carries an aura of the divine which
affects those
around
him.
[166.18] A priest may be called upon by their patron
deity to perform
a quest or other similar service.
The deities do not tend to just give their blessings and
a portion
of their power to their priests and servants, and
usually expect some
service in return. Once per season, the GamesMaster
should roll to
determine if the priest's deity calls upon him to
perform a service.
The chance of this happening is equal to the character's
(Priest
Rank)%. It can be assumed that the deity of the
character in
question
has at least Rank (D10+50) with the equivalent of the
Geas ability.
If the character is contacted, and even attempts to
resist the
service
or geas of the deity (in a manner deemed suitable by the
GM, of
course), he will lose all his Ranks with Priest skill
(with that
deity, at least). Quests handed down in this fashion are
not
necessarily dangerous, but could be tests of faith. The
higher the
Rank of the priest, the more likely the geas or quest is
to be of a
somewhat perilous nature.
[166.19] A priest must pay [150 + (Rank x 200)] Silver
Pennies per
year for the necessary supplies and tools needed for the
basic
religious rituals and the like each year.
As a general rule, this would include ceremonial garb,
books and
scrolls, minor artifacts (for example, crucifix, staves,
amulets,
symbols of the deity), incense and the like.
If the priest fails to pay this yearly cost, the
character's Rank
with the skill is reduced by two Ranks below the actual
Rank he has
with the skill. If the character does not pay the fees
for two
consecutive years, his Priest Rank is permanently
reduced by one.
Note the reduction in Priest Rank automatically causes a
reduction of
1 to 3 points in Knowledge Rank (KR) that the priest may
have.
-----
Copyright (c) 1983, 1984, 1986, 1991, 1992, 2001 John M.
Kahane
... Diamond (n.): A lump of coal that made good under
pressure.
JohnK
from the Lap of OS/2
johnk-thinkpad@c...
http://www.comnet.ca/~jkahane
|
|
105 |
From: green_skies_at_night <green_skies_at_night@y...>
Date: Fri Aug 22, 2003 9:58pm
Subject:
Spirits and Religion
|
|
In looking over the Spirits and Religion document,
I'd like to
congratulate David Barrass on his hard work and
thoughtful
presentation. Having said that, I was wondering what the
thought was
behind Cleric types not being able to use mana, instead
deriving
power from a god, who in turn derives his power from his
believers.
Why is mana anathema to priests? It seems to me, there
might be some
colleges which practice white magicks, with the blessing
of the Lords
of Light or Light Powers. Should the practice of
miracles and the
rituals of the religious be any different, than say, the
black mage,
who is a kind of priest (albiet serving the Dark Powers)
in his own
right? Philosophically, I have my own take on the
subject, but I'd be
interested to hear from the group. Does this system
allow for one
Creator, for it seems geared toward entire pantheons of
dieties (much
in the greco-romano tradition)? The various planes of
existence seem
clear to me as well. The original DQ system owns its
beginnings
primarly to two sources of fiction, those being the
writings of
Ursula Le Guin, and J.R.R Tolkien. Neither of these
bodies of work
has the same flavor as that presented in David's
document, though one
must also consider the European mythos, which was
another influence
on the game system. So, Paganism brings us to druids,
the spirits of
leaf, river, and vine, as well as burgeoning
Christianity (which, I
for one, will never use in a campaign!). I'm just
throwing this out
there in the hope that others may respond in kind.
Overall, nice
work David!
|
|
106 |
From: dbarrass_2000 <david.barrass@e...>
Date: Sat Aug 23, 2003 7:44am
Subject:
Re: Spirits and Religion
|
|
> In looking over the Spirits and Religion document,
I'd like to
> congratulate David Barrass on his hard work and
thoughtful
> presentation. Having said that, I was wondering what
the thought
was
> behind Cleric types not being able to use mana,
instead deriving
> power from a god, who in turn derives his power from
his believers.
> Why is mana anathema to priests?
This was based on the DQ book - check out the section on
consecrated
ground, first page of the magic section.
>It seems to me, there might be some
> colleges which practice white magicks, with the
blessing of the
Lords
> of Light or Light Powers. Should the practice of
miracles and the
> rituals of the religious be any different, than say,
the black
mage,
> who is a kind of priest (albiet serving the Dark
Powers) in his own
> right? Philosophically, I have my own take on the
subject, but I'd
be
> interested to hear from the group. Does this system
allow for one
> Creator, for it seems geared toward entire pantheons
of dieties
(much
> in the greco-romano tradition)? The various planes of
existence
seem
> clear to me as well. The original DQ system owns its
beginnings
> primarly to two sources of fiction, those being the
writings of
> Ursula Le Guin, and J.R.R Tolkien. Neither of these
bodies of work
> has the same flavor as that presented in David's
document, though
one
> must also consider the European mythos, which was
another influence
> on the game system. So, Paganism brings us to druids,
the spirits
of
> leaf, river, and vine, as well as burgeoning
Christianity (which, I
> for one, will never use in a campaign!). I'm just
throwing this out
> there in the hope that others may respond in kind.
Overall, nice
> work David!
Thanks
I see paganism as serving many gods, many of whom will
see themselves
as on the same side as the Powers of Light. Just because
they're
pagan doesn't make them evil. However, as I read the
book, it does
not make them the same as the Powers of Light. Hence the
two forms
of religion Pagan priest and Powers of Light Cleric
I see it that the PoL have found another way, possibly
for higher
motives or to ultimatly remove magic and so cut out the
competition
of Pagan gods - two of many senarios that could explain
this
David
|
|
107 |
From: dbarrass_2000 <david.barrass@e...>
Date: Sat Aug 23, 2003 7:50am
Subject:
Re: JohnK's Priest Skill (Long)
|
|
Got it printed ( big Thanks for posting it) - give
me a couple of
days to look over it
David
|
|
108 |
From: green_skies_at_night <green_skies_at_night@y...>
Date: Sat Aug 23, 2003 10:35am
Subject:
Re: Spirits and Religion
|
|
Thanks for clearing that up, David. :)
|
|
109 |
From: tmckelvey77089 <tmckelvey77089@y...>
Date: Sat Aug 23, 2003 0:25pm
Subject:
Re: JohnK's Priest Skill (Long)
|
|
John,
I'm having trouble finding your article on the
Devoutness
characteristic. Would you repost it here?
Thanks,
Ted McKelvey
|
|
110 |
From: tmckelvey77089 <tmckelvey77089@y...>
Date: Sat Aug 23, 2003 0:25pm
Subject:
Re: JohnK's Priest Skill (Long)
|
|
John,
I'm having trouble finding your article on the
Devoutness
characteristic. Would you repost it here?
Thanks,
Ted McKelvey
|
|
111 |
From: green_skies_at_night <green_skies_at_night@y...>
Date: Sat Aug 23, 2003 4:15pm
Subject:
A Wicked Wizard Punished
|
|
One day a wizard told a man whom he knew that, if
any one were to
climb a certain mountain-peak and jump off on to the
belt of clouds
below, he would be able to ride about on them as on a
horse, and see
the whole world. Trusting in this, the man did as the
wizard had told
him, and in very truth was enabled to ride about on the
clouds. He
visited the whole world in this fashion, and brought
back a map which
he had drawn of the whole world both of men and of gods.
On arriving
back at the mountain-peak in Aino-land, he stepped off
the cloud on
to the mountain, and, descending to the valley, told the
wizard how
successful and delightful the journey had been, and
thanked him for
the opportunity kindly granted him of seeing sights so
numerous and
so strange.
The wizard was overcome with astonishment. For what he
had told
the other man was a lie, a wicked lie invented with the
sole
intention of causing his death; for he hated him.
Nevertheless,
seeing that what he had simply meant for an idle tale
was apparently
an actual fact, he decided to see the world himself in
this easy
fashion. So, ascending the mountain-peak, and seeing a
belt of clouds
a short way below, he jumped off on to it, but was
instantly dashed
to pieces in the valley below.
That night the god of the mountain appeared to the good
man in a
dream, and said: "The wizard has met with the death
which his fraud
and folly deserve. You I kept from hurt, because you are
a good man.
So when, obedient to the wizard's advice, you leapt off
on to the
cloud, I bore you up, and showed you the world in order
to make you a
wiser man. Let all men learn from this how wickedness
leads to
condign punishment!"
|
|
112 |
From: John Rauchert <john.rauchert@s...>
Date: Sat Aug 23, 2003 6:48pm
Subject:
RE: Re: JohnK's Priest Skill (Long)
|
|
JohnK's original article on
Devoutness can be found at the DragonQuest
Newsletter Archive. It appeared in Volume 2
Number 5 May 1995
http://johnrauchert.brinkster.net/dq/archive/dqnewsletter/dqv2n5.htm
-----Original Message-----
From: tmckelvey77089
To:
Sent: 23/08/03 12:25 PM
Subject: [DragonQuestCathedral]
Re: JohnK's Priest Skill (Long)
John,
I'm having trouble finding
your article on the Devoutness
characteristic. Would you repost
it here?
Thanks,
Ted McKelvey
|
|
|
113 |
From: John M. Kahane <jkahane@c...>
Date: Sun Aug 24, 2003 7:43am
Subject:
Re: Re: Spells in Religion
|
|
Hullo, David,
On Fri, 22 Aug 2003 15:56:09 -0000, dbarrass_2000 wrote:
>> Probably for some of the same reasons that I do. :)
Basically,
>> the DQ material on religion that I have heard about
and seen
>>(granted this was many years ago) was always meant to
keep
>>religion and magic separate from one another. I don't
remember
>>where I've seen it in the various editions of the
game, but there
>>were a couple of places where this is hinted at.
>
>I partly agree, I would split it into two forms of
religion "pagan" -
>magical in nature and PoL - separated from magic
Frankly, I don't think that there is a need to split it
into pagan
and PoL, to be honest. The Priest skill, if handled
right and worked
with by a GM and player who both have a good grasp of
what they're
doing, should be able to use the same skill to do this.
Besides, in
most pagan religions one tends to have shamans, witches,
and the like,
rather than priests, so...
>> > I have always assumed that his was how magical
religions worked
>> > This is from hints:-
>> > In Thieves World already posted:-
>> > "...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".
>> > Spells are explicitly mentioned.
>>
>> Granted this is true, but remember the material in
the Thieves'
>> World boxed set was meant to only apply if running in
that
>>particular game world. This is the same material that
allows one
>>to create Mages with more than one College to begin
with,
>>something that seems to be in direct contradiction
with the way
>>the Colleges were set up in the main game. This may,
of course,
>>be pure speculation, but it is certainly my
interpretation of the
>>Thieves' World boxed set material.
>
>That is a good point
What bugs me about this is that most people just assume
that the
Thieves' World material is canon for the DRAGONQUEST
game system, and
not specific rules for the Thieves' World environment.
>> > The College of Black magics itself is clearly based
on
>> >Witchcraft � believed to incorporate elements of
Anglo-Saxon
>> >(and maybe a bit of Celtic) pagan cults This college
also
>> >contains many features I would expect a religion to
have
>> >(eg blessings and curses).
>>
>> Actually, I would beg to differ with you here
slightly. Black
>> Magic certainly has some elements of the darker sides
of
>>witchcraft, notably the Crowley elements to it, but it
is in no way
>> representative of witchcraft as a whole. It certainly
has a
>>literary basis with the dark arts, but I suspect many
practicing
>>witches and warlocks from the 1980s would have
objected to
>>the connection to what they do on the basis of this
College.
>
>possibly true of today's witches. I've done research of
the
>medieval snd Renacence witchcraft and its seem smilar
to the
>colege of Black magics to me. Yes they have focused on
the
>nastier side to make it interesting for a role-playing
system
Ah, but remember this was the 1980s, the period when D&D
was being
accused as contributing to the murder and the like by
kids who were
playing the game, and when witchcraft was considered an
evil, and its
real life wiccan practicioners were all in hiding and
the like. The
game's focus was similar to that, and hence the College
of Black Magics
was very much a menace within the context of the game
and the game
world. Frankly, I wouldn't use a Black Mage to simulate
a witch or
warlock or whatever, not the way the first two editions
set them up.
Of course, one doesn't have that worry with the 3rd
Edition. :)
>> > Most of the magic users in legend are described as
Priest(esses)
>> > and they seem to cast things that would be best
modelled as
>> >spells.
>>
>> Agreed, but there is a difference between a Priest of
one of the
>> pagan religions and a Priest of the Christian faith.
Arthurian
>> legend is a good example of this. However, more to
the point, one
>> could argue that a true Priest or Priestess receives
their
>>abilities from a Divine source, whereas magic stems
from the mana
>>that surrounds us all. Miracles don't and should not
reduce Fatigue
>>in game terms. That makes them different from magic
entirely.
>Imnsho. :)
>
>Yes - see my point on two forms of religion. I realise
that miracles
>for a PoL religion (eg christianity) should be
different (although
>one could argue that a 1 Ft cost is requied as
sacrifice to the diety
>for useing some of his power, or to open a channel to
the diety to
>tap power) But for PoL miracles I would love to get
away from
>spells, but the time taken to draw up a list of rules
for this or
>Miracle list was more time than I have. Perhaps your
rules are the
>answer to my prayers
I guess you need to tell me whether the Priest skill
that I've
just presented addresses that question at all. :) Of
course, like I
said, I suspect people will either hate what I've done
for the skill or
like it.
....."Wait, you can smell Crichton in all of this?" -
Aeryn "Yes. His odour
is even stronger than yours." - D'Argo "I don't have an
odour." - Aeryn (FS; TOBM)
JohnK
e-mail:
jkahane@c...
web page:
http://www.comnet.ca/~jkahane
|
|
114 |
From: John M. Kahane <johnk-thinkpad@c...>
Date: Sun Aug 24, 2003 2:15pm
Subject:
Re: Re: JohnK's Priest Skill (Long)
|
|
Hullo, Ted,
On Sat, 23 Aug 2003 18:25:01 -0000, tmckelvey77089
wrote:
>I'm having trouble finding your article on the
Devoutness
>characteristic. Would you repost it here?
Sure thing, not a problem... The excerpt from my
Additional
Rules material on Devoutness follows:
----------------------------------
[3.11] Devoutness is a measure of the extent to which
the character
honestly believes in a specific deity or in a group of
deities.
The Devoutness (DV) characteristic is one that is the
most
flexible and difficult of all to characterize due to the
nature of
the matter of religion. Devoutness represents the honest
belief of a
character in a deity and/or a group of deities (commonly
called a
pantheon).
The world around the characters possesses much in the
way of
history and ancient lore, and religion is a part of this
world.
While a charac ter may choose not to have a belief in
any form of
deities or gods, it is likely that the character's
personality is one
that gives a respect to a certain type of deity or to a
specific
deity. The character's Devoutness represents the extent
to which the
character places faith in the gods of the game world and
campaign,
and could have long term effects. Each character will
deter- mine
her own DV value, based on personal beliefs and aspects
of the
character's personality.
Thus, a farmer might not be overly religious, but he
will have a
healthy respect for the goddess of agriculture and may
offer small
things at an altar to the goddess after a good harvest
or may appeal
in her name during a hard day in the fields. The
character would
have a DV of perhaps 1 or 2. A thief who is highly
superstitious, on
the other hand, might choose to have a strong worship of
the god of
thieves, possibly due to the influ- ence of the Thieves'
Guild or
because of personal belief. This character would give a
certain sum
of money every month at the temple of the god, and might
perform
certain rituals at various times or just before
committing an act of
thievery. This character would have a DV of perhaps 3,
4, or even as
high as 5.
[5.9] The character begins with a Devoutness that is
determined by
the character's religious intent.
The player character determines her Devoutness based on
the extent
to which she wishes to worship the deities. Devoutness
ranges from 0
(almost non-belief) to 100 (a total religious fervour),
and there is
also the realm of "A" which stands for atheism. The
character must
choose a Rank for their Devoutness at the time they
create the
character.
It is important to note that a character can choose to
worship
more than one god or goddess. If a char- acter chooses
to worship a
second deity, she cannot have a Devoutness higher than
(DV1-1), and
if the character chooses to worship a third deity, she
cannot have a
Devoutness higher than (DV2-3), where the DV with
subscript refers to
the previous DV value. No character may choose to
worship more than
three deities, but a Devoutness Rank can be chosen with
an entire
pantheon (which would be highly unusual to say the
least).
----------------------------------
Hope this material is what you were looking for.
... If hot air rises, why aren't Ottawa and Washington
in orbit?
JohnK
from the Lap of OS/2
johnk-thinkpad@c...
http://www.comnet.ca/~jkahane
|
|
115 |
From: dbarrass_2000 <david.barrass@e...>
Date: Mon Aug 25, 2003 2:27am
Subject:
Re: Spells in Religion
|
|
<snip as this thread is getting too long>
> Frankly, I don't think that there is a need to split
it into
pagan
> and PoL, to be honest. The Priest skill, if handled
right and
worked
> with by a GM and player who both have a good grasp of
what they're
> doing, should be able to use the same skill to do
this. Besides,
in
> most pagan religions one tends to have shamans,
witches, and the
like,
> rather than priests, so...
The split into two is based on the DQ book, where
concecrated ground:-
"Barrows, pagan temples (those in which magic forms part
of the
ritual) <snip> can never be consecrated ground."
I would much rather have had one skill, but I felt this
precluded it
The Pagan religions of Greece, Rome, Egypt all had
priests and
preistesses presiding over a complex religion. Do you
classifiy
these as a PoL (or PoD) or pagan religion?
<snip again>
> >That is a good point
>
> What bugs me about this is that most people just
assume that
the
> Thieves' World material is canon for the DRAGONQUEST
game system,
and
> not specific rules for the Thieves' World environment.
true, but it was writen by DQ people for DQ so it must
give some
clues to what they were thinking. Just how much is the
question.
<snip>
> >possibly true of today's witches. I've done research
of the
> >medieval snd Renacence witchcraft and its seem smilar
to the
> >colege of Black magics to me. Yes they have focused
on the
> >nastier side to make it interesting for a
role-playing system
>
> Ah, but remember this was the 1980s, the period when
D&D was
being
> accused as contributing to the murder and the like by
kids who were
> playing the game, and when witchcraft was considered
an evil, and
its
> real life wiccan practicioners were all in hiding and
the like. The
> game's focus was similar to that, and hence the
College of Black
Magics
> was very much a menace within the context of the game
and the game
> world. Frankly, I wouldn't use a Black Mage to
simulate a witch or
> warlock or whatever, not the way the first two
editions set them
up.
> Of course, one doesn't have that worry with the 3rd
Edition. :)
sadly not :--(
From where I work I can see the village where 200
witches were burnt
in 1590. They were, apparently, inspired by the Devil to
throw a cat
into the sea to summon a storm in an attempt to kill the
King. The
new protestant religion growing up in Scotland at the
time would
consider the College of Black Magics a terrifying
justification of
their acts, I belive - and I fully accept your right to
dissagree -
that this type of witchcraft was the basis of the
College. Sadly
there is no way of knowing now :--( Quite possibly it
was both
influences. The degree of scollarship that went into the
original DQ
is one of the things I love about it.
<snip>
> >Yes - see my point on two forms of religion. I
realise that
miracles
> >for a PoL religion (eg christianity) should be
different (although
> >one could argue that a 1 Ft cost is requied as
sacrifice to the
diety
> >for useing some of his power, or to open a channel to
the diety to
> >tap power) But for PoL miracles I would love to get
away from
> >spells, but the time taken to draw up a list of rules
for this or
> >Miracle list was more time than I have. Perhaps your
rules are
the
> >answer to my prayers
>
> I guess you need to tell me whether the Priest skill
that I've
> just presented addresses that question at all. :) Of
course, like I
> said, I suspect people will either hate what I've done
for the
skill or
> like it.
I have read it and it looks promicing but I have some
questions that
I'll ask in another post :--)
This is one of the things I like and dispare about DQ.
The lack of
cannonic rules makes life frustrating when you need a
quick answer to
deal with a situation. But its also liberating, feel
there's a gap
in the rules? Make your own, who's to stop you? As long
as your
group is happy to play the're not going to have the
headache of
transfering their characters to someone else's game
world.
You, like me and others, are making our ideas available
to DQ world
to the benfit of all. That has to be a good thing, and
your record
of contribution is one that I would be proud to have.
David
|
|
116 |
From: Bruce Probst <bprobst@n...>
Date: Mon Aug 25, 2003 2:28am
Subject:
Re: Re: Spells in Religion
|
|
On Sun, 24 Aug 2003 09:43:07 -0400, "John M. Kahane"
<jkahane@c...>
wrote:
>Besides, in
>most pagan religions one tends to have shamans,
witches, and the like,
>rather than priests, so...
This is a bit of an over-simplification. "Pagan"
generally means
"non-Christian", so this isn't really true. Lots of
"pagan" religions had
perfectly structured priesthoods, they just weren't (or
aren't) *Christian*
priests.
I think the distinction should really be between
"structured" religions and
"non-structured" ones. In a "structured" religion being
a priest is pretty
much all you do. In a "non-structured" religion being a
priest is something
you do in addition to whatever else you normally do.
You can break it down even further ... in some
"non-structured" religion you
have "part-time priests", in others they don't even have
that -- the
religious worship is something that you do as an
individual, and you have no
"flock" to care for or guide.
Any religious "rules" ought to be able to cope with one
extreme as well as
the other.
----------------------------------------------------------------
Bruce Probst
bprobst@n... ICQ 6563830
Melbourne, Australia MSTie #72759 SCA #80160
"Rock and roll Martian."
ASL FAQ
http://www.users.bigpond.net.au/mantis/ASLFAQ
|
|
117 |
From: dbarrass_2000 <david.barrass@e...>
Date: Mon Aug 25, 2003 4:35am
Subject:
Re: Spells in Religion
|
|
--- In
DragonQuestCathedral@yahoogroups.com, Bruce Probst
<bprobst@n...> wrote:
> I think the distinction should really be between
"structured"
religions and
> "non-structured" ones. In a "structured" religion
being a priest
is pretty
> much all you do. In a "non-structured" religion being
a priest is
something
> you do in addition to whatever else you normally do.
>
> You can break it down even further ... in some
"non-structured"
religion you
> have "part-time priests", in others they don't even
have that -- the
> religious worship is something that you do as an
individual, and
you have no
> "flock" to care for or guide.
>
> Any religious "rules" ought to be able to cope with
one extreme as
well as
> the other.
The part time priest I think is covered by the fact that
it is a
skill rather than a character class.
Your point about the individual relationship with your
diety without
the intermediary of a priest is a good one. However,
even here there
there are spiritual leaders able to provide guidence and
interpretation. Such a person would be a Lay reader in
presbeterian
protestant religions, and I beleive that a Rabi or imam
fullfill
similar roles, if some one knows better please correct
me.
Perhaps there is an arguement for a rank 0 priest being
the state
most worshippers acheive in the personal relationship
religions -
I'll have to think of the implications. In my draft
rules, which I
will post hopefully later this week, I've changed the
PoL priest
rules to include priest, monk and <Layman>, the latter
for this
purpose, but there's always that can be done
To stimulate debate I'll included this rule change in
this post:
[110.1] point 3 added
Laymen do not proceed into the highest reaches of the
clergy, and so
do not have the power of the other two, but similarly do
not have
some of the restrictions. They generally are spiritual
guiders in
small communities not large enough to justify a priest,
or in
religions that do not hold with interactions with the
powers via
priests, encouraging a more personal communication with
the Powers
added to [110.17]
A Layman does not gain any of the abilities in sections
[110.18] to
[110.20] (nor can he collect followers), but he does
keep and can
improve the abilities gained before rank 3.
In the pagan religions I've added a bit to cope with
non-structured
religions. I'm not sure if its the best way to do it,
I've toyed
with the possibillity of some religions having priests
of a pantheon
rather than an individual Diety, but not sure what the
best way to do
it is.
[106.10] In certain primitive religions a priest may
officiate in for
more than one Facet of a God or even more than one God.
This is dependant on the pantheon and generally only
occurs in
primitive societies that do not have the centres of
population to
allow the priests to specialise. If a priest wishes to
become a
priest for more than one god or facet of a god the
following
restrictions apply:
1. The priest must meet all requirements to be the
Facet's or
God's priest
2. The gods must be of the same pantheon
3. The gods must not be opposed
4. The priest must spend at least one hour in
Purification (Q-8)
or [32.2] in between officiating in ritual for the
different gods or
using a talent or spell or ritual of different deities.
5. The priest has separate ranks for each of his
deities,
essentially they are separate skills
6. The experience point cost for improve religious
talents,
spells and rituals is separate. Therefore these must be
ranked
individually for each god and the experience points
spent to gain
these spent individually. For example ranks gained in
Payer for one
god will not make gaining ranks in Payer for another god
cheaper.
7. The priest may collect followers, but the limit for
all
followers of all religions is still his WP. The priest
collects
followers for his god individually. So, for example a
priest may
have 4 followers for one deity and 3 for another to a
total of his WP.
8. The rules of individual Gods and facets may prohibit
this
The priest has a reduced obligation to contact the
deity. At
least one contact with any deity must be made as [106.7]
and the
contacts must be shared between the deities, but one
contact of some
form must be made at a minimum of once per month per
god. The God
will require that its festivals are observed. Failure to
comply will
result in the penalties of [106.7] to all religious
success chances
irrespective of deity. The same contact rules apply to
retaining
followers
All other restrictions and powers of priests remain
unchanged
David (really enjoying this news group - I must do some
work some
time)
|
|
118 |
From: John M. Kahane <jkahane@c...>
Date: Mon Aug 25, 2003 7:13am
Subject:
Re: Re: JohnK's Priest Skill (Long)
|
|
Hullo, David,
On Sat, 23 Aug 2003 13:50:26 -0000, dbarrass_2000 wrote:
>Got it printed ( big Thanks for posting it) - give me a
couple of
>days to look over it
Oh, I didn't expect people to start commenting on it
right away,
simply because it is so large and there's a lot of
material in it. I
don't know what most of the folks around here are going
to think of it,
to be honest, but we'll see when the fallout and the
comments on the
material start coming in.
Oh, and I've posted up the relevant excerpts from my
Additional
Rules material on Devoutness, for those who want it,
since it's
relevant to the Priest skill.
.....Education is a poor substitute for cognition.
JohnK
e-mail:
jkahane@c...
web page:
http://www.comnet.ca/~jkahane
|
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From: John M. Kahane <jkahane@c...>
Date: Mon Aug 25, 2003 7:04am
Subject:
Re: Re: The Golden Rule(s)
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Hullo, David,
On Fri, 22 Aug 2003 16:08:32 -0000, dbarrass_2000 wrote:
>Ok we agree on a lot of basics
So it would seem. :)
>> No, it does not. But there is a clear indication here
that the
>> pagan temples and elements of magic mentioned above
owe
>>a clear allegiance of sorts to the Powers of Darkness,
i.e., the
>>DQ Demons, and that would suggest more of a connection
>>to magic. The Powers of Light are clearly meant to be
the
>>deities/gods/goddesses/etc. within this framework.
>
>Agreed
And yet while this seems to be so obvious and clear from
the
material presented in the game, it's amazing how many
players and folks
who run the game don't see this. Sometimes this is the
sort of thing
that can really drive a GM or player crazy, but I guess
when it comes
down to it, there aren't a lot of GMs who actually use
religion or
think religion through in roleplaying games. And because
of the
manner in which religion has been portrayed in rpgs in
the past, there
is a stereotypical attitude of how to bring it into
one's rpg and all.
>> Beats me...but it makes for interesting speculation,
doesn't
>>it? I suspect the priestess associated with (a form
of)
>>witchcraft would be more what was in mind for the
pagan
>>temples and that aspect of this, but there is no real
way to
>>know.
>
>Agreed - I see it as two forms of religion
While one can argue that it is two forms of religion, I
think
that it can be seen as two aspects of the same way in
which religions
are dealt with. Besides, most people don't associate
paganism with
religion per se.
>> And where do you fit shamanism into the equation? <g>
>
>See my spritis and religion document in the files
section, this has
>Shamans in. They, in my system, are mages interacting
with spirits
>in this and other dimensions.
Yes, I've seen the article in question, and you've
defined the
Shamans and their form of magic quite nicely. I have
something of a
variant on the College of Shamanism, which is the last
College I intend
to bring into the game for a while (giving a total of 24
Colleges of
Magic).
I'm looking forward to seeing the new draft of the
material, btw.
:)
.....The world is a beautiful book, for those who can
read it.
JohnK
e-mail:
jkahane@c...
web page:
http://www.comnet.ca/~jkahane
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120 |
From: John M. Kahane <jkahane@c...>
Date: Mon Aug 25, 2003 7:10am
Subject:
Re: Spirits and Religion
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Hullo, Green_Skies,
On Sat, 23 Aug 2003 03:58:02 -0000, green_skies_at_night
wrote:
>In looking over the Spirits and Religion document, I'd
like to
>congratulate David Barrass on his hard work and
thoughtful
>presentation. Having said that, I was wondering what
the
>thought was behind Cleric types not being able to use
mana,
>instead deriving power from a god, who in turn derives
his
>power from his believers. Why is mana anathema to
priests?
I would assume that this is based on some of the
material to be
found in the DQ rules, notably the material on
consecrated ground, and
some other reference and the like found in various
sections of the
magic section. David would have to answer you on that.
>The original DQ system owns its beginnings primarly to
two
>sources of fiction, those being the writings of Ursula
Le Guin,
>and J.R.R Tolkien.
Actually, the DQ system has its beginnings in a whole
bunch of
fantasy fiction and literature, of which Le Guin and
JRRT are only a
pair. The game also has been influenced by other
writers, historical
material, and largely by folklore and mythology.
....."She is a Leviathan. It's is the single defensive
manoeuver she is
capable of." - D'Argo (FS; Pr)
JohnK
e-mail:
jkahane@c...
web page:
http://www.comnet.ca/~jkahane
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