The way I read what Greg wrote is (and it is new to me too):
Ceremony:
is set up by the particpants to be performed in a single location.
They are acting out pre-ordained roles, often including people acting
out the opponents. An outsider could watch from the outside and see
many of the events as people dressed up performing as if in a play.
Some secret activities might be hidden in buildings, tents or simply
by participants gathering close around the major actors. The power of
the ceremony makes the otherside overlap the mundane and can cause
participants to be replaced by the real thing rather than the
pre-supplied actor - or just power-up the actor. Most annual/seasonal
events will be performed as a Ceremony (e.g. the Sacred Time events of
a Heortling clan).
Practice Quest:
is initiated by a ritual (or ceremony) to invoke the power(s) of the
otherworld entity(ies) without crossing over to the other world. The
participants then set off to another location(s) in the mundane world
to perform the stations of the quest. The power of the invocation
draws appropriate encounters that usually match the known or expected
inhabitant(s) of the location(s). A cland and herd following the Waha
Trails through the Greatlands of Prax and the Wastes will (usually) be
a Practice Quest.
HeroQuest:
is initiated by a full invocation of the otherworld and the (main)
participants will cross over to the other side and disappear from the
mundane world. They will enter the Theistic/Spiritual/Essential) world
of the major entity invoked and will (usually) get permission and
direction into the HeroPlane/GodsWar where they will journey to the
events of their quest and partcipate in those events. Supporting
participants will remain in the mundane and will occasionally perform
ritual actions to support the questors - anything in the mundane world
that tries to prevent supporters from performing their roles will face
a resistance powered up by the magic of the quest.
regards,
Charles
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