Exactly, Chris. "We are all Us" is as useful as "Nobody can make you
do anything" or "One Church, One God, One King." They're starting
points to explore the world of Glorantha. I love "We are all Us"
because one of the most interesting things in the Lunar Empire is
where that breaks down, in conflicts of culture ("We are all us, but
those Darjiini are just dirty & weird...") & conflicts of theology
("We are all us, but those Entropy Alchemists creep me out...").
It's the paradoxes & conflicts of the Lunar Empire that make it such
an attractive setting to me. Well, I love the weird theological &
cosmological stuff, too.
> Hi Yak,
>
> Please check out my previous posting on this. I'm not making
judgement as to
> whether the Goddess is ancient, or a johnny-come-lately co-opting
older religions,
> what I -am- saying, is that finding out for yourself, for your
group, and exploring that
> question, is a fun place to go with Lunar campaigns. Likewise with
"We are All Us".
>
> These are issues to explore, not set answers. So, if the Goddess is
ancient, then the
> fun is in finding out all the ways in which the Goddess has existed,
and how deep and
> widespread her influence is. If the Goddess is new, has the
co-option been the action
> of misguided followers, or part of a greater plan on the part of the
Goddess? Or what
> if a lot of the beliefs are simply re-written history, done simply
to further unite the
> Empire? All of these questions can lead to fun play.
>
> "We are all Us" is a great ideal. The question is, does the reality
match the ideal?
> Consider America's "Justice for All", as an ideal, then as a
reality. Again, this is great
> stuff to explore in play. What does it mean, in terms of concrete
actions, to make,
> "We are All Us" a functional reality? What do you do when Imperial
Edict relocates a
> Lunarized Broo colony next to your neighborhood?
>
> I connect it to real world issues, because the real world ones point
to interesting
> trends and ideas that can inspire new ways to look at your Lunar
campaign.
>
> Chris