Re: Initiation - Contests and Failure

From: John Machin <orichalka_at_3A9Q3kU85avO_DEyZVjg8brSLJ9uMszbvcUaISOPv6W3W51j_OZ-QVAdaTPa9MwNLx>
Date: Tue, 5 May 2009 10:23:28 +1000


2009/5/5 <donald_at_dbuoVX5ejNaixLPW2sbZMl77vHwHxhRkuEwUTPwfpD-LIuBqmSiJ-1HToz3xeO6upEE2hDxYswaUMaWjD4MaBQ.yahoo.invalid>
> People who aren't ready or try and initiate to the wrong god. They
> generally fail without significant damage but get an odd quirk and
> try again.

I used this as a background for a fellow who tried to initiate into Humakt but found that Hevduran found him instead.

He was a bit bitter with his godtalkers and took to trudging about as a result.

> Whether it should be a contest or not really depends on the story.
> In most stories it is a distraction and a potentially derailing
> one.

I agree.
If you want your hero to have a flawed initiation because that drives your idea of the character's story then that is cool, but having to make it a test can almost be like backsliding into TRAVELLER-like "your PC dies in character generation" stuff.

That being said, in HQ1 I tell players to think about the resistances for further initiation, although I have yet to require an actual test I like it that they run about trying to get community support for their attempts to become preceptors (or whatever). If they do enough prep narratively then I am well-satisfied; if they just want to *ding!* up their "magic level" then I might encourage them to make a story out of it, or wheel in the mechanical systems.

--
John Machin
"Nothing is more beautiful than to know the All."
- Athanasius Kircher, 'The Great Art of Knowledge'.

           

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