Re: Moon Design Studios blog

From: donald_at_qgklQxttaJk5d_iRlgR8iE1Wq8_cOjIjAs7L8YNTAFLsfE3SvUC8DhE7ngk7NBOlpWlsn
Date: Tue, 05 May 2009 13:40:17 GMT


In message <p06240832c62536eb60ef_at_[10.40.22.202]> David Dunham writes:

>Story pacing involves a balancing of heroes surmounting obstacles,
>and having more trouble piled on them. I don't think my ability to
>become an initiate ought to depend on when in the story I decide to
>do so. So it seems clear that we shouldn't be using the Pass/Fail
>cycle.
>
>I'm not sure "credibility test" is entirely the right term, but to me
>it seems that someone who is actually strong in the Death rune should
>have an easier time becoming a Humakti than someone who has the rune
>at its base value and just wants to join for the Kewl Powerz. Giving
>both of these people an equally difficult challenge feels wrong.
>Which is why it's not described as being against Moderate difficulty.

Isn't this problem one of regarding initiation as an isolated decision? While a player may do so the character certainly should not. I would be inclined to make that an automatic failure. If the player wants their character to initiate they should make the character take decisions and perform actions which align the character with that particular god. It doesn't want to be as mechanistic as the RQ system of qualifications but if it isn't part of character generation there should be more than the player saying "I want".

The other angle to consider is that a god may choose a character against their wishes and put them under pressure to initiate. That then becomes part of the story or a separate one.

-- 
Donald Oddy
http://www.grove.demon.co.uk/

           

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