Re: Initiate in exile....what fills their 30% obligation time?

From: donald_at_h1TV10wsjEcCoX5D9WvlUf89tyHOdgC5wlEAANFrEPd6pRKFO7FfmmzvnSsGwaHCkJrbR
Date: Thu, 18 Aug 2011 12:56:20 +0100


I think you are interpreting Jeff's remarks too narrowly. Orlanth has a subcult for adventurers (Destor) so it's pretty obvious there must be some way for them to retain their cult status and magic. Jeff mentions the temples in Oxhead and New Pavis which welcome outsiders and I think there are many more. It isn't free though, you are expected to contribute to the community/temple. In RQ there was a rule for that - initiates must spend 30% of their time on cult business. In HQ the requirement is still there, if you're part of a community your normal work and attendance at rituals fulfills that obligation. If you are a wanderer then you are expected to gift generously to the temples you attend.

In Sartar you have to be a little careful. Clan temples don't welcome outsiders but if you can show you are related then you are no longer an outsider but a cousin. That's one of the reasons for the ritual challenge and response. So if you want to be welcome in your travels make sure you've remembered all your ancestors on the female side. Again as a guest you are expected to be generous.

To me there is more fun potential in having an obligation which isn't set in the rules. You have to roleplay your contribution to the communities you visit not just handwave it away.

Donald Oddy

>
> These leaves a very narrow style of roleplaying, one mainly concerned with some kind of anthropological
> realism. Which is absurd if you think about it.
>
> Once upon a time RQ was the game that had the philosophy that every culture had a word for adventurer.
> This was something that inspired players, made them feel that the world was free to explore.
>
> IMO the world is much the poorer if we loose this essential quality.
>
> Yes we used to seek out friendly priests, and as RQ got a little more anthropological we had to ensure the
> priests we chosse were not from unfriendly clans. But now we seem to be in the situation where even
> finding a friendly priest in a foreign land suddenly threatens to totally change your community obligations
> and social position.
>
> Sure have this kind of thing as a minor element, say a note to say that in foreign lands you will need to
> do favours or deeds if you wish to use compatible shrines. Thats fun. But, to minimise the emphasis on
> compatibility and also to over burden the obligations is not fun for someone who wants to play for adventure
> and world exploration. And YGMV is just another way of saying the game and the world are not compatible
> in this context. The world should serve the game, or the world will be ignored.
>
> If the world isn't fun no one will bother anyway, there may be some people that love anthropology as a
> pastime, indeed I am interested in this generally but mostly I just want to craft a good story arc for my
> character, do cool things and be part of cool events.
>
> >
> > > Say, didn't someone mention "farewell ritual" that would help maintain mythical and magical connections to the gods while an initiate is away? :) Come to think of it, could it be a This Side Heroquest?
> >
> > In some cases, certainly! If the hero is wandering into foreign lands to repeat the magical deeds of Orlanth - sure! If the hero has been sent off into foreign lands by his community - sure!
> >
> > If the hero has been outlawed because he killed Snorri Big Nose, probably not.
> >
> > BTW, lots of Orlanth temples are known to welcome outlaws from beyond. Oxhead in Skanthiland. The Air Temple in New Pavis. Etc, etc.
> >
> > Jeff
           

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