Re: Playing Animists

From: Chris Lemens <chrislemens_at_...>
Date: Tue, 17 Feb 2004 18:36:31 -0000


Viktor Haag:
> I'm confused. I thought the 'sample common religions' provided
> example templates for these? i.e. worship of Donandar, Imarja,
> Lanbril, Seven Mothers, and Vai Madar Sa are all examples of
> religious practices that fall under the Common Magic keyword.
>
> (My take on it is this: you get 'Common Magic 17', and this
> provides the basis for whatever common magic you start with. 10%
> of your time must be spent dedicated to your Common Magic, in
> totality. Dedicating more time to particular aspects of Common
> Magic doesn't make much sense to me: I envision Common Magic as
> the sort of "everyman's religious practices"; if it took up more
> than a tenth of your time, then you'd presumably follow some
> other religious practice.)

Try looking at the Bison People homeland. There are two, apparently independent sources of common magic available to them, both under the heading of "Common Religion": The Survival Tricks and Cult Societies.

How does your understanding map to this? Would you say that Bison People can take the Survival Tricks and as many Cult Societies as they want for 10%? What if they then want to add Flesh Man common magic--does this count as a further 10% or is it covered?

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