Re: Re: Household Goddesses and new players

From: Jane Williams <janewilliams20_at_...>
Date: Sat, 8 Jul 2006 14:04:22 +0100 (BST)

> >> I'd just suggest that you let the players learn
> about these as they
> >> go. If they actually want to be a worshipper of
> one of these then
> >> let the players learn along with their
> characters. Slowly introduce
> >> the fact that in HeroQuest THE PLAYERS can help
> design the magic
> >> system, and encourage them to discover what their
> characters would
> >> want, find useful or natural.

> > I really like this idea. Unfortunately, near the
> beginning it'll be
> > too difficult to work, I think - I have some RP
> newbies to break in.
> > But I'll be using this for characters made later,
> most definitely.

Greg:

> I would not underestimate the powers of new players.
> They are often
> the most innovative and imaginative. They are not
> preprogrammed by
> "trying to make it fit," which is itself often a
> terrible form of straitlacing.
>
> I urge you to take the players, including the new
> ones, in on the
> crative undertaking! Sure they will be hesitant, but
> just tell them,
> "Your household ogddess here has magic to help you
> do your task well."

Seconded: and I'd suggest that you treat this area as one where the character and their cult are developed in play. Work out the affinities and feats as you go, and feel free to move some of them to and from Common Magic as things become clearer, too. I can see a lot of potential overlap between those little magics that make life go more easily, and those of the Household Goddesses.

What you're doing is designing a keyword, really. The PC is fixed with a keyword of "initiate of household godddess 17" or whatever. But the keyword details can be developed in play. And once you've done that, do let the rest of us know what it looks like!                                   



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