Re: Initiates and devotee time commitments

From: David Dunham <david_at_iO1aLtJLiXZIk9ZBfOtC47aCgkPEDnGGR2hBIrcPi83agOdFsG9IUROTcQsVBj44WTrplg>
Date: Fri, 20 Jul 2007 22:13:07 -0700


Rob

>Initiates and devotee's have to donatr 30% and 60% respectively of
>their time and energy to their cult duties.
>
>They can do this as,
>
>A) If they are a farmer and they worship a farming deity then doing
>their work is like an act of worship actively "emulating" their deity.
>
>B) Their time commitment is to be sent in contemplation and prayer
>(which is why communities have to support devotee's, as they cannot
>support themselves)

B) is too boring or difficult to play, so it has to be wrong.

In my current game, the player of the Elmal devotee has done a great job agonizing over whether to go on an adventure -- he interprets the 60% requirement as meaning he has to spend most of his time guarding the home stead.

I don't think the average Gloranthan thinks of the time requirements like this all -- they're not figuring 3 days out of every ten they will be performing worship etc. These are the figures that an ethnographer would come up with if he observed a number of initiates and devotees.

-- 

David Dunham
Glorantha/HQ/RQ page: www.pensee.com/dunham/glorantha.html

           

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