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

From: Robert Thornton <oblate777_at_ltKT7Ya_0jmg83WpEyrQRo6In7rFb29SheCEknWGiOgg9S-Kxvr18mcWVzAJ5PxJTy>
Date: Wed, 17 Aug 2011 18:58:20 -0400


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?

Rob

On Aug 17, 2011, at 6:46 PM, "orlanthumathi" <anti.spam_at_weIXfKc4-feTHbZZufFrUYJpsCA_ZYFdnTfOT1ykn7A-GzgFI4h44PrepDDXpjtM1161VzcUoecLCamQ1Amlcg.yahoo.invalid> wrote:

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> > But wandering around through the wilderness with just a companion or two? That's going to be real difficult to feed yourself with, let alone keep the gods happy and connected to you.
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> It has to be said, wandering through the wilderness is a staple of fantasy fiction and gaming. Ignoring the outlaw factor for now, it would seem totally at odds with 30 years of Gloranthan gaming to say an Orlanthi would not be able to adventure in foreign lands without some kind of social support structure in tow.
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> Yes back in 80s RQ we often worried about finnding shrines and temples to maintain our magics but we diidn't worry about the lack of a universal cult structure. If we had hit this problem we probably would have played something else. My MGF has nothing to do with over analysing local religious compatibilities.
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> Surely it would be better to invent intersesting ways you could maintain connections with your gods than to have a game that penalises anything other than community focused play.
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