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Hidden 7 yrs ago Post by Kho
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GUYS. We should create a Divinus in the free section. It can run parallel to this, just something light-hearted and quick. What d'you think?
Hidden 7 yrs ago 7 yrs ago Post by Antarctic Termite
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@Kho Let's do it. Anyone who writes more than one paragraph gets their merry ass kicked by Amul.

I give us a week.
Hidden 7 yrs ago 7 yrs ago Post by Antarctic Termite
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For real though, here's some system updates I think would be good if we make a mini-Divinus.

  • -Might storage caps are use-it-or-lose-it
    -i.e. lower
  • -Creations are Might-capped, preferably a fairly low one
    -Thus encouraging players who want high-Might investments to build components and systems rather than a +10 Thing version of a +1 Thing
  • -Holy Sites are temporary
    -If you want infinite Might generation, you gotta work for it more often
    -Also makes Holy Sites more likely to be fought over since every god will have like, three
  • -Level is capped by Might expenditure somehow, so active gods will level faster
    -Level costs are reduced to compensate
    -Possible solution: you can only level up on a given turn if you've spent all your Might the previous turn
  • -Portfolios are fine
  • -We figured out Avatars
  • -Short posts should make Hero levelling easier, maybe goals-based
  • -Time is measured from the start of the roleplay, give or take howevermuch
  • -Flavour-based mechanics that prevent gods from nuking planets and such
    -Maybe the Primordials gave a commandment that gods are entrusted with power to create, and those that abuse it to destroy get stripped down to demigod or hero level
    --So gods are allowed to destroy, so long as they do it by creating something that destroys for them
    --God vs. god duels are fair game though
    -Alternatively, gods are just inherently creative forces that are by far more powerful in creation than they are in destruction
  • -Worshipper mechanics for gods, because I feel like we missed an opportunity there
  • -Maybe a more mechanical path to godhood for demis to encourage people joining
  • -RENAME 'FREE POINTS' ALREADY, THEY AREN'T EVEN FREE


Also we'll have to vote on who's Fate's right hand in this particular universe. I vote this lovely lady.
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Hidden 7 yrs ago Post by Cyclone
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For a free section those mechanics are still quite cumbersome. Perhaps it’s best to ditch some of the stuff like detecion, concealment, (maybe even levels?), and avatars. Make the gods overall a bit weaker.

Is Fate even necessary? I’ve always thought Fate and Invictus were really gimmicky and needless.
Hidden 7 yrs ago Post by Frettzo
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A mini Divinus is a good idea, and some of the features that Termite suggested I think could actually benefit us in this version as well. What Cyclone said is true, though. We should make Free Divinus as lightweight as possible, let's not overload our fellow Feers with mechanics :p

We should also have a backup plan for the possible Gods/players that go OP, like creating a galaxy with 1 MP lol
Hidden 7 yrs ago 7 yrs ago Post by Antarctic Termite
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ehhhhh I don't think mechanics are a bad thing so long as they're intuitive and cover bases. The whole tabletop genre is based on them, and you can still run tabletop RPGs in an easy lighthearted way.

There is such a thing as being too free-form. With a few guidelines on what's possible, supplemented if necessary by flavour on why, problems like 'creating a galaxy with 1 MP' should cease to exist, and processes like 'my god has fought a bunch of battles, he should be stronger than before' become much easier to quantify and resolve.

I think the Divinus secret to success has always been Might counts and summaries. In a genre where there are effectively no limits at all on what's possible, giving the players ways to clearly understand the shape and magnitude of their own wacky shit makes everything so much smoother, and being able to have a bunch of people do wacky shit at once is the absolute heart of a deity game.

...We can absolutely ditch concealment/detection, though. And the entire creation of the universe montage. Among other things.

Is Fate even necessary? I’ve always thought Fate and Invictus were really gimmicky and needless.




Hidden 7 yrs ago 7 yrs ago Post by Cyclone
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I think there’s just a lack of creativity if you feel the need to have a figure like Invictus aka Amul’Sharar sitting dormantly for a RP and a half just on the offchance that te Gms need it for plot devices to force the story back on track.

Instead of having some supposedly omnipotent but actually dormant overlord awakening, there could just be some other crisis; ie the invasion of demons or gods from another plane, or the sudden draining of magic and divine power.

You know what? This Divinis has been getting a bit stale for me with using the same characters for so long, so a free Divinus with new characters sounds like just what I need.

Not to steal the idea and run off with it, but I think I’ll go ahead and give this a shot in the near future if nobody beats me to the punch.
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Hidden 7 yrs ago 7 yrs ago Post by Frettzo
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i wanna die, i lost the file that contained a several thousand word long multi-part series of posts that explored the birth (sprouting, blooming?) of a new sentient species. Can teknall pls craft me a gun to shoot myself lol
Hidden 7 yrs ago Post by Muttonhawk
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You know what? This Divinis has been getting a bit stale for me with using the same characters for so long, so a free Divinus with new characters sounds like just what I need.


Sounds like fun! Let us know how it goes.

As for Amul, I see it more as an IC precedent for GM action more than a limiting go-to for GM action. Something to preclude the "WTF HOW DARE A GM MAKE UP A DISASTER ON THE SPOT TO RUIN MY OP STUPID FUN" type deal.

I think it's easy to forget with how awesome the players are in this RP.

i wanna die, i lost the file that contained a several thousand word long multi-part series of posts that explored the birth (sprouting, blooming?) of a new sentient species. Can teknall pls craft me a gun to shoot myself lol


Nooooo!

I had better back up my progress on this Yorumpost in that case, hmm.
Hidden 7 yrs ago Post by Kho
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For real though, here's some system updates I think would be good if we make a mini-Divinus.

  • -Might storage caps are use-it-or-lose-it
    -i.e. lower
  • -Creations are Might-capped, preferably a fairly low one
    -Thus encouraging players who want high-Might investments to build components and systems rather than a +10 Thing version of a +1 Thing
  • -Holy Sites are temporary
    -If you want infinite Might generation, you gotta work for it more often
    -Also makes Holy Sites more likely to be fought over since every god will have like, three
  • -Level is capped by Might expenditure somehow, so active gods will level faster
    -Level costs are reduced to compensate
    -Possible solution: you can only level up on a given turn if you've spent all your Might the previous turn
  • -Portfolios are fine
  • -We figured out Avatars
  • -Short posts should make Hero levelling easier, maybe goals-based
  • -Time is measured from the start of the roleplay, give or take howevermuch
  • -Flavour-based mechanics that prevent gods from nuking planets and such
    -Maybe the Primordials gave a commandment that gods are entrusted with power to create, and those that abuse it to destroy get stripped down to demigod or hero level
    --So gods are allowed to destroy, so long as they do it by creating something that destroys for them
    --God vs. god duels are fair game though
    -Alternatively, gods are just inherently creative forces that are by far more powerful in creation than they are in destruction
  • -Worshipper mechanics for gods, because I feel like we missed an opportunity there
  • -Maybe a more mechanical path to godhood for demis to encourage people joining
  • -RENAME 'FREE POINTS' ALREADY, THEY AREN'T EVEN FREE


Also we'll have to vote on who's Fate's right hand in this particular universe. I vote this lovely lady.


Currently re-working the OP for mini-Divinus. What do you mean by making Holy Sites temporary? As in, they only one or two turns? If one creates a Holy Site with, say, 6 Might, it'll be two turns before they recover their initial losses, so any temporary holy site will need to last at least three turns to be worthwhile.
The only issue I have with making them temporary is that it puts additional burdens on the GM, who will have to monitor every single Holy Site to ensure that it expires when it's meant to. As this is a free section RP and things will be far more fast-paced, it'll be a headache. I say, if infinite Might generation is problematic, we either get rid of holy-sites completely, or we keep them as they are, but with a lower cap on how many a god can have (e.g. 3 rather than the present 5). I really like this 'Capturing Holy Sites' mechanic, if we keep holy sites we should add that.

As for the monitoring destructive gods, in Mk.I Fate did impose a decree that gods will no longer become directly embroiled in mortal affairs, directly harm, destroy etc. them. I've actually been building to something like that in this RP, but the gods will actually come together in some kind of Divine Summit or something.
I think there's no need for us to arbitrarily demand that gods be creative and not destructive - destructive gods tend to create new plotlines etc. which help the life of an RP. It also allows players to develop laws internal to the game, which is always cool.

As for worshipper mechanics for gods - you mean something similar to what demigods currently have?
Hidden 7 yrs ago Post by Muttonhawk
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...
The only issue I have with making them temporary is that it puts additional burdens on the GM, who will have to monitor every single Holy Site to ensure that it expires when it's meant to...


Hidden 7 yrs ago 7 yrs ago Post by Kho
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Is Fate even necessary? I’ve always thought Fate and Invictus were really gimmicky and needless.


It's come to a point where, GM purposes aside, it is irrelevant whether Fate and Fate's Right Hand are needless or gimmicky. They're part of the Divinus tradition and no amount of tantruming will get rid of them. Creating a Divinus without them will be a major breach of the in-game multiverse. I'm not prepared to do that.

Edit: Also, as the player whose god literally got ROFLstomped by BOTH Fate and Amul, how can you still be sayin' they do nada?
Hidden 7 yrs ago Post by Kho
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With regards to earning Khookies, I'm thinking a simple 1 Khookie per Post system should be fine. If we're talking one-three line posts, that's the only system independent of GM management that I can come up with.
Getting into goal-oriented khookie earning would be tiresome - though perhaps we can have some kind of 'quest' system where, in addition to the 1 Khookie per Post system, completing quests set by a god will also earn one X Khookies
Hidden 7 yrs ago 7 yrs ago Post by Kho
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Free, Large Group, Nation, Fantasy, Historical, Military, Romance, somewhat post-Apocalyptic

  • GMs: [@?], [@?] and [@?]

This RP was inspired by an OldGuild roleplay, by the same name, GMed by ActRaiser. It found new life in the early summer of 2015 and developed tremendously as Mk.I. A new iteration, Mk.II, has since been and continues to be an astounding success. We would now like to launch a new version, reconfigured and refined for the Free Section –
Dɪᴠɪɴᴜs: Tʜᴇ Dᴇɪᴛʏ Rᴏʟᴇᴘʟᴀʏ (Mᴋ.Lɪᴛᴇ)




Hidden 7 yrs ago Post by BBeast
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A Divinus-lite sounds fun, although I'm concerned it might draw activity away from main Divinus.

I'll deliver some feedback on the ideas thrown around anyway. (They also make good rules considerations for Divinus Mk.3 if we ever get to that stage.)


  • I'm not sure how temporary Holy Sites would be useful. Additionally, IC, with Holy Sites meant to be lasting monuments to their creator god, having them expire runs counter to that.
  • Capturing Holy Sites is cool, if you could figure out a way to do it.
  • Worshipper mechanics might be complicated. What defines a worshipper? How can we ensure that worshippers are obtained fairly? A cap on the bonus worshippers gives like for demigods is likely needed. However, IC, Divinus gods are special in that their existence and power is largely independent of mortals, which gives you that extra feeling of power, that you are because you are, not because some mortals believed you into power.
  • However, I've figured out a potential way to join modifications to Holy Sites and Worshippers: Holy Sites must be maintained/attended by your Worshippers in order for you to gain Might from it. Holy Sites thus become infrastructure for channelling mortal piety into divine power. The number of worshippers is not important, as long as it is enough to operate the Holy Site (which might scale with Might Cost). If you lose influence over your worshippers, your Holy Site stops functioning. If another god supplants your worshippers and puts their own in the Holy Site, then that god gains the benefits of the Holy Site instead.
  • To add to the Fate/Amul debate: the mere presence of the Primordials is enough to remind the Player Characters that, although they are Gods, they are not the most powerful beings around, which adds an interesting dynamic. Also, if you are opening something up in the Free section, it might be worthwhile keeping them around as GM tools in case the players we attract are not as well behaved as us.


But again, don't you all go abandoning real Divinus. That would be rude.
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Hidden 7 yrs ago Post by Antarctic Termite
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i wanna die, i lost the file that contained a several thousand word long multi-part series of posts that explored the birth (sprouting, blooming?) of a new sentient species. Can teknall pls craft me a gun to shoot myself lol



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Hidden 7 yrs ago Post by Double Capybara
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I kinda like it? Perhaps not from the gods, but something that incentivizes more heroic tasks over a handful of posts over just one?

Also, if its a quick play sort of thing with "jump-in" mechanics, just ditch free points in their current form.

No need for a strong god/demi-god division too, tbh, the level catch-up is already such a large gap.

For alternatives to Holy Sites, what if that was tied to the idea of worshippers giving extra might? HS allowing for more worshippers but not immediately giving them. Though that would change a lot of how they work, especially for gods that use them for the structure.

Edit: This was done before I got to read the latest posts, so I have no idea if ideas changed.
Hidden 7 yrs ago 7 yrs ago Post by Kho
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But again, don't you all go abandoning real Divinus. That would be rude.


There's no way I'm abandoning this Divinus. Maybe Cyclone would, traitor that he is >.> but I've got at least three collabs going atm, and about six-million ideas in my super secret PM to myself. AND I've only just caught up with everything, not jumping ship after putting in all that effort.

As I just said to Cyclone over discord: This is an expansion of the Divinus franchise beause Divinus is awesome. Everyone needs to know about it. What better way to advertise than launching it in the free section? THEN we'll get multiple Divinus RPs running simultaneously. THEN we'll be able to create really complex, inter-RP plotlines that bring different RPs clashing together,
and that will put players in a better position to explore the mysteries of the Primordials Cyclone is always tantrumming about.

We have a really strong base here in Mk.II, which is why I think launching a Divinus-lite is feasible at all - we have the core necessary for an expansion of this kind. And then, if it is successful that's great, and if it isn't then we're all still here pumping out posts at our own pace. If anything, Divinus-lite can serve as an on-the-side while we're waiting on developments here.

Edit: I VERY MUCH LIKE the idea of Holy Sites as infrastructure maintained by worshippers. That brings in the whole holy site takeover mechanic in very smoothly.
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Hidden 7 yrs ago Post by Double Capybara
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Ah, seems like BBeast had a similar idea to me.

While brooding over Holy Sites as a structure like Ilu, Tek, Jvan and others use, I came up with another proto-idea. What if there were two types of Holy Site? One that gives might (temples for worshipers and such) and one that gives free actions / 0 might actions, so say, as the god of plants, you would always need to spend might creating plants (unlike the current system where plant creation can be justified as a free action if you have the plants domain) unless you spend some might creating the Gardens of Somewheria which would give you the free actions.
Hidden 7 yrs ago 7 yrs ago Post by Antarctic Termite
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ok I think we can safely toss the temporary holy sites idea, that wasn't going anywhere. Capturing them sounds fine, but I feel like there should be a Might cost associated with that one too, somehow.

Creating a Divinus without them will be a major breach of the in-game multiverse.


'Let the past die. Kill it, if you have to. That's the only way to become what you were meant to be.'
-a whiny lil shit with a good point


I think there’s just a lack of creativity if you feel the need to have a figure like Invictus aka Amul’Sharar sitting dormantly for a RP and a half just on the offchance that te Gms need it for plot devices to force the story back on track.

Instead of having some supposedly omnipotent but actually dormant overlord awakening, there could just be some other crisis; ie the invasion of demons or gods from another plane, or the sudden draining of magic and divine power.


These solutions are basically the same, but on a blank slate world, they now lack context. Also I

I feel like the major flaw of Amul in these games is underuse. Having him be present somehow, and allowing him to have interactions and a personality that have nothing to do with plot (and don't screw with the characters too much), would help a lot. I've tried to get this to happen in this game but CHECK THE DAMN GM THREAD OI @Muttonhawk@BBeast

Amul is a mechanically sanctioned way of creating what Vowzra was through most of this RP, without the GM having to fiddle with the motives of their own player character in the way of Vowzra's 'mysterious' interaction with Fate.

As for the monitoring destructive gods, in Mk.I Fate did impose a decree that gods will no longer become directly embroiled in mortal affairs, directly harm, destroy etc. them. I've actually been building to something like that in this RP, but the gods will actually come together in some kind of Divine Summit or something.

I think there's no need for us to arbitrarily demand that gods be creative and not destructive - destructive gods tend to create new plotlines etc. which help the life of an RP. It also allows players to develop laws internal to the game, which is always cool.


This is outright contrivance, though. Moreover, it's something we already do extensively- the reason Logos doesn't do this to Galbar, the reason Xos doesn't do it to Jvan's nonsense, the reason Jvan didn't do it to the Djinni, and shit, the reason Belvast didn't do it to Jvan via portal cutting- is basically a mess of idiosyncracies and plot coming before character.

Of course I want destructive gods! But I want the players to use more of their creative genius to figure out how to destroy things than why they shouldn't.

Like @Cyclone said, less powerful gods is ideal, so long as they can still create wacky shit.

With regards to earning Khookies, I'm thinking a simple 1 Khookie per Post system should be fine. If we're talking one-three line posts, that's the only system independent of GM management that I can come up with.


>one to three line posts
buddy, we're all gonna die

make it five thousand characters or so

Getting into goal-oriented khookie earning would be tiresome - though perhaps we can have some kind of 'quest' system where, in addition to the 1 Khookie per Post system, completing quests set by a god will also earn one X Khookies


1 khookie per post sounds fine, but I think we should probably rename those too. 'Prestige' or something.

Having gods incentivised to set up quests somehow that help heroes level up would be amazing.

As for worshipper mechanics for gods - you mean something similar to what demigods currently have?


Anything that makes mortals useful. Currently the only thing that makes gods not do things themselves is plot. Usually that's natural, but sometimes it's contrived- again, the whole change-eater / djinni fiasco.

@BBeast has some pretty excellent ideas.

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