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Hidden 7 yrs ago 7 yrs ago Post by Cyclone
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I disagree that gods need to be broadly weaker. One of the things I like about Divinus is the sheer power you wield. The reason we want Gods to be weaker, if I'm not mistaken, is to avoid abuses where we nuke planets and the like. If we lessened their creative powers to do this, I feel like it would be detracting from Divinus. However, limiting their destructive power without altering their creative power allows players to retain the feeling of god-like power without risking wanton destruction.


That's a really big and fundamental point of contention that doesn't leave us with much to debate or negotiate on; you either see it from my side or yours, and one of us is just going to end up being displeased with whatever outcome is decided upon.

I find it infinitely more interesting if the scope is restricted to one planet (and maybe a few small, separate planes like an underworld etc.) rather than an entire universe, and I similarly like the idea of gods not being such overbearingly strong forces. This gives a reason for more interaction with mortals, anyways, if mortals are actually useful in helping gods to achieve their objectives as compared to just ants to poke at or fuel to chuck into holy sites.

(P.S. In Kho's words: "Gods need to be powerful, semi-transcendent beings with tremendous power." I feel this is a core part of Divinus.)


I don't care about maintaining any form of tight cohesion between the two RPs. I'm fine with it having big fundamental changes, as most of these proposed changes are.

The initial planet, I think, should have basic continents and oceans and a good atmosphere and stuff like that, but no life (or only mundane life. Nothing sentient or magical or monstrous)


I actually quite like the idea of our gods arriving to a world in a primoridal chaos with humans already present, as well as mythical monsters and the sort. It would be through the actions of our gods (or some of them, at least) that civilization would actually rise; the worst of the monsters would be slain, imprisoned, or subjugated and leave behind memories of a time of legends.

This does impose difficulty in defining exactly what sort of monsters etc. would already be there, admittedly. I'm still partial to having primitive humans and basic life already there, though.

What is gained by discarding Fate and Amul? Lore-wise, they provide coherency within the Divinus multiverse. They can also be used to give direction to the gods, even as simple as a quick speech at the opening. And it gives the gods something greater than themselves to potentially interact with, and call upon for help if need be. Mechanically, they give the GMs a ready-to-use tool for intervening with IC affairs if necessary without having to contrive something ex nihilio or bend their own characters to do it.


A more sandboxy and free feel as well as freedom from a vague backstory that I'm not all that fond of. GM intervention would be a last resort in my idealized vision; for the most part, if one god is being overly destructive and a dick, I think that it should fall to the other players to stop him. If nobody does, then he rampages and run loose. Only if the story is utterly stagnating or something extreme happens (ie alliance of chaos gods threatening to scour all of creation) should some ex nihilo event need to happen with GM intervention. Because we'd plan on trying to avoid the need for such things, I dislike having the Primordial Beings primed and loomed over us like a bucket of water rigged to the top of a door.

If you have a God of Water, can you also have a God of Rain? Rain would normally be a subset of Water, but here we have an interesting clash of specialisations; the Water God is equally good at all water things, but the Rain God is very good at rain but no good at any other water things...Portfolios are acquired on a first-come first-served basis during the course of the game, so dropping all restrictions (including Domains) turns the game into a free-for-all Portfolio land grab.


I very much like this. Why? Because I advocate for the ability to steal portfolios, similar to how holy sites can be stolen. Think of the Olympians usurping the titans.

Thoughts?

I'll explain what role Domains do have: they provide a description of what your god is broadly good at, without laying exclusive claim to it. It maintains the division between being broadly good at something (Domain) and being highly specialised in something (Portfolio). Discarding Domains removes this division. You could get away with it. Doing so would allow for gods with more diverse skill sets. But you'd very much change the dynamic of how Divinus Gods work.

For instance, having the Crafting Domain means I am broadly good at crafting, and I then claim Portfolios which indicate areas in which I am extremely skilled. Without Domains, I would have had to choose the Crafting Portfolio, then picked what are essentially sub-Portfolios, or else I would have lacked the breadth of skill I had otherwise.


I concede you have some fair points in there, especially about how domains give a very broad idea of what your god is good at. I still would prefer not having them, though. Just as a guy who has worked as a carpenter, construction worker, and lumberjack would probably be better at building houses than a guy who has worked as a pilot and racecar driver, I'd say getting several portfolios in one general 'domain' would make you start to get pretty good at related things even if you haven't fully claimed them as portfolios.

As a compromise: new Domains should be easier to acquire. Kho's current version of Divinus Lite says you can get your second Domain at Level 10, third at Level 15, and so on. I propose that instead you should be able to get your second Domain at Level 5, third at Level 10, and so on. The wait to acquire new Domains even here is too long.


It's a good start, but I'd be happier if you could just start with 2 or 3 portfolios from the get-go. It's annoying to think that to make a Hermes-inspired character you'd first have to contrive some weird domain that fits all or most of his aspects. Then, you'd have to pick just one portfolio and slowly get all the others over time.

Obviously I don't advocate for the ability to start with 5 or 6 distinct portfolios to cover the whole diaspora of things that make Hermes the god he is, but I'd like enough to be able to bear some resemblance instead of just a really hollow shell that you spend a long time trying to slowly fill in.

As for conflicting Domains/Portfolios and allowing Portfolios outside your thematic reach: it depends how much we want to build in niche protection. The current system protects each God's area of specialty. I don't have to worry about Jvan getting better at building robots than Teknall; Jvan doesn't have to worry about Teknall getting better at making life than her; Astarte doesn't have to worry about Ilunabar getting better at magic than her; and so on.

<Snipped quote by Cyclone>

Just because something forces bending, breaking and working around it does not mean it is bad, especially in something where there is more fun in the journey than in the destination. The use of Domain + Portfolio is one of the key factors that differentiates Divinus from other Divine RPs, I also particularly think its one of the things that helped us to have such a unique pantheon vs the overall genericness you can see in similar systems.

It allows enough mutability so the characters are not stuck with their initial concepts, but it places enough limits to encourage creative thinking and close the easy path to commonplace concepts that other RPs are filled with.


Firstly I dispute your notion that forcing more specialization in the form of taking just portfolios instead of hugely broad domains like 'change' or 'chaos' would somehow make the characters more generic. I think you've got it backwards.

Secondly, this goes back to me not seeing the need to make this Divinus-lite stay very faithful to this Divinus. It's in a very different section, appealing to a different crowd. Let it be different and stand on its own as a sister RP and not some simplified replica.

We already have this RP operating under such mechanics, anyways. I like the idea of making some radical changes and seeing how they turn out. If it does turn out to be less to your liking and somehow more 'generic' (even though I think god RPs are hardly common) then you'd still have this Divinus to turn back to.
Hidden 7 yrs ago Post by Kho
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RIGHT. I've updated the WIP OP with everything (I think). The only matters left to agree on are those of the Primordials and Domain(Portfolio)s.

Then we can get this show on the road!
Hidden 7 yrs ago Post by Kho
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Also, I'd like to posit that Holy Sites give some kind of sanctuary to mortals. That makes them important in both the maintaining and the capturing.

ed: Sanctuary specifically from gods. Again, creative destructive gods would be better off creating a mortal army or something similar (giant beast, hero, plague) to capture a mortal stronghold than just deitying their way in.

Though there should still be room for god duels.


Would that mean we'll need to get rid of the whole 'Holy Sites can easily be destroyed by gods or mortals' thing?
Hidden 7 yrs ago 7 yrs ago Post by BBeast
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A more sandboxy and free feel as well as freedom from a vague backstory that I'm not all that fond of. GM intervention would be a last resort in my idealized vision; for the most part, if one god is being overly destructive and a dick, I think that it should fall to the other players to stop him. If nobody does, then he rampages and run loose. Only if the story is utterly stagnating or something extreme happens (ie alliance of chaos gods threatening to scour all of creation) should some ex nihilo event need to happen with GM intervention. Because we'd plan on trying to avoid the need for such things, I dislike having the Primordial Beings primed and loomed over us like a bucket of water rigged to the top of a door.


I can see the appeal there. As a player driven RP, it should be up to the players to keep the other player characters in check. This is, indeed, what we have been doing all along. In that sense, the Primordials are unnecessary.

As for your other points, I think you have identified the key question: what is to be the design philosophy behind Divinus Lite (or whatever we end up calling it)? Do we want to stay true to the style of the original Divinus, with Gods being transcendental beings who predate all mortal civilisation in a fully customised world? Or do we want to create a different flavour of god RP, as you are suggesting? Ultimately, these choices come down to whoever actually decides to run such an RP.


On a more mechanical thought: for Divinus Lite, I think we can streamline the ascension from Demigodhood to Godhood more (P.S. Termite already pointed out that this needed doing). As it stands, there are two tiers of players: those who were here at the start, and those who came later. This helps maintain consistency in the Divinus IC canon, where it would be weird if new fully-fledged gods kept appearing and disappearing, but it can be relaxed in Divinus Lite. A Demigod can basically be considered as a probationary god in this context. If the player sticks around for long enough to level up a bit, then they receive the privilege of becoming a full god. On the other hand, if the player drops out soon after joining, then only a demigod is lost and not a proper god. This probationary period allows the character to smoothly enter into the pantheon.

Perhaps the threshold for ascending to godhood can be reduced to, say, Level 6 or 7. We can retain the Might gained from worshippers, since obtaining worshippers requires roleplaying and that should be encouraged especially in the newer players.


Also, all this talk of Divinus Lite has made me start thinking about how it could be adapted to a tabletop setting...
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Hidden 7 yrs ago 7 yrs ago Post by Frettzo
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I really like the idea of Gods actually seeking help from mortals. Also, I wouldn't mind a little bit of a nerf to powers and the Litevinus could probably benefit to limiting the scope to a single star system, at least at the start. It's very fun to feel like you can obliterate entire armies and planets if you wanted to, but it also makes you wonder why you even bothered to create sentient life in the first place.
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Hidden 7 yrs ago 7 yrs ago Post by Kho
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Regarding Primordials - my position on keeping them has been made. I also think that Mater Lei will likely be a very interventionist Primordial. I imagine Termite would/should have control over her due to having proposed her etc.

Regarding Domain(Portfolio)s - I am open to getting rid of or bringing the two together as 'Domains'. I'd prefer not to for the reasons BBeast detailed, but going ahead with it would not 'break the deal' for me or some such.

Regarding Nerfing Gods - Beyond making clear that Might is ultimately creative and not destructive, I really think there is no need to limit the gods. As BBeast has said, and as I have also said, playing an almighty being is one of Divinus' main attractive points. We're even provided with the opportunity to play lesser beings if we prefer that - Demigods, Heroes, Mortals. We have the entire spectrum covered.
Hidden 7 yrs ago Post by Double Capybara
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Firstly I dispute your notion that forcing more specialization in the form of taking just portfolios instead of hugely broad domains like 'change' or 'chaos' would somehow make the characters more generic. I think you've got it backwards.

Secondly, this goes back to me not seeing the need to make this Divinus-lite stay very faithful to this Divinus. It's in a very different section, appealing to a different crowd. Let it be different and stand on its own as a sister RP and not some simplified replica.

We already have this RP operating under such mechanics, anyways. I like the idea of making some radical changes and seeing how they turn out. If it does turn out to be less to your liking and somehow more 'generic' (even though I think god RPs are hardly common) then you'd still have this Divinus to turn back to.


Well, that is my overall opinion from looking at many RPGuild God RPs plus some other examples including a few attempts at making systems for epic / demi-god / godly play. A lot of them have an issue with archetypes, shadows of real mythology, development, pacing, and I do honestly believe that just allowing people to be Gods of War / Fire / Thunder vs asking them to specialize is key to it.

However, you do hit it with a nail on that last bit of the post, it's a chance to try new things. Makes this whole conversation pointless
:1

I do like the idea of having multiple ports from the go, it provides things I like about the Domain system albeit in a different way. With no limits to what can be picked, it could lead to stuff like Apollo (Sun, Music) or Shamash (Sun, Justice) for example.

Onto more constructive discussion, I still have one question, what happens when a port is dominated by other? What happens if someone picks Nature and someone picks Plants and someone picks Flowers? What happens if someone picks Winter but there is a god of Ice? All these are deities that exist.

This makes me wonder if making a hard limit to two deities having the same portfolio is necessary, especially since gods will be less "universal" with less powers. That could be exchanged, for example, with a "debuff" to worshippers/might to both sides that share a portfolio, making a clear incentive for both gods to clash or conduct a deal. Results could be stuff like one god losing the portfolio, retreating to a more specific one so they don't clash or making a "contract" to share it under some agreement (Two gods of animals, one blesses the creatures of the day, one of the night. Or one turns into the god of agriculture of continent x while the other of continent y)
Hidden 7 yrs ago Post by Double Capybara
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RIGHT. I've updated the WIP OP with everything (I think). The only matters left to agree on are those of the Primordials and Domain(Portfolio)s.

Then we can get this show on the road!


Demigods whose level is 15-20 can ascend to Level 1 gods, those whose level is 25-30 can ascend to Level 3 gods and those whose level is higher will ascend to a higher level, decided by the GM.


I have said this before, but I think I really need to give it its own post. Demigod rules seem disconnected from how the game is actually played, its an absurdly big gap, hell, even if they started as a level 1 god at the current turn it would be a big gap (but a manageable one)

This already doesn't exactly work on the srs bsns Divinus, but it will really show on Free, where people come and go at a quicker pace.
Hidden 7 yrs ago Post by Kho
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<Snipped quote by Kho>

<Snipped quote>

I have said this before, but I think I really need to give it its own post. Demigod rules seem disconnected from how the game is actually played, its an absurdly big gap, hell, even if they started as a level 1 god at the current turn it would be a big gap (but a manageable one)

This already doesn't exactly work on the srs bsns Divinus, but it will really show on Free, where people come and go at a quicker pace.


AH yes! BBeast mentioned this too and I agree. Must've slipped by me while editing. I'm also in agreement about reducing the required level to get an additional Domain to level 5, if we do keep the Domain(Portfolio)s system.
Hidden 7 yrs ago Post by Kho
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In line with BBeast's suggestion that 'the threshold for ascending to godhood can be reduced to, say, Level 6 or 7', I've edited it in the proposed OP to level 6.
Hidden 7 yrs ago 7 yrs ago Post by Kho
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Right, guys, Cyclone says he's no longer interested in Divinus Lite, wants to do his own Dominions-Pantokrator thing. We should try to settle the last three issues and get an interest check up.

Also - who is interested in GMing?
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In line with BBeast's suggestion that 'the threshold for ascending to godhood can be reduced to, say, Level 6 or 7', I've edited it in the proposed OP to level 6.


It largely depends on how many Turns we want to make the new players wait. Getting to Level 6 takes 16 Might. Power levelling gets you there in 4 Turns with 9 MP to spare on other expenses along the way. If you get 1000 worshippers by the end of your first Turn, you can cut it down to 3 Turns. If we lower the limit to Level 5, then we reduce the time it takes by another Turn. Although the time taken by a Level 6 threshold seems adequate (especially considering that Turns should be faster).
Hidden 7 yrs ago 7 yrs ago Post by Antarctic Termite
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In line with BBeast's suggestion that 'the threshold for ascending to godhood can be reduced to, say, Level 6 or 7', I've edited it in the proposed OP to level 6.


I'm opposed to general concept of demigodhood, tbh. Having an established bank of creations and a few extra levels beside should be enough. We can say that divine power really comes into its own around levels three or four, or such. Our starting gods do tend to disappear too, after all.

I also think it would be better if new characters could choose their own manner of entry. They could be a product of creation by another god or gods, but there should be the option for them to be imported from another universe or spontaneously generated a la the first few gods.

What I had in mind is that Mater Lei* has access to many 'doors' of some kind, or pools or dreams or whatever, in her headquarters**, from which both the first and any other truly newborn gods can emerge in a manner entirely of their own choosing. From there she can do the routine of either filling them in or sending them off into the tutelage of another god, allowing elder-younger relationships to form even if players don't have the plot-space to give birth (though I'd definitely miss it if that stopped altogether).

*looking back, naming and characterising her before we had any kind of vision for this project was a massive mistake

**if we want to have a Right Hand that's accessible but not overly active, putting her on the map in a literal sense could be a good move.
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Hidden 7 yrs ago Post by BBeast
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@Antarctic Termite has a point. Demigods work as a good probation system with the level to ascend scaled back as proposed, but whether such a system is necessary at all in a Free Section RP is debatable. Depends whether we want to have a consistent committed player base or allow drop-in-drop-out play.

If we allow drop-in-drop-out play, then we would need to encode some mechanism to remove inactive gods from the pool and free up their Portfolios for other players. Perhaps not doing anything IC for, say, 2 consecutive Turns without leave of absence results in that god's power fading away, such that their Portfolios can be taken, and they lose influence over worshippers.
Hidden 7 yrs ago Post by Kho
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@Antarctic Termite Opening the door to bringing in gods directly throughout the RP is a good idea methinks. The only drawback I can think of is that the new character would have no immediate parental relation with anyone - that mechanic was meant to ease the new player into the game somewhat, have familiar characters etc. introduce them to various aspects. For a free RP, I don't think that should be too much of an issue though (I think? What would I know of free RPs >.<) and there is still the whole 'all the gods are siblings' thing to play off of.

And I like the idea of divine power coming into real play at level 3 (level 4's a bit too much xP). A compromise between Cyclone's permanently weakened gods and the current ever-powerful ones

Edit: ninjad
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  • I quite like the idea of all unspent Might being lost at each Turn change. This encourages people to spend, which is what we want in Divinus Lite.
  • However, if we have such a mechanic, then requiring that people spend all their Might the previous Turn to be allowed to Level up might be redundant and onerous. Also, Might spent on Levelling Up would count for Might spent, so it doesn't fix too much except for finding a way to get rid of the loose change. (But if you want to keep it, that's fine too. It does ensure that only active players get to level up.)


Haven't read the draft OP yet, but I'd like to raise that some gods will play cautiously with their Might simply because they don't know when they next need it, even if they're active, in which case we shouldn't punish them for actively choosing to stay quiet. Also, losing excess Might at the end of the turn is also incentive to try and level up with your spare Might if you have it, and it's enough.

I think the Might cap / Might expiry should be merged into a simple cap = 2 x Might per turn rule. That way you can still save a little, if you feel like playing that way.

I also would still like to keep the level-up-available-if-Might-is-spent rule, amended somehow, maybe so that Might spent on levelling doesn't count.
Hidden 7 yrs ago Post by Kho
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If we allow drop-in-drop-out play, then we would need to encode some mechanism to remove inactive gods from the pool and free up their Portfolios for other players. Perhaps not doing anything IC for, say, 2 consecutive Turns without leave of absence results in that god's power fading away, such that their Portfolios can be taken, and they lose influence over worshippers.


Or simply having them leave through Mater Lei's doors. That mechanic really creates for unprecedented freedom with regards to entry and exit from the gameworld. Even for active players who grow tired of their god character, it provides a mechanism to get rid of the old and create a new god.

Edit: ninjad. Ninjad. Ninjad o.o
Hidden 7 yrs ago 7 yrs ago Post by Kho
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<Snipped quote by BBeast>

Haven't read the draft OP yet, but I'd like to raise that some gods will play cautiously with their Might simply because they don't know when they next need it, even if they're active, in which case we shouldn't punish them for actively choosing to stay quiet. Also, losing excess Might at the end of the turn is also incentive to try and level up with your spare Might if you have it, and it's enough.

I think the Might cap / Might expiry should be merged into a simple cap = 2 x Might per turn rule. That way you can still save a little, if you feel like playing that way.

I also would still like to keep the level-up-available-if-Might-is-spent rule, amended somehow, maybe so that Might spent on levelling doesn't count.


I don't think it's so much punishment as just recognising the fast-paced nature of a free section RP. If a person wants more Might to play with per turn, they just need to level up a few times and that more or less balances out the issue of not having sufficient Might. As Turn turnover will be quicker (likely weekly, if not even faster) losing unspent Might shouldn't be that great of a blow.

Another way we can do this is have the Might cap much lower - e.g. level 1-5 gods have a Might cap of 10, level 6-10 a cap of 20, 10-15 of 30 etc. So Might transfers over, but there is a lower cap, and the level-up-available-if-Might-is-spent rule can be maintained.
Hidden 7 yrs ago Post by Antarctic Termite
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@BBeast@Kho y'all keep saying Free Section like it's a zoo, guys. We should just advertise ourselves well and keep a reasonable standard for applicants, and we should be good. Divinus is an advanced RP in the wrong section, we're basically making a truly casual version.

Also I haven't gone over level costs yet but they might need to be redid.
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@BBeast@Kho y'all keep saying Free Section like it's a zoo, guys.



WELCOME TO THE FREEEEEE SECTION!!
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