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<Snipped quote by Antarctic Termite>

I'd call them all contrivances, for a start. This feeds into my feeling that the domain system has always been something to bend, break, and work around rather than a mechanic that was enjoyable by any means. Your response there also doesn't address my distaste for how they force you to lump added portfolios in with the same general theme instead of truly branching out.

Why shouldn't a newly created god simply be allowed to have 1-3 portfolios that could be closely related, unrelated, or even in opposition with one another?


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.
I don't see why to erase Fate, to be honest, its just backstory, backdrop, what is gained by removing it? I always kinda liked how all Divinus worlds were connected.

Yeah even those core things like Domain(Portfolio) are not beyond Cyclone's criticisms. If in the creation of this thinned Divinus all my wants were placated, there would be no resemblance.

I would get rid of domains and make it just portfolios as part of the effort to weaken gods, and I would also remove the arbitrary limits like the one that bars adopting two conflicting portfolios. In mythology there are examples of what we'd call contrasting portfolios; see Ishtar, the goddess of love and war.


I like Domains, it allows Portfolios to be more creative and adds some sort of cohesion to the god. I had legitimate fun thinking of alternate Portfolios to the classic ones with a Beauty spin to it, and I found the way other players did the same to be neat.
"--Make gods weaker, closer to demigods [expand on this - is it necessary? Weaker how?]"


This goes a bit against what is necessary for the early game (Raising continents, creating magic, forming planets.) unless there is some sort of exception (Oh its early in the universe so your gods act like a Level 20 god or something until turn 3 starts) I don't see how it would work. Though I do like the idea of gods being more mundane.
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.
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.
It's a (pretty insanely) complex, turn-based strategy game where you're a quasi-god with a bunch of mortal worshipers and you try to cast aside all your rivals and ascend to become the head honcho and supreme god.


Yeah, it was pretty damn complex when I tried playing it, I couldn't make it too far and ended up refunding on steam.
Woah, speaking of folk tales. I've recently been raiding my local library for all the folklore and fairy tale books I can find. I've got like, twenty sitting here, their siren call inviting me to part their lascivious lips and- uh, pages. I said pages...

the things i do not to write my essays o.o


I had this phase around the time in which I got into Divinus, was one the of the reason why I had interest in the RP. I think I mentioned or referenced in Divinus one tale from my favorite of the books I had read on that period. Tales of Yukaghir, Lamut, and Russianized Natives of Eastern Siberia.

This is, by the way, one of my favorite folktales of all time.
Fabric.



Guys, small question about timelines and stuff.

When does Xerxes get blown up? In my headcanon it's around 5 Post Realta, but I'm suddenly unsure. Cyclone and I are trying to work out when Tauga's interactions with the Grotlings took place, and we reasoned that it's definitely after Xerxes got blown up. (We're amazing logicians).


In my timeline I placed it at 3-4 after Realta, which is why at 6 FE/PR Susa says it was almost 3 years ago.
<Snipped quote by Double Capybara>

Yeah, that post features the second creation of Zerabil. I went back and re-read it for the third creation I posted a while back >.> if you read carefully enough, you'll notice that some aspects are word for word the same >.> >.> >.> >.> DEFINITELY FOR VERY DEEP ARTISTIC AND WORLDBUILDING REASONS. IT HAS NOTHING TO DO WITH ME BEING A DAMN LAZY BUGGER.


I thought it was cool, I was like "wow" when I suddenly noticed what was going on in the Mk I post. Time and fate and stuff man.
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