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6 yrs ago
Current "Soon you will have forgotten all things. And soon all things will have forgotten you."
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courtesy of @Muttonhawk

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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.)


I think we should choose one or the other - either Might is lost at Turn change and one can level up regardless, or Might is kept at Turn change but to level up it needs to have all been spent.

TiPis are not necessary (unless you allow them to be stockpiled, but that would cause confusion). They are really just 0.25 Might which can't be used for Might-only actions. They may as well be omitted from Divinus Lite, and you just replace their function with fractional Might expenditure (like we have been doing anyway). Having a single currency is far simpler than having two.


Unless I misunderstood Termite's above response to Capy, I think we're all generally in agreement that Frerpoints/TiPis can be done away with. SO MUCH FOR REBRANDING xD

Avatar costs have been changed. Current costs go 1-2-4-8-12-16-20-etc, not simply doubling. This is because we decided that the benefit provided by more Avatars is far closer to linear than exponential.

I've always found the wording of the worshipper mechanics for Demigods a little cumbersome and somewhat vague, especially with the scaling ratios. A simpler phrasing would be: Demigods get 1 Might Recuperation for every 1000 Worshippers, up to a cap of 4 Might Recuperation.


Done!

If we want to ever do a cross-over between Divinus Mk.2 and Divinus Lite, then I suggest that we keep the Primordials the same between the two.


I don't think that's necessay. Divinus-lite will be its own World-Universe, separate from that of Mk.II. Amul DOES oversee many universes, so retaining him is entirely possible, but I REALLY like Mater Lei. I was telling Cyclone that just her pose speaks 'interventionism'. I imagine she'll be far more involved in the plot, which Amul - due to his character or whatever - isn't.

Do we want to reduce the Khookie cost for levelling up Heroes, to be in line with the reduced Khookies per post?


I don't think it's necessary - heroes will be earning 2 khookies per post, and posts will probably be far more frequent, which balances things out overall. So while a 14,000 character post in Mk.II earned one 10 khookies, five posts which probably won't amount, all together, to more than 500 characters will do the same in Divinus lite. Many of these posts will probably be just to-and-fro responses, if my understanding of free RPs is right.

More details on quests. Quests could be set by GMs. Gods could also spend Might to create a quest which some Heroes could complete. The prize for the quest should be more efficient than simply spending Might to Level Up the Heroes. Unless you want to allow Gods to create quests for free, in which case we would have to specify a limit such as only one active quest per God, and you can only create one quest per Turn. We would have to ensure that quests meet some minimum standard of difficulty, so they cannot be abused to rapidly level up Heroes. We can permit a quest to be completed multiple times if that is within the parameters of the quest, although each Hero can only claim the prize once. Multiple Heroes working together to complete a quest all gain the full prize. It must be specified that all Heroes have the opportunity to learn of the existence of a quest (via rumours, legends, proclamations, visions, etc.); no secret/private quests allowed.


I think quests created by gods for free would be fine, with the limits you specify. Perhaps we can also limit each Hero to one quest per turn, in case we get someone who goes off completing a-quest-a-post or multiple quests in a single post.

With regards to weakening gods to Smaug or Sauron levels; I reiterate that Divinus isn't a superheroes RP. Gods need to be powerful, semi-transcendent beings with tremendous power. If that creates perceived issues with characters not being destructive enough due to plot purposes, then that is where beings like the Primordials come into play - either to stop it directly, or to act as a force that dissuades gods from being overly destructive for fear of punishment.

With regards to limiting powerful weapons; I concur with the proposition that Divine weapons should cost a flat amount of MP (maybe 2 rather than 1, to differentiate between 'Hero' weapons and 'Divine' weapons) and that we encourage the building of components and systems rather than straight-out 10/20/30 Might stuff.

As for skipping the creation montage; I think for a Divinus-lite that's reasonable. We can have the Primordials create the universe, laws, etc. and just bring the world into being above a planet already thriving with basic life.

As for Domains being useless; it's meant to be a way to prevent characters from stepping on each other's toes, and delineating exactly where one god's sovereignty beings and another's ends. When we have two gods of Water, the portfolios help us to manage where exactly within that Domain each has absolute sovereignty. If the whole 'you cannot take up Domains/portfolio that are your natural opposite' is problematic, we can remove that. But the Domain(Portfolio) system itself provides a good framework and I see no reason to get rid of it completely.

Right, so the suggested alterations (if I missed any please say):
--1 Khookie per Hero Post System
--Potential 'Divine Quests' for additional Khookie earning
--Holy Sites maintained by worshippers as infrastructure for channelling mortal piety (losing influence with worshippers can lead to another god supplanting you etc.)
--Cap of 3 Holy Sites rather than 5
--Get rid of Freepoints/Turnpoints (NOT THE TIPIS, noooo) [since we're agreed that might can be broken down into 0.25 etc. the main reason for keeping Freepoints is gone. I still like 'em, but up to y'all]
--Make gods weaker, closer to demigods [expand on this - is it necessary? Weaker how?]

Edit: ninjad
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.


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)




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
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?
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?
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?
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
@Antarctic Termite Was reading some German poet and came across this. It's quote clear that this guy saw into the mind of Jvan o.o

'...beauty's nothing
but the start of terror we can hardly bear,
and we adore it because of the serene scorn
it could kill us with.'

Edit: uh. neigh and all that stuff, of khorse
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