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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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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
@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
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?
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.
<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.
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.
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?
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!

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
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