From: | Luke Kendall <luke@********.CANON.OZ.AU> |
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Subject: | clerics/shamans, demons, road spirits, totems |
Date: | Wed, 12 Jan 1994 10:26:14 +1100 |
On the subject of priests as magic users, I'd say it was close to
mandatory for the priest to follow a hermetic tradition. Given
the level of belief, dedication, (or perhaps just inclination) for
someone to join an organised religion etc. etc., it means that they
agree more with a `rulebook' approach. Shamanism tends to be
`wilder', to promote change - and consequently tends to be anti-
authority and anti-establishment. Personal rather than consensual.
Demons
I like the idea of having them around, if your game needs even more
darkness, threat, and confusion. (A demon is a magical thing that
is intelligent, evil, and interested in human affairs. The spirits
and elementals are very non-human in their outlook. Demons
traditionally have an all-too-good grasp of human nature.)
Nor does their existence _prove_ the existence of satan or god (in a
game sense), though I would expect demons to certainly encourage
this belief on occasion, if it helped them manipulate someone to act
as the demon wanted.
More problematic is the question it raises about angels. (Good
demons...?)
Road spirits
I like the idea - it has a lot of flavour, and _feels_ right to me.
As far as using it for a rules rape, if you adopt the principle that
the domain of the road spirit lasts only as long as the road has the
same name, and stops at the point at which the name changes, you have
a reasonable limiting factor. So you'd lose the spirit of a major
highway if it came into a town and the stretch of road had a superseding
local name.
I'd also suggest that they wouldn't form walls between domains,
just slow down travel _across_ them by spirits of the neighbouring
domains (while they wait to cross the road :-) ).
Totems
My personal view is that the totems exist in their own right,
independent of believers. That their existence shapes people's
beliefs and attitudes, not that they're created by these beliefs.
One good game reason for this is to rule out extra totems beyond
the carefully thought out ones. Nintendo, MTV, and Television
totems? Blechh. And if you have rules for creating (or justifying)
extra totems, you can be sure that some players will think long
and carefully about creating one that suits them. A Gun totem,
for example...
The idea of the shaman's `limits' being self-imposed (subconsciously)
doesn't work. For one thing, if the character grew and changed so
that they clearly had removed those restraints, how could you justify
holding them to those restrictions? And some of those restrictions
are hard to justify psychologically (`Uh, your spirits go away at sunset
because... uh, because you have a deep-seated fear of the dark! Yeah!')
And you'd expect as much variation amongst the restrictions as there
are types of personality.
It seems much simpler and more manageable to treat them as existing in
their own right. It also gives the GM extra, fascinating NPCs to play,
as the occasion arises. Powerful ones, that don't have to put up with
bullsh*t when they hear it.
These are just my opinions about the game, natch.
luke