ok I think we can safely toss the temporary holy sites idea, that wasn't going anywhere. Capturing them sounds fine, but I feel like there should be a Might cost associated with that one too, somehow. [quote=@Kho] Creating a Divinus without them will be a major breach of the in-game multiverse. [/quote] [i]'Let the past die. Kill it, if you have to. That's the only way to become what you were meant to be.'[/i] [center]-a whiny lil shit with a good point[/center] [quote=@Cyclone] I think there’s just a lack of creativity if you feel the need to have a figure like Invictus aka Amul’Sharar sitting dormantly for a RP and a half just on the offchance that te Gms need it for plot devices to force the story back on track. Instead of having some supposedly omnipotent but actually dormant overlord awakening, there could just be some other crisis; ie the invasion of demons or gods from another plane, or the sudden draining of magic and divine power. [/quote] These solutions are basically the same, but on a blank slate world, they now lack context. Also I I feel like the major flaw of Amul in these games is underuse. Having him be present somehow, and allowing him to have interactions and a personality that have nothing to do with plot (and don't screw with the characters too much), would help a lot. I've tried to get this to happen in this game but CHECK THE DAMN GM THREAD OI [@Muttonhawk][@BBeast] Amul is a mechanically sanctioned way of creating what Vowzra was through most of this RP, without the GM having to fiddle with the motives of their own player character in the way of Vowzra's 'mysterious' interaction with Fate. [quote=@Kho] 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. [/quote] This is outright contrivance, though. Moreover, it's something we already do extensively- the reason Logos doesn't do [url=https://www.youtube.com/watch?v=D1GdoUDBsaE]this[/url] to Galbar, the reason Xos doesn't do it to Jvan's nonsense, the reason Jvan didn't do it to the Djinni, and shit, the reason [i]Belvast[/i] didn't do it to [i]Jvan[/i] via portal cutting- is basically a mess of idiosyncracies and plot coming before character. Of course I want destructive gods! But I want the players to use more of their creative genius to figure out how to destroy things than why they shouldn't. Like [@Cyclone] said, less powerful gods is ideal, so long as they can still create wacky shit. [quote=@Kho] 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. [/quote] >one to three line posts buddy, we're all gonna die make it five thousand characters or so [quote=@Kho] 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 [/quote] 1 khookie per post sounds fine, but I think we should probably rename those too. 'Prestige' or something. Having gods incentivised to set up quests somehow that help heroes level up would be amazing. [quote=@Kho] As for worshipper mechanics for gods - you mean something similar to what demigods currently have? [/quote] Anything that makes mortals useful. Currently the only thing that makes gods not do things themselves is plot. Usually that's natural, but sometimes it's contrived- again, the whole change-eater / djinni fiasco. [@BBeast] has some pretty excellent ideas.