Ninja'd by BBeast! [quote=@BBeast] But we should still think about how players can direct what the next Age will be. If we go 'you can only do things within the confines of the current Age', then no in-world actions shape the course of history and we'll be stuck in the same Age forever; that or GM fiat decides the course of history, which runs against the grain of Divinus. If we go 'you can do whatever and that will decide what the next Age is', then the concept of Ages becomes meaningless. So what is the [i]mechanical[/i] effect of Ages? [/quote] Well mind you that the Ages were also envisioned as having rough timescales, either in terms of turns or in terms of IC years. Whatever happens, the first Age will have to be the Age of Creation, so let's use that as an example. I'll say upfront on the OOC something along of the lines of 'this Age will last for Turns 1-2, that the general theme will be shaping the land and that the creation of life is [i]not[/i] the focus and should only come towards the end, and that everyone will get X amount of base MP per turn during this Age'. Then as we come close to Turn 3, we can discuss OOC what we'd like to do in the next Age, potentially as well as things like a timeskip. Personally I like the idea of an Age of Monsters where the primordial demons and giants and dragons come into existence, and so assuming that this idea is popular with others, we could then decide to have Turn 3 be the Age of Monsters. Creation of heroes and life would be opened, and around now I think we'd get into the part where IC actions can perhaps play as much as role in deciding the next Age as OOC desires. [quote] Permitting Portfolios to be traded (both willingly or under duress) seems like a good idea.[/quote] Alright, let's add that to the list of concepts that we've ironed out and that I've become sold on. [quote] Re: Abilities In Mk 2, we have used levels to represent the general power level of a god and the extent of their abilities. Portfolios provide dominion over particular themes for their creative powers but are generally only tangentially related to their personal abilities. As such, if we are doing away with levels, it makes sense to replace it with acquiring special abilities using Might. We would still require a standard set of abilities for all gods. I would lean towards more power rather than less, since Divinus gods are meant to be powerful. We can take some of the most powerful standard abilities from Mk 2 and make them suggestions for purchasable abilities. We also need to consider the power level of these abilities. If we make default gods too weak, then everyone will be spending all their Might on levelling up rather than creating things. If we make the acquirable abilities too weak, then gods in general will be too weak. If we make acquirable abilities too strong, then it could get unbalanced. Although, perhaps Godspeed's model for Hero Items and Divine Items can be extended to abilities in general, whether they be tied to an object or an innate part of an individual. The vague power outlines given for divine objects seems to work reasonably well, so we can use that system. This also removes the complexity of building a whole new system. [/quote] Perhaps you're responding to my post from 10 minutes ago even as I write this. I'll give you a chance to react to it :lol