Avatar of Antarctic Termite
  • Last Seen: 2 yrs ago
  • Old Guild Username: Antarctic Termite
  • Joined: 12 yrs ago
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    1. Antarctic Termite 12 yrs ago
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Recent Statuses

8 yrs ago
Current ( ͡° ͜ʖ ͡°)
1 like
8 yrs ago
If you're not trying to romance the Pokemon, what's the fucking point?
7 likes
8 yrs ago
Can't help but read 'woah' as a regular 'wuh', but 'whoa' as a deep, masculine 'HOO-AH!'
1 like
8 yrs ago
That's patently untrue. I planted some potassium the other day, and no matter how much I watered it, all I got was explosions.
2 likes
9 yrs ago
on holiday for five days. if you need me, toss a rock into the fuckin' desert and I'll whisper in your dreams
3 likes

Bio

According to the IRC, I'm a low-grade troll. They're probably not wrong.

Most Recent Posts

Why can't I have a god of both fire and rain?


Elements (Fire) (Water)
Nature (Wildfire) (Rain)
Cycles (Rejuvenation)
Change (Earth)

One vague conceptual god that I had instead of the 'Master of Change' archetype that would become Zephyrion was 'Lord of the Forest that Thirsts'. How would you have a god of dark magic, bloody sacrifices, and weird rituals that also held power over trees and nature? I couldn't contrive anything that made sense.


Mystery (Forests) (Occult)
Forests (Groves) (Shadows)
Magic (Phytomancy) (Ritual)
Fear (Wilderness) (Blood)
In mythology there are examples of what we'd call contrasting portfolios; see Ishtar, the goddess of Passion (Love) and Passion (Violence).


fixed
Another thing I should probably mention- I really prefer if a Right Hand is finite. I've mentioned it with the other GMs, but it would be cool if there's at least a possibility for a Primordial to fail or die.

aaaaand look at that I've started brainstorming





send help. we're not even twenty-four hours into this idea and I already can't decide
And now I'll be bowing out of this conversation because I think Kho was right when he said that I'm not even imagining a Divinus-lite so much as a Dominions RP anymore


I think so long as there is Might, Domain (Portfolios), Holy Sites, and Heroes, it'll be Divinus at heart. Leaving behind Fate and the Right Hand is the only real departure from formula we've discussed so far.

@Double Capybara

Again, we need to skip the whole 'create the universe' montage. Start with a planet that has air and water* and the regular laws of physics, and then add things from there. It's what we're going to end up with anyway.

Doing stuff like moving moons should be either beyond the gods' limits completely, or something for which the GMs need to approve- see Might loans from Fate / Right Hand.

*and earth and vulcanism because for once the four classical elements actually work

Mystery Lady / ML


...her name is Mater Lei
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.
While brooding over Holy Sites as a structure like Ilu, Tek, Jvan and others use, I came up with another proto-idea. What if there were two types of Holy Site? One that gives might (temples for worshipers and such) and one that gives free actions / 0 might actions, so say, as the god of plants, you would always need to spend might creating plants (unlike the current system where plant creation can be justified as a free action if you have the plants domain) unless you spend some might creating the Gardens of Somewheria which would give you the free actions.


Do we want to conflate Holy Sites with portfolios though? I feel like the portfolio system is fairly robust, moreso even than the actual levelling system. I'd rather keep it and Holy Sites separate.

Also, if its a quick play sort of thing with "jump-in" mechanics, just ditch free points in their current form.


nuuuhh uh. Free points aren't good because they're free, they're good because they're fractional Might, for smaller actions. They can quantify say, multiple branches of spells going into one magical revelation, or multiple techs going into a tech revolution, or multiple species going into an ecosystem.

We just need a better name for them than '0.25 Might'.

No need for a strong god/demi-god division too, tbh, the level catch-up is already such a large gap.


True.
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.

Creating a Divinus without them will be a major breach of the in-game multiverse.


'Let the past die. Kill it, if you have to. That's the only way to become what you were meant to be.'
-a whiny lil shit with a good point


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.


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.

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.


This is outright contrivance, though. Moreover, it's something we already do extensively- the reason Logos doesn't do this 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 Belvast didn't do it to Jvan 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.

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.


>one to three line posts
buddy, we're all gonna die

make it five thousand characters or so

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


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.

As for worshipper mechanics for gods - you mean something similar to what demigods currently have?


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.

i wanna die, i lost the file that contained a several thousand word long multi-part series of posts that explored the birth (sprouting, blooming?) of a new sentient species. Can teknall pls craft me a gun to shoot myself lol



ehhhhh I don't think mechanics are a bad thing so long as they're intuitive and cover bases. The whole tabletop genre is based on them, and you can still run tabletop RPGs in an easy lighthearted way.

There is such a thing as being too free-form. With a few guidelines on what's possible, supplemented if necessary by flavour on why, problems like 'creating a galaxy with 1 MP' should cease to exist, and processes like 'my god has fought a bunch of battles, he should be stronger than before' become much easier to quantify and resolve.

I think the Divinus secret to success has always been Might counts and summaries. In a genre where there are effectively no limits at all on what's possible, giving the players ways to clearly understand the shape and magnitude of their own wacky shit makes everything so much smoother, and being able to have a bunch of people do wacky shit at once is the absolute heart of a deity game.

...We can absolutely ditch concealment/detection, though. And the entire creation of the universe montage. Among other things.

Is Fate even necessary? I’ve always thought Fate and Invictus were really gimmicky and needless.




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.
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