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5 yrs ago
Current I'm now a professional physicist. Isn't that awesome?
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6 yrs ago
Exams are done! I'm free!
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6 yrs ago
"Life is complex - it has real and imaginary parts."
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6 yrs ago
Science doesn't rest
7 yrs ago
Reason Reified, Lord Logiker, Sciencomancer Superbus

Bio

I am a Roleplayer with an interest in science fiction and fantasy, with a preference for Casual. I have been roleplaying for several years, and have even taken a stab at running a few RPs.

Outside the Guild, I am an Australian science student, gamer, musician and roleplayer (that's right, IRL too).


Most Recent Posts

@Kho I think the strong differential pricing should be adequate incentive for players to get creative when they want to smite things.
<Snipped quote by BBeast>

I don't mind either way, whatever the majority wants.


This is one detail which could in principle be gauged in the interest check.
<Snipped quote by Kho>

That kind of defeats the point, doesn't it? We want people to create things to destructive ends.


I think that phrase is to avoid people doing things like creating a star next to a planet with the express purpose of nuking the planet (i.e. to close loopholes). But I agree, we do want people to do things like create armies and super-powers and weapons and heroes and avatars when they want to destroy something.
@Kho

If we start in a pre-populated world, that's a different matter. I'm still of the opinion that letting the players generate the world would probably be more engaging for them (and less work for you), and avoids forcing them down pre-existing tropes. (For instance, the first sentient life in Mk.2 was not humans, as one would assume is standard, but hain, which really personalises our universe.) If you wish to do otherwise, though, then go ahead.
Edit: speaking of heroes and khookies and prestige, should Divinus Lite's Hero levelling system be revised? At the moment the costs are just me using an arbitrary system not grounded in anything.


The current costs alternate between increasing by 1 and 3 Prestige per Level. I suggest averaging that out to be an increase of 2 Prestige per Level.
I have some concerns about the pacing for the first few Turns in Divinus Lite. To reach Level 4, you have to spend 12 Might. This means characters won't reach full godhood until part way through Turn 3. Once the world is well established, this is not a problem, but at the start the world is mostly formless. It will take until Turn 3 for them to Level Up enough to create sentient life.

We can speed up the start of the game by allowing the first batch of gods (i.e. those who join during Turn 1) to start at Level 3. They will then spend their allocated 6 Might, and if they didn't spend it on Portfolios or Holy Sites then they will reach Level 4. Thus, at the start of Turn 2, people can start making sentient life.

Possibly, we can extend this so that gods who start at Turn 2 start at Level 2 (since those players were just a little bit late), then all new gods from Turn 3 onwards start at Level 1.

The 'New Gods and Divine Offspring' section should probably mention that new gods created in such a manner should be played by different players unless you have received express GM approval (unless you wish to rule otherwise). And mention that new players are encouraged (but not required) to find existing players to be their divine parents.

Under 'Might', we should add to the table how much it costs to do the actions we associate with Freepoints. We should also add how much it takes to create living creatures: say, 0.25 MP for a simple or mundane species (i.e. not sentient and no powerful abilities or properties); 1 MP for a sentient or extraordinary species.

The 'Fate and Mater Lei' section should probably be updated to include Mater Lei's role in bringing in new gods. And unless you wish to continue with the 'Old Universe destroyed' story, you should probably drop mention of the Old Universe and remove the 'post-Apocalyptic' tag from the top of the OP.

In 'Heroes', don't forget to fill in my placeholder definition of 'harm' and remove the "Costs can be adjusted and new factors added. This is just a sample." line.

In an established RP like Mk.II, I think we can do away with it at this point, especially as I'm no longer a GM. If I've jumped the gun by using Prestige in that last post, Termite can edit ^^'

That's cool. We can start working on the transition.
I observe that Kho has already started using Prestige instead of Khookies.
Without accounting for Holy Sites, a player receives Level+3 Might per Turn. Over two Turns they gain 2*Level+6 Might. If we are encouraging spending in Divinus Lite, then they should spend most of that. Since it takes 2*Level Might spent to Level up, a player should reliably level up every 2 Turns or less unless they save for a Holy Site (after which they'll Level up faster).

Also, I've devised a system for determining the rewards from Hero quests. A quest starts out granting zero Khookies/Prestige. You then add to the reward some amount based on the risks faced by the Hero and consequences suffered. You also add amounts based on time taken and roleplaying elements such as collaboration. These criteria need to be as close to objective as reasonably possible, to minimise GM oversight.

For example:

The amount of Khookies/Prestige granted for completing a quest is increased by the following factors.
Risk factor
(Risk factors do not stack; take the highest value one only if multiple apply.)
- The Hero risked mild harm. (1 Khookies)
- The Hero suffered mild harm. (2 Khookies)
- The Hero risked moderate harm. (4 Khookies)
- The Hero suffered moderate harm. (8 Khookies)
- The Hero risked severe harm. (6 Khookies)
- The Hero suffered severe harm. (12 Khookies)
<<Definitions of mild, moderate and severe harm here. 'Harm' is to be defined quite broadly. Severity is to be judged by how much of a setback it is and what the probability of that setback is. Mild would probably be things the Hero could easily recover from. Severe would be permanent (or potentially permanent) and significant losses.>>
If no risk factors apply, a Hero can not gain any Khookies from the quest.

Other factors
- The Hero collaborated with characters from other players to complete the quest. (+5 Khookies)
- The quest took more than one post of continued effort to complete. (+2 Khookies)
- The quest took more than one Turn of continued effort to complete. (+8 Khookies)


Costs can be adjusted and new factors added. This is just a sample.

Note that this system will likely provide different rewards for different Heroes. If the quest is to 'Protect a village from a horde of Ashlings', then a powerful combat Hero like Ventus might receive little or no reward from such a quest, while a less strong Hero like Belvast could receive significant rewards for the quest.

Also, where we say that a quest can be completed multiple times, add in the phrase "if it makes sense to do so." Quests such as 'Protect a village from a horde of Ashlings' or 'Convert a group of people to Chirality' makes sense to be repeated. A quest like 'Kill Grot' or 'Gather Death's Shards under the World Mountain' can only be completed once.

Also, I support the idea raised by Termite of changing the name of Khookies to Prestige. With the quest system, this makes extra sense. Of course, if Kho is running the place, he might be inclined to keep the pun.

P.S. I have been assuming that Might spent carries over Turns when it comes to levelling up. It would be counter-productive not to.

Also, remember in your expenditure tables that gaining Portfolios and Domains also does not count. I think we should also omit Might spent to Level Up Heroes from the list of activities which contribute to your Level.
I just crunched some numbers. Having cost to Level up equal to your Level allows for really regular levelling (i.e. every Turn). Since in this system, players would passively Level Up without investing Might into it, this is quite fast. I would agree with Termite that the 'cost' should be twice your current Level. This would mean levelling on average once every two Turns.
Also, for levelling up, how about you can Level Up only if you have spent at least 1 MP Might equal to your current level on something else since your last Level Up (including at the start of the game).


This work?


The trouble is that will more than double the amount of Might it takes to Level Up at the current proposed costs.

A suggestion: our goal with this is to encourage Might spending on useful stuff rather than on power-levelling, yes? What if, instead of spending Might to increase your Level, you Level Up whenever you spend your Level's worth of Might on things other than Holy Sites, Domains and Portfolios? (The exact quantity of spending needed could be rebalanced, of course.)
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