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Back when dinosaurs ruled the Earth, I got started with writing online on the Spore forums. Man, those were the days. We're talking like 12 years ago 2010-ish!

I've been here on and off for almost as long, and have GM'd a bunch of different things to varying success.

Word of my splendor:


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<Snipped quote by Cyclone>

I don't like that honestly, because travel between spheres is supposed to be hard right? If a gods sphere is like a foot below the surface any joe with a shovel is digging into a gods sphere.

I think it should be basically impossible to physically tunnel into lower spheres or fly to upper ones. We know there are overlapping spheres so I'd almost rather double down on that than deal with the headache of spheres a foot below the ground.


This is actually a really good point. Ir's probably fine for the sky god's sphere to be the stratosphere or the ocean god's to be the Marianna Trench, but having your realm so close is a contradiction.

<Snipped quote by Cyclone>

Well, in Shinto they divide it between Heavenly Gods and Earthly Gods. The advantage of Earthly over Chocaholic is that it embraces both Land and Underworld, so there is no need to think if it the seed/root being underground or the canopy being up in the sky, it also eliminates the middle realm, as fairyland would be earthly.

We don't need to change the word Chthonic, but just give a heads up that it also includes all the surface.


Well, Chthonic does literally mean 'of or relating to the underworld'. We probably would need to rename it to be Celestial gods vs Earth Gods. The Chthonic ones would be a subset of Earth gods, I guess.
Okay, a few suggestions.

Avatars should be treated as a relic without specific rules. A god with 10 avatars is about as dangerous as a god with 10 magical swords anyway. Maybe a power debuff is in place unless it's like the one avatar of the god, which has always been seen in the underlining of MK2 and Godspeed anyway.


Avatars have yet to even come up on that Google doc, as the pertinent section for MP spending and abilities etc. has yet to even be started. I'll keep this idea in mind or when I do try to tackle that part.

Formalize the middle realms that intersect with Galbar. Right now the concept is nebulous. I think a big difference should be that they are easier for mortals to live in. Walking into the fairyland is not the same as walking into heaven or the underworld, though there is that rule about not eating fairy food. I also think you will have a lot of trouble with gods who don't follow the greek model, which left a lot of the primordial to the titans, is a god of forests Upper or Lower?


I'm interested in hearing others' opinions on this. Do we want a third group of gods, the middle ones? It might not be necessary. Right now I'm tempted to say that just as the dirt god whose Sphere is literally five feet below Galbar's surface is a 'lower' god, the forest god whose realm is the canopies of big trees a hundred feet above the ground is technically an 'upper' god. Such distinctions probably don't matter to the ones so close to Galbar nearly as much as they do for the ones that are miles underground or so far into the sky that they can barely see the planet.
...fill out some Google doc with a description of Mk. 3's most important mechanics, and get that posted on here within the next 36-60 hours.
Cyclone, Roughly 3 days ago


It took a little longer than I'd hoped, and it's far from complete, but at least I've got something to show!

A (very) rough draft!

You all should be able to make in-line comments. Writing OPs and organizing them into a logical flow is somewhat difficult, so any feedback is welcome be it on formatting, grammar, or the mechanics themselves being proposed.

Edit: I had to do Comic Sans. For the memes!

Turn 10




The Lycan Covenant



Attolia



The Mustaqilun Tribe



Orr'gavol: The Hammersworn



Ekon-Danna






@AdorableSaucer

Nice to see you here!

I expect that portfolios will remain much the same as in this RP. Tweaks will likely be made to the exact number of MP required to claim them, but the gist will remain the same except for how we will do away with domains. So no longer will your portfolios have to be at all related!

The practical limiter on the number of foci will be the how many portfolios a god can manage to accrue, given that they cost MP and time and require that your god do things related to said portfolio. But if you take enough groups of closely related portfolios, I see no reason that you couldn't end up with two or maybe even three separate foci. Much more than that would likely push reasonable limits, as we can't let one person claim all the portfolios.
i like how fast this went from we got no idea to ironing out the details and posting everything on google docs etc... reminds me back when we first started brainstorming mk2. things went out of control real fast xP we planned to start it in the summer, but the hype got real and ended up starting it on february LOL


Got no idea?! Bro we got like 3 or 4 masterminds in here, not to mention my secret Think-Tank of monkeys locked in cages with nothing but typewriters and caffeine.

More seriously, my stance towards Divinus hasn't really changed since the last time I commented on it. I need to focus on closing what I opened here, correcting my flagged discipline (towards which... no real progress has been made), and begin developing the skills I need to start independent, long-form multimedia narrative projects.

Then I might be able to consider taking on something new. But only then.


Best of luck to you in all, uh,

independent, long-form multimedia narrative projects

dafaq does that mean???

...of your future endeavors! It'd make me happy if you popped up halfway through with some little demigod weirdo.
I myself am going for a theme of travel with a focus on wandering and impermanence/passage (of time, of sights...)
Really don't want to play a gatekeeper of worlds, so I have been thinking about the topic of spheres. Cyclone even talked about the possibility of tuning oneself to the sphere of Galbar itself, which was a thought that has been on my table, but depending on what other ideas people throw around and what areas lack a god, I have a few ideas of my own concerning seasons (the big one for me), or the moon, or the stars, or wilderness, or even death.


Your idea sounds interesting. Re: Attuning to Galbar itself, it was a thought that got spat out, but I'm not sure how much sense it makes. Spheres are a big deal and allowing one of the original gods to choose Galbar as their Sphere probably is illogical since that's sort of our definition of a demigod--someone trapped down there and without their own Sphere. Maybe later on there could arise some God-Emperor figure that ascends and takes on a Portfolio of (Humans) or (Mortals), and that'd be a rare situation where I feel it'd make a lot of sense for said god to have Galbar as their Sphere.

...but even then, they could just as easily go on to make some Sphere like Valhalla where they can dwell alongside the greatest of men.

I call tech god ya nerds


dork




In other news, I'm going to publicly state (so that I feel like it's now an official deadline and I get the motivation that comes with time pressure) that it's my goal to take all of this talk into consideration, fill out some Google doc with a description of Mk. 3's most important mechanics, and get that posted on here within the next 36-60 hours.

That'll make it much easier to continue these talks whilst all being on the same page, so that we can iron out the final details.
I feel much the same way as Mutton on the flat-Galbar idea.

The Mk. 3 universe’s theme is Aristotelian physics, which was quite clear about the world being spherical itself (you always hear about how the Greeks figured out that the world was round thousands of years ago, but not about how strange their model was with everything else being arranged in spheres) so it seems both thematic and appropriate to have a round world.

I don’t see much purpose to a flat world since it’s going to bring the aforementioned weirdness with horizons, break the concentric spheres theme, and not really offer any advantage beyond some measure of uniqueness.

I feel like trying to set up the world without knowing our gods will be hard, especially now that planes have such a functional role...


Right. Much of Mk. 3’s world will depend upon the gods that we get. A sun, ocean, and some islands are guaranteed but that’s about it.
Okay, I tried codifying my thoughts on innate powers and also on the concept of abilities. This is what I came up with.







I like this. Something very similar will almost certainly find its way into the rough draft of an OP that I'll construct over the next few days.




Re: Spheres

Going back to my original proposal of the idea, I did define them as being actual places that could be visited and that occupy space somewhere. That's not to say that I'm opposed to the notion of Non-Euclidean geometry where there can be parallel or overlapping Spheres (as in, a fae world that overlaps with Galbar and that can only be reached on certain nights in mushroom circles or with fairy magic) but I would like to have every Sphere have at least a vague location even if it's only in relation to the others. This is because,
Since these spheres are physical places, they aren't entirely cut off from others; it'd be much easier to trespass into others' places, and in some cases it might be necessary to travel through somebody else's sphere to get to where you need to go. The gods of the upper spheres and those of the lower spheres might also come to dislike one another.
Cyclone


Though a god might well take measures to keep others out like putting monstrous guardians at the entryways of the Spheres or even hiding said entryways behind barriers or illusionary magic, I do very much want Spheres to be places that can be entered by the gods and potentially even invaded. Part of the appeal of the concentric Spheres is that it necessitates travel through others' realms, which in turn leads to interaction like potential conflicts. If nothing else, handling the logistics of creating transportation networks around the universe can be something interesting to occupy the gods' attention for the early part of Mk. 3.

I agree with you completely here- methods of inter-Sphere travel should be fully customisable. My point was that inter-Sphere travel will be so not-a-problem that it is a poor measure of godhood (unlike Mk 2, where only fully fledged gods could perform at-will inter-planar travel). While only a fully fledged god would have the power to create links between the Spheres, I still think that owning a Sphere is a much better milestone for ascension (we can also consider that only the god who owns a Sphere can create links to it, which would make owning a Sphere a prerequisite to making inter-Sphere links).


Another thing that I've said from the beginning is that travel between Spheres should indeed always be possible somehow, but quite difficult. You may recall that I mentioned all objects and life being bound to their Sphere of origin, and that's the primary obstacle to a demigod simply strolling on out of Galbar and up into the heavens (or underworld). Though I think it's best to leave the specifics for each writer to determine himself, it's reasonable to assume that beyond some cheesy magical barrier that prevents a mortal bound to Galbar from stepping into the portal to another Sphere, there'd also be significant physical limitations or hurdles. For instance, the way down to the Underworld might be a massive cavern system with strange rivers and numerous obstacles, at the very end of which is Cerberus. And then once you're in the Underworld, getting to the Sphere of Tartarus involves descending down an abyssal pit that extends straight down for unfathomable distances. Likewise, while any mortal could temporarily visit (or maybe just see) the Sphere of Dreams when they sleep, there's the handicap in that they can't stick around because they eventually will wake up. And while sorcerers might derive their powers from accessing the Sphere of Magic, they'd be opening tiny rifts to it rather than stepping into it.

Additionally, if we want all the Spheres to be connected to Galbar, it doesn't make sense to have a strictly concentric model, because then only two Spheres will be in direct contact with Galbar and the other Spheres have to push through the Spheres in between.


I actually like the idea of the magic and "essence" of upper Spheres trickling all the way down, and that of the lower Spheres bubbling up. All of it would meet in the middle Sphere that's Galbar, making it even more special and important. And the "pressure" of all the Sphere pushing on it from both above and below would also provide a convenient in-universe explanation for why the mortals of Galbar would struggle very much to leave their Sphere; the barriers are stronger between the Spheres nearest the middle, and mortals are bound much tighter to Galbar than extradimensional (extraspherical? lol) beings are to their own Spheres. That's why angels coming down or demons being summoned could happen with more frequency than something as truly epic as a mortal somehow finding the magic and the secrets and the powers required to run down into the Underworld on some Orpheus adventure.

For some of the reasons outlined above I'm generally adverse to mandating a true "portal" to every Sphere be present on Galbar. I'd be happy with at a minimum just mandating that the effects of every Sphere be felt; the Solar Sphere's essence would radiate out as light and heat and would obviously affect Galbar and everything between, whilst a luck god's Sphere might occasionally have its powers leak into the Galbar to cause miraculous events. Or just make gold and rainbows appear.

In conclusion, BBeast and I seem to have similar ideas about Spheres, but I take a much more literal view on the concentric Spheres model and on them having actual locations even if said locations can still overlap. The ramifications of this difference in viewpoint are mainly that this provides yet another difficulty for gods in traveling, which is further reinforced by my dislike for the idea of making all Spheres easily accessible through portals and the like on Galbar.

That was more an attempt at me clarifying my initial conception rather than on necessarily trying to refute or demerit those posited by others; thoughts on all of the above is of course welcome. If my conceptualization of the Spheres is ultimately deemed too convoluted or if it has too many disadvantages compared to some other system, I'm happy to ultimately change it; however, perhaps we should hold off on ironing out the very specific details of Spheres until I can write out a comprehensive description of how I imagine them. It's clear that not everyone is imaging the Spheres as I do, and that's completely understandable as they're a very technical thing, and all that you all have to go off of is what you can read between the lines in all of these scattered points across various posts.




EDIT: Cyclone is talking to me on Discord to clear up some things. His reply here will probably feature that, I think.


Some of that clarification was on my notion of Spheres, which is partially covered above. I feel like I've already gotten a bit carried away on that topic, so I'll once again reiterate that perhaps it's best we simply wait until I can write down some mechanics as I envision them. Then it'll be more clear and everyone can poke holes in them.

Now, I'll address each of Mutton's colored suggestions as well as a few of his thoughts that triggering musings of my own.

- The number of FP allocated per player per turn is equal, but the amount is dictated my the GM and may fluctuate between ages according to the acts expected. For example, the 'Age of Creation' may require many mighty acts to lift continents from the seas and populate the earth. The Age of Darkness may defined by scarcity, and what little might is provided must be used to rebuild atop the ruins of previous civilisations.


This is already the general consensus. In case anybody else missed it, I've been saying that the amount of FP will vary Turn by Turn based on the current Age, and I've announced my intention to "frontload" the initial Age of Creation with quite a bit of FP.

- The theme of a new age is also directed by the overall story driven by the players. The exact theme of the next age may be discussed by the players leading up to the end of the current age, but the GM has the final say*.


This makes sense and is mostly how I imagined it. I won't plan too far ahead and will try to steer the Ages in a direction that makes sense based on IC developments, but ultimately somebody has got to decide what to call the next Age, what actions to encourage, and exactly how much FP to give. I'll try to muse on these things aloud so that others can help me figure out specifics, see them coming and either plan accordingly, and/or shout out their objections.

The 'Age of Creation' may even represent such a chaotic state of the universe that it has no time window, representing a fluctuating, pseudo-linear, time-before-time.


I actually like this quite a bit and hadn't previously considered it. This vagueness might well make more sense than either doing some Biblical few weeks of creating sprees or some more scientifically acceptable numbers that go into the millions or billions of years.

I like that each god will have their own personal plane from the beginning by default. I would propose that each may be lazily developed as needed rather than requiring a detailed pimp-out before even describing in passing. That way players can focus where they want to, either doing stuff elsewhere or detailing their plane as they wish.


I was intending to have the Spheres fleshed out organically and over time IC, with them starting as empty shells of a sort that can then be filled in and altered by the gods that claim them (or get assigned to them). Initially all the gods would be detached beings or spirits (or even stray souls, perhaps) that the Architect just brings in for this purpose.

I'd like it if a person included on their sheet at least some short and vague description of their plans for their Sphere's function, location, and effect upon Galbar. Hades can build his palace in the Underworld and divide up all the various regions and create various guardians as the RP goes on, but in the beginning all that really matters is that Hades' writer says that his dude will occupy a lower Sphere that is used to house the souls of the dead.

- You'll notice I've been saying planes instead of spheres. I think it would get confusing if both planes and portfolios/domains are called spheres. I would prefer at least one of them not be called spheres.


This was one thing I clarified for Mutton on the Discord, and one thing that perhaps bears reiterating here: Domains are gone. We aren't renaming them to Spheres; Spheres refer only to Mk. 3's conception of what we have been calling planes. The implication of Domains no longer existing is that a god can take any number of completely unrelated Portfolios over time. However, you're encouraged to take several related Portfolios because doing so creates a 'Cluster'. As I mentioned before, having a Cluster over some theme would generally increase the power level of all its pertinent Portfolios that you've already adopted in addition to implying significant prowess and powers over related things even if they don't fall under one of your portfolios.



- I would say base MP allowance should remain constant per turn. This will stunt power escalation but it will also deal with another fundamental problem we were having in MkII; artefact power inflation. Seriously, we were looking at ancient artefacts built early in the game like discarded MMORPG gear. That's a tragedy I don't want to repeat.


On the Discord, this prompted me to say, "What if artifacts grow in power over time and as they are used for various purposes, similarly to heroes? Perhaps that's just too much. But it's certainly thematic to have an item created near the beginning of the universe be quite a powerful one even by default, and for the sword of a demigod that butchered thousands to become a powerful artifact by mere virtue of all that it's done.

He responded, "I have a better idea, one that doesn't require rules accretion:
If an artefact is used for something cool in a story, have the Master of the Spheres give it a permanent power increase arbitrarily.
That way artefacts don't have to be made with the intention of being investments."
I’ve been at an amusement park all day but will likewise respond to all of this in a bit
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