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This sounds really fun!Interesting, @Mannan. I've been musing on limiting total number of Acts per player as well, though in my case with a set number of Acts rather than a point system (3 Grand, 6 Lesser, unlimited Demi, Cosmic Acts still require cooperation/votes) that would replenish at certain Ages. The points where they are replenished could be linked to some kind of Fated Events (cosmic cataclysm, Silmarillion-type coming of a race, expansion of what's possible to create similar to your Epochs) that come on set Ages.
I've also tinkered with ideas for a PvP divine combat system between gods that a) does not take anyone out of play and b) changes the world just by happening. This would also include a move away from identityless Makers to asking questers to just give themselves names off the bat, I think.
Basically:
Divine Combat
You may attack another deity for additional Acts. A god can only initiate one Divine Combat per Age, though they can fight in several in succession if another god chooses to challenge them afterwards. Combats between gods are resolved with a d6 vs d6 contest. The difference between the rolls determines the result, with the higher total winning. Divine weapons, allies and other advantages can provide bonuses to these rolls.
You do not need to initiate Divine Combats against NPC entities and may just smite them with a regular Act if so desired. Very powerful godlike entities created through Cosmic or Grand Acts may be battled in this way, however.
Advantages
-Cosmic Act weapon or allies: +5
-Grand Act weapon or allies: +3
-Lesser Act weapon or allies: +1
-These do not stack; only the highest is counted. However, weapons and allies are counted separately.
Results
1 over: Minor Victory. A shaming; a scar; a disruption of plans. The winner gains an additional Lesser Act. A Demi-Act's worth of consequences will occur in the world.
2-3 over: Victory. A humiliation; a wounding; a sabotage of designs. The winner gains an additional Lesser Act. The loser suffers from a Flaw for the next Age they will Act on/their next X number of Acts, which will have unpredictable consequences for their Acts. A Demi-Act's worth of consequences will occur in the world.
4-5 over: Major Victory. A thrashing for the ages; a severe injury; a devastating setback. The winner gains an additional Grand Act. The loser suffers from a Flaw for the next Age they will Act on/their next X number of Acts, which will have unpredictable consequences for their Acts. A Lesser Act's worth of consequences will occur in the world.
6+ over: Absolute Victory. An infamous defeat; a crippling mutilation; a catastrophic collapse of schemes. The winner gains an additional Grand Act and two Lesser Acts. The loser suffers from a Flaw for the next X Ages they will Act on/their next X number of Acts, which will have unpredictable consequences for their Acts. A Grand Act's worth of consequences will occur in the world.
Design Goals
-Encourage mythos of divine warfare, but;
-Prevent anyone from ruining the Quest for someone else by permanently crippling or killing their god;
-Prevent stacking of obscene bonuses to combats by only creating powerful weapons and servants;
-Strengthen themes of chaos by always having some unpredictable consequences from engaging in battle.
With a higher difference, the consequences might be even greater. Without bonuses it is not possible to get an Absolute Victory with its Grand Act's worth of consequences, which could wipe whole continents off the face of Creation or cause mass extinctions! This means that an arms race of giving yourself weapons and allies may backfire for the whole world.
I'm thinking the loser can also accept the loss of an Act of equal value instead of taking the Flaw. In this case, Phagoth could have sacrificed the Nine Goblin Emperors, and we could say Valoros slays them instead as Phagoth makes his escape.
Any thoughts? I think this could be fun both for players and from the QM perspective, though I can see salt happening from the consequences as well.
It would play well with some players tendency to get territorial over their creations and also increase the quest value of rp. People who want to play as villains will get narrative weight for it, and people who don't want to participate in pvp can just not create a godly persona.
Would allied pantheons be allowed or would it always be God and creations vs God and creations?
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