Chaos Worldbuilding and God Quest Idea Thread

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.
This sounds really fun!
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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Would allied pantheons be allowed or would it always be God and creations vs God and creations?

Certainly, allies could get involved, but the rules limit the stacking of bonuses so larger numbers aren't necessarily more beneficial. Battles with multiple gods per side would probably get resolved as several individual contests, which also feels appropriate (exciting duels where every god gets to shine rather than a general melee).
 
(exciting duels where every god gets to shine rather than a general melee).
"Then came the God of Automation. And he automated war, turned it into a massacre on an industrial level, into an efficient machine for achieving goals in which there is no place for honor, no place for heroes, no place for duels." - just got this sudden thought for some reason after reading.

Edit: Anyway, if making world of tiles... Not sure how big they should be or which shape have. I was thinking of Hexagons with sides of 10-20 kilometers, perhaps? And also not sure how much time should pass between new hexagons appearance. Maybe it is good idea to have some time period and let players put thier created tiles at any point of this period?​

Edit 2: Maybe players, while placing new tiles and exploring the Void may accidentaly find new, already existing hexes. These just were hidden until thier tiles got close enough to reveal isolated part of reality.
 
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oh~ if thousand isles is on here, would my quest 7 Holy Pyramids (Riot God Quest) count? I made it from being inspired by thousand isles and another similar quest
 
So an idea I had and m posting here just to keep a record of it and to get some feedback.

A world building god quest.

There are only 10 actions every turn. That is because there are only 10 players making acts ever turn. This makes things easier and hopefully helps the quest move relatively faster.

They each has a pool of 10 points that they spend for acts. Each act ranges in cost from 1-5 depending on the scope of the act so the players could be involved for 2-10 turns depending. So players will have to choose whether they want to have long term influence or do big acts but shorten their time of play.

When a player uses all of their points they are replaced by a new player, probably from a list of people who want to be a player listed in a queue. Previous players can join but placed at the end of the queue.

Acts are going to be limited to the scope of a Solar System at the largest, this coupled with the point economy should limit the scale of acts the players have.

Other Thoughts:
There is a limit on the quest. Every act uses up a portion of the setting's potential with bigger acts taking up exponentially more potential. When all of this potential is used up the time for miraculous acts is over and the quest ends, the world is finished. The current limit and setup I have would mean that the quest could run from anywhere from 4 turns to 100 depending on the level of acts the players employ, though I doubt it would go to such extremes. I judge perhaps a11-12 with about 3 'generations' of players.

A God will be born when a Player uses up all of their points, their domains will be whatever the player used their points on during their time. Gods will be independent actors with a personality dictated by the acts they embody and the aftermath of such acts. They would be immune to all player acts.

Players in turn are not allowed to create God like beings. They may create phenomena, mortal races magic systems that have the potential to create gods, but not outright gods that are capable of acting on the level of a high level domain. I'm actually debating on whether they will be allowed to create intelligent beings at all.


Thoughts? Feedback?
 
New God.

I only really expect around 10-15 players and when one thinks about it mythologically speaking that is a really small amount of gods.

This way their will be dozens of gods of varying power to form the 2nd generation.
 
There are only 10 actions every turn. That is because there are only 10 players making acts ever turn. This makes things easier and hopefully helps the quest move relatively faster.

They each has a pool of 10 points that they spend for acts. Each act ranges in cost from 1-5 depending on the scope of the act so the players could be involved for 2-10 turns depending. So players will have to choose whether they want to have long term influence or do big acts but shorten their time of play.

When a player uses all of their points they are replaced by a new player, probably from a list of people who want to be a player listed in a queue. Previous players can join but placed at the end of the queue.
If the queue is not large and there are no additional restrictions, then the tactic "Two first actions costing 5 points, quickly taking the queue and entering the game after 5-6 moves" will be relevant.

This is not bad, but a situation may arise where a fast person will be able to pull off this scheme 3-4 times and thus make a "larger-scale" contribution to the game. But yeah, it's not bad.
Acts are going to be limited to the scope of a Solar System at the largest, this coupled with the point economy should limit the scale of acts the players have.
Not sure about the scale. Let's say Bob creates Mercury, goes away for rebirth, and none of the players will be interested in interacting with this object. Then after 7 turns Bob comes back, works on Mercury and leaves again. At this time, players on Earth are creating a lot of content, and uninteresting Mercury hangs in the air and does not affect anything.
The smaller the scale, the more points of intersection the Players have, the more interesting it is. It is unlikely that everyone will create their own sandbox world, but it is possible. Especially considering that people on SV don't really like to disrupt others' actions and interfere in their plans.

A God will be born when a Player uses up all of their points, their domains will be whatever the player used their points on during their time. Gods will be independent actors with a personality dictated by the acts they embody and the aftermath of such acts. They would be immune to all player acts.

To all actions in general, or only to direct actions? Let's say I create a zone hidden from the Gods and in it, weapons capable of killing God are forged by the hands of mortals. Is this feasible?

Players in turn are not allowed to create God like beings. They may create phenomena, mortal races magic systems that have the potential to create gods, but not outright gods that are capable of acting on the level of a high level domain. I'm actually debating on whether they will be allowed to create intelligent beings at all.
What will the gods be doing?
How do they perceive changes that occur beyond their control?
 
If the queue is not large and there are no additional restrictions, then the tactic "Two first actions costing 5 points, quickly taking the queue and entering the game after 5-6 moves" will be relevant.

This is not bad, but a situation may arise where a fast person will be able to pull off this scheme 3-4 times and thus make a "larger-scale" contribution to the game. But yeah, it's not bad.

There is a limit in the form of available 'potential' the setting has available.

Each act would consume a set amount of potential with every higher level consuming exponentially more potential.

Its why I listed 4-100 turns. 4 turns if every player makes a max level act and 100 if every player does a min level act.

And I would probably limit Larger Scale acts to being appropriatley large. So things like generating a new magic system, creating a new planet or star, things of that level not using a Cosmic Level act to create some sort of uber unit or overcharging what should be a lesser act to a higher level.

So if a player is focused on making max scale acts all the time they would just contribute a different part of the setting, the background.

Not sure about the scale. Let's say Bob creates Mercury, goes away for rebirth, and none of the players will be interested in interacting with this object. Then after 7 turns Bob comes back, works on Mercury and leaves again. At this time, players on Earth are creating a lot of content, and uninteresting Mercury hangs in the air and does not affect anything.
The smaller the scale, the more points of intersection the Players have, the more interesting it is. It is unlikely that everyone will create their own sandbox world, but it is possible. Especially considering that people on SV don't really like to disrupt others' actions and interfere in their plans.

That is where the God comes in. THe god essentially takes charge of the resulting acts. The players might focus on earth but the God of Mercury would be drawn to the planet as well and can result in all sorts of things.

To all actions in general, or only to direct actions? Let's say I create a zone hidden from the Gods and in it, weapons capable of killing God are forged by the hands of mortals. Is this feasible?

Nope. Gods, including the players, cannot die in the first age. They can no more be killed than players can be killed.

They can be imprisoned of course but they also draw on the same type of power as the players and while weaker, they can stack their acts so a 5 point prison to imprison a troublesome god would eventually be broken out of, even if it would take over a dozen turns by a weak god.



What will the gods be doing?
How do they perceive changes that occur beyond their control?

Depends on the act that birthed them.
Gods born from magic systems could be teachers or people who police those who access said power.
Gods of planets could rule their planets.
God of races would be patron deities that can range from nurturers to tyrants or even both.

They will have some awareness of their nature ie they are 2nd generation gods born from the passing of older, more powerful gods.
 
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I feel like all attempts of Mannan to try God Quests can be put together into multiverse of their own. 🤔
 
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