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Concept talk: playing gods [D&D 3.5]
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<blockquote data-quote="GlassEye" data-source="post: 5070291" data-attributes="member: 40413"><p>I've also been thinking about something like this. God-games pop up here every so often, it runs for a while and then, for one reason or another, ends. The last one I played in started out well but had a lack of direction and eventually died. I think a big problem with a game like this is players aren't really sure what they are allowed to do and end up doing nothing. So, a DM is required to keep things going, imo.</p><p></p><p></p><p></p><p>My personal preference is C. Mortal heroes elevated to godhood have a lot of history that would influence the god even if they are sent off to a new world. Granted the mortal career doesn't need to be detailed out. And being created to fulfill a specific role seems very confining. I would like something a little more organic (see below).</p><p> </p><p></p><p></p><p>Again, I like C. If players aren't the only gods then there is the potential for conflict. Yes, there is potential for conflict amongst the player's characters but it would have to be a pretty good group for pc conflict to not cause issues in the game. I also think player choices should affect the fate and shape of the world. With npc gods those choices aren't a sure thing and the gods would perhaps need to band together more to ensure that the events they wish to come to place actually occur they way they want.</p><p> </p><p></p><p></p><p>I think there should be some sort of primal cause and then the world is created/developed by the gods actions. Not exactly sure how this would work mechanically.</p><p></p><p>God rules are important, both mechanically and in-game. Mechanically, so that players have an idea of what they can accomplish and how conflicts will be resolved. In-game: maybe some broad rules that become more refined as the god-characters react to events and exert control (or try to prevent control being extended over them).</p><p> </p><p></p><p></p><p>Really, this could be a game breaker for me. I really have no interest in playing in a recreation of Judeo-Christian creation or replicating the races and relations of Faerun (or any other game-world). On the other hand, originality is difficult to achieve.</p><p></p><p></p><p></p><p>This could almost be systemless. In a previous god-game I played because of the lack of player direction with the rules Jemal came up with a point-buy system. He never started that spin-off game but I think I still have his point buy on my computer somewhere if you are interested in looking it over.</p><p></p><p></p><p></p><p>No offense, HM, but I'm not too fond of A & C. I would like a modification of B but more organic, based on the actions of the gods. Say four gods have a major part in creating the earth. Each would be able to add 'Earth' and 'Creation' to their portfolio (let's say with a ranking of 4). My god comes along later and does some minor earth-shaping and add 'Earth' to his portfolio but with a lower ranking (say 1 or 2). He doesn't really have an interest in earthy stuff though, so he breaks open a section of earth (add 'Destruction' 1) and causes waters to pour forth creating oceans and rivers (add 'Water' 4 and possibly 'Ocean' and/or 'Rivers') Meanwhile gods 1-4 are squabbling over earth stuff. Since I'm not interested in earth, I could bargain with one of them to surrender my earth power to them so that he can have an edge over the others.</p><p></p><p>Anyway, that is just an example of one way some of this could be handled.</p><p></p><p>If you can't tell, I'm really taken with the idea of organic growth. This would prevent someone from coming along and saying 'Oh, I'm the god of 'Death'. You're all dead. Haha.' If someone wants to be a god of something he has to work up to it and the other gods could have the chance to counter.</p><p></p><p>Guess I'll stop rambling...</p></blockquote><p></p>
[QUOTE="GlassEye, post: 5070291, member: 40413"] I've also been thinking about something like this. God-games pop up here every so often, it runs for a while and then, for one reason or another, ends. The last one I played in started out well but had a lack of direction and eventually died. I think a big problem with a game like this is players aren't really sure what they are allowed to do and end up doing nothing. So, a DM is required to keep things going, imo. My personal preference is C. Mortal heroes elevated to godhood have a lot of history that would influence the god even if they are sent off to a new world. Granted the mortal career doesn't need to be detailed out. And being created to fulfill a specific role seems very confining. I would like something a little more organic (see below). Again, I like C. If players aren't the only gods then there is the potential for conflict. Yes, there is potential for conflict amongst the player's characters but it would have to be a pretty good group for pc conflict to not cause issues in the game. I also think player choices should affect the fate and shape of the world. With npc gods those choices aren't a sure thing and the gods would perhaps need to band together more to ensure that the events they wish to come to place actually occur they way they want. I think there should be some sort of primal cause and then the world is created/developed by the gods actions. Not exactly sure how this would work mechanically. God rules are important, both mechanically and in-game. Mechanically, so that players have an idea of what they can accomplish and how conflicts will be resolved. In-game: maybe some broad rules that become more refined as the god-characters react to events and exert control (or try to prevent control being extended over them). Really, this could be a game breaker for me. I really have no interest in playing in a recreation of Judeo-Christian creation or replicating the races and relations of Faerun (or any other game-world). On the other hand, originality is difficult to achieve. This could almost be systemless. In a previous god-game I played because of the lack of player direction with the rules Jemal came up with a point-buy system. He never started that spin-off game but I think I still have his point buy on my computer somewhere if you are interested in looking it over. No offense, HM, but I'm not too fond of A & C. I would like a modification of B but more organic, based on the actions of the gods. Say four gods have a major part in creating the earth. Each would be able to add 'Earth' and 'Creation' to their portfolio (let's say with a ranking of 4). My god comes along later and does some minor earth-shaping and add 'Earth' to his portfolio but with a lower ranking (say 1 or 2). He doesn't really have an interest in earthy stuff though, so he breaks open a section of earth (add 'Destruction' 1) and causes waters to pour forth creating oceans and rivers (add 'Water' 4 and possibly 'Ocean' and/or 'Rivers') Meanwhile gods 1-4 are squabbling over earth stuff. Since I'm not interested in earth, I could bargain with one of them to surrender my earth power to them so that he can have an edge over the others. Anyway, that is just an example of one way some of this could be handled. If you can't tell, I'm really taken with the idea of organic growth. This would prevent someone from coming along and saying 'Oh, I'm the god of 'Death'. You're all dead. Haha.' If someone wants to be a god of something he has to work up to it and the other gods could have the chance to counter. Guess I'll stop rambling... [/QUOTE]
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