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<blockquote data-quote="jkason" data-source="post: 5889600" data-attributes="member: 2710"><p>I think deities are a special exception in that they have very specific game mechanics impact for divine casters. Since I don't believe we've added any region feats or traits, there's far less game-imbalancing impact to leaving some areas of the map undefined / open for further development (secondarily, see further down this post for my thoughts on god-fluff)</p><p></p><p></p><p></p><p>Other than laying out the portfolios of existing deities, it seems sufficient to me that new deities require a proposal / approval before their portfolios are available for divine casters. If someone is clearly putting together a shoddy deity concept just to get the right powergame combo, it's easy enough to nix at the approval stage; if someone actually puts real effort into coming up with an interesting god, though, I think it's at least worth considering.</p><p></p><p>I think my general tendency may be different than some others, though, in that I'm a big fan of leaving as much undefined as possible. Some broad strokes to help guide creative endeavors, sure, but I think one of the fun things about a Living world (or what I've experienced between this and LEW) is the ability for everyone to have a hand in shaping it (Houses Gabbiano and Boraga are, I think, good examples of that). The more that's pre-defined, the harder it is for players or GM's to do that.</p><p></p><p>My personal guideline tends to fall around 'do I have a plan for using it?' I try to define as much as I need to add to the Story of E'n, and try to leave loose threads as I can for others to weave as they see fit. Others may see it differently, wanting to avoid too much hodge-podge / continuity collisions, but I sort of think that's what's fun about all this. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> </p><p></p><p>So, from a character-building standpoint, named gods need at least their mechanics. But I tend to feel that, barring strongly-held notions on the part of others, leaving all but the broadest strokes of a faith's tenets up to those players and GMs that want to explore the deity, and seeing what they (as the more directly inspired) come up with. </p><p></p><p>My semi-coherent 2 cents, at least.</p></blockquote><p></p>
[QUOTE="jkason, post: 5889600, member: 2710"] I think deities are a special exception in that they have very specific game mechanics impact for divine casters. Since I don't believe we've added any region feats or traits, there's far less game-imbalancing impact to leaving some areas of the map undefined / open for further development (secondarily, see further down this post for my thoughts on god-fluff) Other than laying out the portfolios of existing deities, it seems sufficient to me that new deities require a proposal / approval before their portfolios are available for divine casters. If someone is clearly putting together a shoddy deity concept just to get the right powergame combo, it's easy enough to nix at the approval stage; if someone actually puts real effort into coming up with an interesting god, though, I think it's at least worth considering. I think my general tendency may be different than some others, though, in that I'm a big fan of leaving as much undefined as possible. Some broad strokes to help guide creative endeavors, sure, but I think one of the fun things about a Living world (or what I've experienced between this and LEW) is the ability for everyone to have a hand in shaping it (Houses Gabbiano and Boraga are, I think, good examples of that). The more that's pre-defined, the harder it is for players or GM's to do that. My personal guideline tends to fall around 'do I have a plan for using it?' I try to define as much as I need to add to the Story of E'n, and try to leave loose threads as I can for others to weave as they see fit. Others may see it differently, wanting to avoid too much hodge-podge / continuity collisions, but I sort of think that's what's fun about all this. :) So, from a character-building standpoint, named gods need at least their mechanics. But I tend to feel that, barring strongly-held notions on the part of others, leaving all but the broadest strokes of a faith's tenets up to those players and GMs that want to explore the deity, and seeing what they (as the more directly inspired) come up with. My semi-coherent 2 cents, at least. [/QUOTE]
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