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Martial Practices inferior to Rituals????
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7093376" data-attributes="member: 82106"><p>OK, so, then, lets see what 'dramatic functional categories' we can come up with, and then which thing goes in which one.</p><p></p><p>1. Transition from one scene to another - Things like teleport, but also strategic flight, guidance through an obstacle or overcoming of an obstacle, etc. Anything that produces a scene transition. Some of these may not even be travel-related potentially.</p><p></p><p>2. Initiate a conflict - @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=6696971" target="_blank">Manbearcat</a></u></strong></em> has examples like "enter someone's dream and defeat a nightmare" etc, but I'm wondering if this is entirely distinct from the first category. It is after all a NEW SCENE, and that's what would happen after ANY transition, this is just a category of non-travel transitions (actually it may even involve travel, but perhaps in a more metaphorical sense).</p><p></p><p>3. Produce a guaranteed result by allowing the spending of resources to achieve it - Is this actually DISTINCT FROM 1/2? They don't seem to be mutually exclusive categories. However I think there's a reasonable point here of what the primary goal is. If you're using a ritual to make sure you can read the secret language, that's one thing. If its so you can jump the chasm without fail, then isn't it also 1/2? Honestly ALMOST all practices/rituals work in the transition sense (jump the chasm, advance to the scene on the other side). Admittedly most rituals can ALSO work WITHIN a scene, but is that actually a valid way to categorize them?</p><p></p><p>4. Define and limit consequences - Again, thinking about it, is this distinct from #3? I mean, a guaranteed result is limiting consequences, presumably. It certainly isn't limiting SUCCESSES... </p><p></p><p>So, maybe these are all at least non-exclusive possibilities. Sorry, I started out to make a list and instead I seem to have DESTROYED a list! lol. Still, we could apply specific attributes to all rituals/practices and insist that each of them fall into one or more of several categories, and then analyze the distribution and effectiveness of one type over the other to produce a balanced set. That would probably help produce rituals and practices that are, if not exactly equivalent, at least opening up the same sorts of capabilities to each type of character.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7093376, member: 82106"] OK, so, then, lets see what 'dramatic functional categories' we can come up with, and then which thing goes in which one. 1. Transition from one scene to another - Things like teleport, but also strategic flight, guidance through an obstacle or overcoming of an obstacle, etc. Anything that produces a scene transition. Some of these may not even be travel-related potentially. 2. Initiate a conflict - @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=6696971"]Manbearcat[/URL][/U][/B][/I] has examples like "enter someone's dream and defeat a nightmare" etc, but I'm wondering if this is entirely distinct from the first category. It is after all a NEW SCENE, and that's what would happen after ANY transition, this is just a category of non-travel transitions (actually it may even involve travel, but perhaps in a more metaphorical sense). 3. Produce a guaranteed result by allowing the spending of resources to achieve it - Is this actually DISTINCT FROM 1/2? They don't seem to be mutually exclusive categories. However I think there's a reasonable point here of what the primary goal is. If you're using a ritual to make sure you can read the secret language, that's one thing. If its so you can jump the chasm without fail, then isn't it also 1/2? Honestly ALMOST all practices/rituals work in the transition sense (jump the chasm, advance to the scene on the other side). Admittedly most rituals can ALSO work WITHIN a scene, but is that actually a valid way to categorize them? 4. Define and limit consequences - Again, thinking about it, is this distinct from #3? I mean, a guaranteed result is limiting consequences, presumably. It certainly isn't limiting SUCCESSES... So, maybe these are all at least non-exclusive possibilities. Sorry, I started out to make a list and instead I seem to have DESTROYED a list! lol. Still, we could apply specific attributes to all rituals/practices and insist that each of them fall into one or more of several categories, and then analyze the distribution and effectiveness of one type over the other to produce a balanced set. That would probably help produce rituals and practices that are, if not exactly equivalent, at least opening up the same sorts of capabilities to each type of character. [/QUOTE]
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