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Deity creation, making baby gods
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<blockquote data-quote="Celebrim" data-source="post: 6494631" data-attributes="member: 4937"><p>So, at the end of this, you are going to end up with a list of alignments. As much as I'm a fan of the alignment system, this strikes me as a misuse of it, because the alignment system is only 9 buckets and what's interesting isn't the buckets themselves but what you choose to put in them. You are acting as if the buckets themselves are meaningful, when really they are just labels on a bucket and are defined by what's in them.</p><p></p><p>Rather than running the simulation as described, I suggest you back up and run the simulation with some initial abstract concepts. That way, the interbreeding of the abstract concepts will be suggestive of some new concept. Once you have the list of deities and their associated concept, you can place them in the bucket you feel is most appropriate.</p><p></p><p>I have used a system similar to the one you describe before, but not for the purpose of world building. Instead, I used it to determine the alignment of the children of PCs. However, the system was designed to also produce 'mutants' - whose alignment didn't match that of either parent - in a small percentage of cases. The list I used was something like: alignment of father, alignment of mother, one step more lawful than father (or lawful), one step more lawful than mother (or lawful), one step more good than father (or good), etc., ....lawful good, lawful neutral, etc. Each possibility had a different percentage chance.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6494631, member: 4937"] So, at the end of this, you are going to end up with a list of alignments. As much as I'm a fan of the alignment system, this strikes me as a misuse of it, because the alignment system is only 9 buckets and what's interesting isn't the buckets themselves but what you choose to put in them. You are acting as if the buckets themselves are meaningful, when really they are just labels on a bucket and are defined by what's in them. Rather than running the simulation as described, I suggest you back up and run the simulation with some initial abstract concepts. That way, the interbreeding of the abstract concepts will be suggestive of some new concept. Once you have the list of deities and their associated concept, you can place them in the bucket you feel is most appropriate. I have used a system similar to the one you describe before, but not for the purpose of world building. Instead, I used it to determine the alignment of the children of PCs. However, the system was designed to also produce 'mutants' - whose alignment didn't match that of either parent - in a small percentage of cases. The list I used was something like: alignment of father, alignment of mother, one step more lawful than father (or lawful), one step more lawful than mother (or lawful), one step more good than father (or good), etc., ....lawful good, lawful neutral, etc. Each possibility had a different percentage chance. [/QUOTE]
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