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<blockquote data-quote="Li Shenron" data-source="post: 7994251" data-attributes="member: 1465"><p>That's quite a challenge you have there... You can take a look here for some real-life inspiration: <a href="https://en.wikipedia.org/wiki/Moirai#Cult_and_temples" target="_blank">Moirai - Wikipedia</a></p><p></p><p>Apparently there were at least some offerings done to what the ancient Romans and Greeks believed to be the controllers of destiny, but I agree with you on the fact that <em>controlling the destiny</em> is in contrast to <em>believing in destiny</em>. If you can change it, then it's not destiny, it's just the most probable outcome or at most it is whatever would happen to you if you don't know about it and therefore do nothing to change what you're about to do. </p><p></p><p>I think it would be cool to have something like a "Church of Fate" in a fantasy setting, but I would certainly be disappointed to see it turn into a "it's your fate, can't change it, but actually you can", like it often ends up in movies and tv series (that's because they actually want to deliver the message that there is no such thing as destiny, which is a more common belief in our times). But those ancient Romans/Greeks in fact believed that even the gods could not change destiny one bit, and I would play along with this idea also in D&D.</p><p></p><p>I like your ideas of focusing on (1) predicting and (2) precipitating or retarding it. </p><p></p><p>Generally I think the problems will be similar to those of time-travelling, which is all cool and fine <em>in a movie</em> which you simply watch passively, but are notoriously very tricky to pull off in a game where instead you want to decide what your character does. So naturally after (1) the characters will want to change something about their destiny to their advantage. Doing (2) should be relatively safe because it doesn't invalidate the prediction, but you can also dare something more as long as it doesn't really contrast (1).</p><p></p><p>I am just rambling here because I don't have concrete ideas... but my broad feeling is that you should figure out something based on the idea that <em><strong>the more you know of your destiny, the less you can do about it</strong></em>.</p><p></p><p>Say that the domain grants divination about your future. If you discover that "you are destined to rule an empire", this still doesn't tell you what empire, when it will happen or how you will achieve it. So perhaps the domain powers will then help you decide those or at least direct them towards something you like. Sort of knowing that your path <em>will </em>lead to X, but you still can choose whether it passes through A or B. The more you predict however, the less choices you have, because predicting something will make it inevitable.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 7994251, member: 1465"] That's quite a challenge you have there... You can take a look here for some real-life inspiration: [URL="https://en.wikipedia.org/wiki/Moirai#Cult_and_temples"]Moirai - Wikipedia[/URL] Apparently there were at least some offerings done to what the ancient Romans and Greeks believed to be the controllers of destiny, but I agree with you on the fact that [I]controlling the destiny[/I] is in contrast to [I]believing in destiny[/I]. If you can change it, then it's not destiny, it's just the most probable outcome or at most it is whatever would happen to you if you don't know about it and therefore do nothing to change what you're about to do. I think it would be cool to have something like a "Church of Fate" in a fantasy setting, but I would certainly be disappointed to see it turn into a "it's your fate, can't change it, but actually you can", like it often ends up in movies and tv series (that's because they actually want to deliver the message that there is no such thing as destiny, which is a more common belief in our times). But those ancient Romans/Greeks in fact believed that even the gods could not change destiny one bit, and I would play along with this idea also in D&D. I like your ideas of focusing on (1) predicting and (2) precipitating or retarding it. Generally I think the problems will be similar to those of time-travelling, which is all cool and fine [I]in a movie[/I] which you simply watch passively, but are notoriously very tricky to pull off in a game where instead you want to decide what your character does. So naturally after (1) the characters will want to change something about their destiny to their advantage. Doing (2) should be relatively safe because it doesn't invalidate the prediction, but you can also dare something more as long as it doesn't really contrast (1). I am just rambling here because I don't have concrete ideas... but my broad feeling is that you should figure out something based on the idea that [I][B]the more you know of your destiny, the less you can do about it[/B][/I]. Say that the domain grants divination about your future. If you discover that "you are destined to rule an empire", this still doesn't tell you what empire, when it will happen or how you will achieve it. So perhaps the domain powers will then help you decide those or at least direct them towards something you like. Sort of knowing that your path [I]will [/I]lead to X, but you still can choose whether it passes through A or B. The more you predict however, the less choices you have, because predicting something will make it inevitable. [/QUOTE]
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