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Druidic Initiation
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<blockquote data-quote="howandwhy99" data-source="post: 4548456" data-attributes="member: 3192"><p>First, </p><p>Look at the listed "Organizational Goals" of the overall Druidic Council.</p><p></p><p>Second, </p><p>Limit the Goals and Knowledge to the specific Druidic Council the PC is negotiating with. This will narrow things quite a bit as you go from worldwide to continent to regional to particular "High Druid's Forest". </p><p></p><p>(You've probably already done this when putting together info for your local area map)</p><p></p><p>Third, </p><p>Negotiate using the NPC statistics (like Attitude in 3E) for the PC to perform any act that would benefit the Druid Circle's desires. </p><p></p><p>(In my opinion, initiations are like business transactions. It's give and take until you trust each other. One big offering/deed/service/sacrifice/etc. to pay the initial membership fee seems right. Alliances are all about trade offs.)</p><p></p><p>But... </p><p>You could have some other symbolic elements too. Players could make this up when they give you the background info for the group during character creation. I allow character creation between sessions as well, but after the game begins it's more constrained for the Player as it's more difficult for the Referee to incorporate. </p><p></p><p>My advice here is ensure any symbolic rituals also have mechanical effects. Perhaps the Protection from Evil effect (the defensive portion of the Charm effect) requires a save to harm a Druidic Circle member from harming any other member. It's what you want in your world in the end.</p><p></p><p>Plus, </p><p>If you define a specific operation (or rule essentially), such as defining "evil" as "druid" in the initiation effect above or requiring a magick circle or the mingling of blood for the magic/mechanic to take effect, then the effect should always operate that way. Other initiations would work similarly for other organizations using a magical bonding. That way when something acts one way, it always acts that way and can be predicted. Otherwise you tend to confuse the players and have a less consistent and understandable world.</p><p></p><p></p><p>EDIT: Olgar's suggestion is a great idea and I'd go with it if he were a Player in my game. But i'd make sure that 4-leaf clover is desirable to the circle for some reason. Perhaps it is the sapling of a seed for an Ent? But a Hyborian Ent, a plane the Circle is aligned with who are sending an emissary? And the Crossroads is a connection between the two at noon on Spring days right after a rainfall?</p><p></p><p>Though that particular task seems rather mundane to complete. It would mean a lot of sitting. Not to mention it would help if it were Springtime. Perhaps the Hyborean Ents have abilities even at clover stage that would make the task more adventurous. It may be highly important, but it doesn't seem dangerous enough to qualify as a "trial". I'd alter the situation so adventure is more likely to occur.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 4548456, member: 3192"] First, Look at the listed "Organizational Goals" of the overall Druidic Council. Second, Limit the Goals and Knowledge to the specific Druidic Council the PC is negotiating with. This will narrow things quite a bit as you go from worldwide to continent to regional to particular "High Druid's Forest". (You've probably already done this when putting together info for your local area map) Third, Negotiate using the NPC statistics (like Attitude in 3E) for the PC to perform any act that would benefit the Druid Circle's desires. (In my opinion, initiations are like business transactions. It's give and take until you trust each other. One big offering/deed/service/sacrifice/etc. to pay the initial membership fee seems right. Alliances are all about trade offs.) But... You could have some other symbolic elements too. Players could make this up when they give you the background info for the group during character creation. I allow character creation between sessions as well, but after the game begins it's more constrained for the Player as it's more difficult for the Referee to incorporate. My advice here is ensure any symbolic rituals also have mechanical effects. Perhaps the Protection from Evil effect (the defensive portion of the Charm effect) requires a save to harm a Druidic Circle member from harming any other member. It's what you want in your world in the end. Plus, If you define a specific operation (or rule essentially), such as defining "evil" as "druid" in the initiation effect above or requiring a magick circle or the mingling of blood for the magic/mechanic to take effect, then the effect should always operate that way. Other initiations would work similarly for other organizations using a magical bonding. That way when something acts one way, it always acts that way and can be predicted. Otherwise you tend to confuse the players and have a less consistent and understandable world. EDIT: Olgar's suggestion is a great idea and I'd go with it if he were a Player in my game. But i'd make sure that 4-leaf clover is desirable to the circle for some reason. Perhaps it is the sapling of a seed for an Ent? But a Hyborian Ent, a plane the Circle is aligned with who are sending an emissary? And the Crossroads is a connection between the two at noon on Spring days right after a rainfall? Though that particular task seems rather mundane to complete. It would mean a lot of sitting. Not to mention it would help if it were Springtime. Perhaps the Hyborean Ents have abilities even at clover stage that would make the task more adventurous. It may be highly important, but it doesn't seem dangerous enough to qualify as a "trial". I'd alter the situation so adventure is more likely to occur. [/QUOTE]
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