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[Planescape] Squaring the Circle Redux - OOC (Full)
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<blockquote data-quote="Sephiroth no Miko" data-source="post: 1759808" data-attributes="member: 4796"><p>I meant anchor more in a flavor sense (since ghosts are traditionally anchored to the place of their death) rather than any mechanistic sense. But yes, a ghost's physical remains do often serve as their "anchor."</p><p></p><p></p><p></p><p>Well, that is one of the tricky things about playing a ghost, I would agree. But you mentioned that your character perhaps was determined to stay in the mortal realms, partly out of fear of what awaited him in the Afterlife, partly determined to be master of his own fate, no matter what. I could see that as an acceptable drive. Ever reading any of the Sandman comics? There's a character in there, Hobbs Gadlin (sp?), who is effectively immortal because, well, he chooses not to die. (Well, it's a bit more complicated than that, but the premise remains the same.) It'd be kinda the same... your character sticks around because well, he chooses to, very, very strongly.</p><p> </p><p></p><p></p><p>But I would argue that ghosts are rarely sane to begin with. <img src="http://www.enworld.org/forum/images/smilies/nervous.png" class="smilie" loading="lazy" alt=":heh:" title="Nervous Laugh :heh:" data-shortname=":heh:" /> There are plenty of ghosts in literature who linger on, long after their reason for doing so is gone. It's not logical (or sane) but people rarely are, and dead people are no exception. Ghosts are usually tragic because of the circumstances of their death and their inability to let go of something or someone or some event.</p><p></p><p></p><p></p><p>Perhaps. But wouldn't that make you an evilish body snatcher (unless, of course, you found someone who willingly let you possess them-- but then, who willingly gives up their life so some dead spirit can live theirs)? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> But to get back to the topic, the whole point about lots of ghosts is that they <em>don't</em> "get over it." When they finally do, that's when they move on (disappear or get put to rest or whatever).</p><p></p><p></p><p></p><p>Hmmm... probably not. Could be an interesting experience, but I agree, it would also carry a large potential for a mess-up. And it's not something I would want to force on a player anyhow.</p><p></p><p></p><p></p><p>Hmmm... I do agree that it wouldn't be fair to you in that regard. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /> Though I had been actually thinking more that your character could be tied to an item, not a person, and that to travel around, you'd have to 'bargain' with people to carry your item with them (maybe by offering to be a guide? He could have been dead for a while, and seen many places). An option would be an item significant to him in life, but other options could exist too, like an object which captured his soul (maybe like a lich's phylactery?) or even maybe just a piece of him (uh, a fingerbone filigreed in gold and set with gems?).</p><p></p><p>Still, that would make your character more dependent on the others than usual, which as you've pointed out, isn't quite fair. But if nothing of the above appeals to you at all in role-playing or character wise, I suppose we can look at the option below-- that is, his 'anchor' is his grave-site.</p><p></p><p></p><p></p><p>I would have thought this would be rather objectionable to you since, well, it sorta forces your character to stay in one place if he wants to protect his equipment. Wouldn't that defeat his purpose of thumbing his nose at death and experience the multiverse?</p><p></p><p></p><p></p><p>Wouldn't this mean that if the party got new treasure, they would have to go to your character's grave and place it there if he wants to be able to use it? And wouldn't it also mean you'd have to trust the party with the precious information of where your grave is? (But then, I suppose ghostly characters open up a whole can of worms on the equipment front, anyway. <img src="http://www.enworld.org/forum/images/smilies/nervous.png" class="smilie" loading="lazy" alt=":heh:" title="Nervous Laugh :heh:" data-shortname=":heh:" /> )</p><p></p><p>Serpenteye, if you want to make the character's grave his anchor point, you can. That would be acceptable to me. I personally think some of the other ideas could be really neat, role-playing wise, but I don't want to force anything on you. If this last option is the most comfortable for you, then I say we go with it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p><p></p><p></p><p></p><p>I don't have access to my books right now so I can't answer the buying off LA question quite yet. When I get home tonight, I'll try to put up an explanation.</p></blockquote><p></p>
[QUOTE="Sephiroth no Miko, post: 1759808, member: 4796"] I meant anchor more in a flavor sense (since ghosts are traditionally anchored to the place of their death) rather than any mechanistic sense. But yes, a ghost's physical remains do often serve as their "anchor." Well, that is one of the tricky things about playing a ghost, I would agree. But you mentioned that your character perhaps was determined to stay in the mortal realms, partly out of fear of what awaited him in the Afterlife, partly determined to be master of his own fate, no matter what. I could see that as an acceptable drive. Ever reading any of the Sandman comics? There's a character in there, Hobbs Gadlin (sp?), who is effectively immortal because, well, he chooses not to die. (Well, it's a bit more complicated than that, but the premise remains the same.) It'd be kinda the same... your character sticks around because well, he chooses to, very, very strongly. But I would argue that ghosts are rarely sane to begin with. :heh: There are plenty of ghosts in literature who linger on, long after their reason for doing so is gone. It's not logical (or sane) but people rarely are, and dead people are no exception. Ghosts are usually tragic because of the circumstances of their death and their inability to let go of something or someone or some event. Perhaps. But wouldn't that make you an evilish body snatcher (unless, of course, you found someone who willingly let you possess them-- but then, who willingly gives up their life so some dead spirit can live theirs)? :p But to get back to the topic, the whole point about lots of ghosts is that they [i]don't[/i] "get over it." When they finally do, that's when they move on (disappear or get put to rest or whatever). Hmmm... probably not. Could be an interesting experience, but I agree, it would also carry a large potential for a mess-up. And it's not something I would want to force on a player anyhow. Hmmm... I do agree that it wouldn't be fair to you in that regard. :( Though I had been actually thinking more that your character could be tied to an item, not a person, and that to travel around, you'd have to 'bargain' with people to carry your item with them (maybe by offering to be a guide? He could have been dead for a while, and seen many places). An option would be an item significant to him in life, but other options could exist too, like an object which captured his soul (maybe like a lich's phylactery?) or even maybe just a piece of him (uh, a fingerbone filigreed in gold and set with gems?). Still, that would make your character more dependent on the others than usual, which as you've pointed out, isn't quite fair. But if nothing of the above appeals to you at all in role-playing or character wise, I suppose we can look at the option below-- that is, his 'anchor' is his grave-site. I would have thought this would be rather objectionable to you since, well, it sorta forces your character to stay in one place if he wants to protect his equipment. Wouldn't that defeat his purpose of thumbing his nose at death and experience the multiverse? Wouldn't this mean that if the party got new treasure, they would have to go to your character's grave and place it there if he wants to be able to use it? And wouldn't it also mean you'd have to trust the party with the precious information of where your grave is? (But then, I suppose ghostly characters open up a whole can of worms on the equipment front, anyway. :heh: ) Serpenteye, if you want to make the character's grave his anchor point, you can. That would be acceptable to me. I personally think some of the other ideas could be really neat, role-playing wise, but I don't want to force anything on you. If this last option is the most comfortable for you, then I say we go with it. :cool: I don't have access to my books right now so I can't answer the buying off LA question quite yet. When I get home tonight, I'll try to put up an explanation. [/QUOTE]
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