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General Tabletop Discussion
*Pathfinder & Starfinder
Rituals are in it would seem
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<blockquote data-quote="Kzach" data-source="post: 5913684" data-attributes="member: 56189"><p>Yeah, minor things that form the superstitions and mysticism of each village or area that may not shatter the earth but help them get by in their every day lives. In just about every ancient culture there used to be gazillions of gods. A god for just about everything. Gods of the hearth, gods of doorways, gods of taking a piss. And there would be supplications to them all. Then there were all they superstitions of common folk like breaking a mirror being bad luck or walking under a ladder, etc. and wards to prevent or 'cure' them such as salt thrown over the shoulder, etc. And on top of all of that are the little mystical elements of folklore like changelings and goblins (not the D&D type of goblin) and the various wards to protect against them or the rituals to satiate them.</p><p></p><p>These could all be part of a ritual system that had scalable power levels.</p><p></p><p></p><p>This made me realise that most adventures seem to assume that towns and villages live in a bit of a vacuum that doesn't incorporate their surroundings. If goblins live in the woods, then it's usually 'us vs. them' and they get heroes in to deal with them. But a more realistic approach would be that people would create a workable relationship with their surroundings. They would adapt in some way purely for survival. The goblins, instead of being adversaries, might be given small bundles of furs and tools and foodstuffs every fullmoon, left on an ancient altar near the forest's edge and that arrangement has kept the two people's in relative harmony for decades.</p></blockquote><p></p>
[QUOTE="Kzach, post: 5913684, member: 56189"] Yeah, minor things that form the superstitions and mysticism of each village or area that may not shatter the earth but help them get by in their every day lives. In just about every ancient culture there used to be gazillions of gods. A god for just about everything. Gods of the hearth, gods of doorways, gods of taking a piss. And there would be supplications to them all. Then there were all they superstitions of common folk like breaking a mirror being bad luck or walking under a ladder, etc. and wards to prevent or 'cure' them such as salt thrown over the shoulder, etc. And on top of all of that are the little mystical elements of folklore like changelings and goblins (not the D&D type of goblin) and the various wards to protect against them or the rituals to satiate them. These could all be part of a ritual system that had scalable power levels. This made me realise that most adventures seem to assume that towns and villages live in a bit of a vacuum that doesn't incorporate their surroundings. If goblins live in the woods, then it's usually 'us vs. them' and they get heroes in to deal with them. But a more realistic approach would be that people would create a workable relationship with their surroundings. They would adapt in some way purely for survival. The goblins, instead of being adversaries, might be given small bundles of furs and tools and foodstuffs every fullmoon, left on an ancient altar near the forest's edge and that arrangement has kept the two people's in relative harmony for decades. [/QUOTE]
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Rituals are in it would seem
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