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RE: New Skill mods.
Why does a faction have to be defined by 'different spells'? And who is 'allowing/not allowing'
sects. As adventurer designers, and setting designers for Geleia you should feel free to design
sects of any diety... being carefull to understand the consequences of those sects existance.
What I really don't understand, is that given the green light to go ahead and try to do something
creative and new...... the first impulse of a lot of people is to start changing the rules. What happened
to being imaginative, coming up with plots, and actors, and situations that intrigue people? Do we
always need to re-write the rule set to accomplish this? I don't really think so. There is some
genuinely good work being done by some people here involving this new setting in Geleia.
It would seem a shame to slow it down with a long involved political re-evaluation
of the rule set yet one more time.
dan
-----Original Message-----
From: Sean L. McLane [SMTP:zodo@laf.cioe.com]
Sent: Friday, July 10, 1998 1:02 PM
To: gmlist@cioe.com
Subject: Re: New Skill mods.
> From furmansj@expert.cc.purdue.edu Fri Jul 10 12:24:05 1998
> Subject: Re: New Skill mods.
>
> If scrogg has multiple factions, based on prefered pleasures, then orus
> must have hundreds of spell groups and hundreds of sects. All it takes is
> to feel strongly a little differently from the next guy.
>
> Jevan
>
Nope. I actually asked about this. Scrogg is the only god who is allowed
to have a radical subsect with different spells. (except maybe for that
one rogue band of T'orites, but they're all dead now)
Interesting, considering that Scrogg is the newest, and theoretically
least powerful of the gods.
Sean L. McLane | I will not be pushed, filed, stamped, indexed,
zodo@laf.cioe.com | briefed, debriefed, or numbered.
My life is my own!
-The Prisoner