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Author Topic: Godhood II OOC Thread  (Read 19892 times)

Acanthus117

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Re: Godhood II OOC Thread
« Reply #315 on: August 23, 2010, 05:23:37 pm »

And what if we simply make it harder to make things suddenly come into existence?

What if modifying creatures/people would be easier, forcing players to think creatively.

But that's just me, bro.
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HailFire

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Re: Godhood II OOC Thread
« Reply #316 on: August 23, 2010, 05:24:03 pm »

Presumably, Caesar already has a plan for the next game (though it might not hurt to hold a vote for universal gods vs planetary gods)
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Lordinquisitor

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Re: Godhood II OOC Thread
« Reply #317 on: August 23, 2010, 05:24:13 pm »

Well, i have read up to new gods of mankind stuff and i think i prefer a more "freestyle" approach- Though, we certainly can salvage some things of it.

But as you know the bay12 forums most of us will certainly come up with stuff not covered by the NGOM rules.
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forsaken1111

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Re: Godhood II OOC Thread
« Reply #318 on: August 23, 2010, 05:26:07 pm »

Well, i have read up to new gods of mankind stuff and i think i prefer a more "freestyle" approach- Though, we certainly can salvage some things of it.

But as you know the bay12 forums most of us will certainly come up with stuff not covered by the NGOM rules.
NGOM is about as freestyle as you can get while still having a rules backbone. The miracle rules are pretty open to DM interpretation and situational modifiers. It is primarily about the roleplay, but gives you a good framework for resolving large-scale conflicts, as with their conflict system you can easily resolve battles of almost any scale.
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Acanthus117

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Re: Godhood II OOC Thread
« Reply #319 on: August 23, 2010, 05:26:45 pm »

Man, I'd love to play this. Count me in!
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Lordinquisitor

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Re: Godhood II OOC Thread
« Reply #320 on: August 23, 2010, 05:28:13 pm »

Well, i have read up to new gods of mankind stuff and i think i prefer a more "freestyle" approach- Though, we certainly can salvage some things of it.

But as you know the bay12 forums most of us will certainly come up with stuff not covered by the NGOM rules.
NGOM is about as freestyle as you can get while still having a rules backbone. The miracle rules are pretty open to DM interpretation and situational modifiers. It is primarily about the roleplay, but gives you a good framework for resolving large-scale conflicts, as with their conflict system you can easily resolve battles of almost any scale.

Well, good. Though someone would need to provide us with the rule books.
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forsaken1111

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Re: Godhood II OOC Thread
« Reply #321 on: August 23, 2010, 05:29:24 pm »

I will look at the rules again and see how well they would lend themselves to a forum environment.
Well, good. Though someone would need to provide us with the rule books.
That is a sticky point there. I do know the dev team, if I decide to do it I'll see about getting written permission to share my pdf book copies with 4-5 people.
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ragnarok97071

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Re: Godhood II OOC Thread
« Reply #322 on: August 23, 2010, 07:20:01 pm »

I'd be interested in playing that, if you get permission.
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Iituem

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Re: Godhood II OOC Thread
« Reply #323 on: August 23, 2010, 08:29:01 pm »

In violation of my own posting a third thread, I'd just like to say I support the idea of making it harder to create things - either having the world world pre-created by Caesar or only having creation of the world/worlds possible on Turn 1.
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Fortis

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Re: Godhood II OOC Thread
« Reply #324 on: August 23, 2010, 08:39:12 pm »

And what about any gods or goddesses that join the game late?
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forsaken1111

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Re: Godhood II OOC Thread
« Reply #325 on: August 23, 2010, 11:21:02 pm »

And what about any gods or goddesses that join the game late?
Not all gods are created equal. In nearly every myth regarding multiple dieties, there are greater and lesser gods and gods who came into being later on are generally lower on the power scale. Coming to the party late should see something like this, with chances to grab power but starting off a bit disadvantaged.
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