A beloved order
Posted: Sun Aug 21, 2016 10:41 am
As mentionned on the last OOC chat, the order guild suffer from a lack of enthousiasm (few people want to roleplay an orderite), and a lack of support (few characters are devout davites). I would like to share my thoughts and ideas on that subject.
1) The lore
All beauty, mystery, and fantasy has been removed from the davism lore which is mainly written to enforce the war against magery. I believe that a religious lore, in a fantasy game, should be fantastic itself, and fill with wonder the roleplayers.
Each of the saints could support its own version of the davism, to give fantasy and variety to the davism lore, allow various kind of orderites characters, and thus, attract more roleplayers in the order.
2) The heresy
There's no definition of what is heretic and what is not. The result is that you're too much easily considered as heretic. That leads to an impossible situation where the roleplayers have no freedom to roleplay the davism, must avoid the details when it comes to religion, or repeat the same usual pattern of the stern orderite.
Praying another religion should be the only reason to define someone as heretical. That would give the needed freedom to people to give depth and details to the davism, and allow for a more complex lore.
3) The code
The mages have access to the underlying truth of Urth, while the davism appears to be nothing else than an ideology. I believe that in a fantasy game, a religious lore has to be as real as stone, it has to be the reality itself, and not only a belief. The fact is that, contrarily to everything else it TI-Legacy, the davism rests entirely on the willingness of the roleplayers, and is not supported by the code.
We could use the code to give some kind of reality to the davism: a blessing could give luck or protect against disease, holy water clean some effects of magery, etc. That would encourage the player to imagine and roleplay rituals.
4) The clergy
The clergy should give hope and be loved, but since it is under the law of the inquisition, priests tend to be seen like less powerful inquisitors, inspire suspicion. As a result, few people confess.
I would find interesting that the inquisition was under the power of the clergy, ie the hunt for magery less powerful than charity. The Grand Inquisitor could be less powerfull than the archbishop, and the inquisitors less powerfull than the priests. That will improve the place of the clergy, and thus charity. And I believe that inquisitors will be more funny and easy to roleplay since they will have people behind them to support their decision, and will receive some RP friendly conflict.
1) The lore
All beauty, mystery, and fantasy has been removed from the davism lore which is mainly written to enforce the war against magery. I believe that a religious lore, in a fantasy game, should be fantastic itself, and fill with wonder the roleplayers.
Each of the saints could support its own version of the davism, to give fantasy and variety to the davism lore, allow various kind of orderites characters, and thus, attract more roleplayers in the order.
2) The heresy
There's no definition of what is heretic and what is not. The result is that you're too much easily considered as heretic. That leads to an impossible situation where the roleplayers have no freedom to roleplay the davism, must avoid the details when it comes to religion, or repeat the same usual pattern of the stern orderite.
Praying another religion should be the only reason to define someone as heretical. That would give the needed freedom to people to give depth and details to the davism, and allow for a more complex lore.
3) The code
The mages have access to the underlying truth of Urth, while the davism appears to be nothing else than an ideology. I believe that in a fantasy game, a religious lore has to be as real as stone, it has to be the reality itself, and not only a belief. The fact is that, contrarily to everything else it TI-Legacy, the davism rests entirely on the willingness of the roleplayers, and is not supported by the code.
We could use the code to give some kind of reality to the davism: a blessing could give luck or protect against disease, holy water clean some effects of magery, etc. That would encourage the player to imagine and roleplay rituals.
4) The clergy
The clergy should give hope and be loved, but since it is under the law of the inquisition, priests tend to be seen like less powerful inquisitors, inspire suspicion. As a result, few people confess.
I would find interesting that the inquisition was under the power of the clergy, ie the hunt for magery less powerful than charity. The Grand Inquisitor could be less powerfull than the archbishop, and the inquisitors less powerfull than the priests. That will improve the place of the clergy, and thus charity. And I believe that inquisitors will be more funny and easy to roleplay since they will have people behind them to support their decision, and will receive some RP friendly conflict.