Individual Piety
Posted: Wed Jun 21, 2017 11:01 pm
In a world where an oppressive religion is used to control nearly every facet of life, it’s a bit strange that acolytes and priests are about as rare as an honest politician. It’s not that way in other game worlds as spiritualists often perform the role of physical healers and magic users and are quite commonly found in support roles. In fact, they are essential to play. I have a few theories on why that is in The Inquisition, but to get straight to the point I feel it’s because they lack access to a viable mechanic and or purpose of their own. Being a priest is just a Rp hook to most or a steppingstone toward being an inquisitor. No one stays in the position. To rectify this, I would suggest redefining spiritual guidance, priest specific systems and individual piety so that there is tangible benefit to the player for participating in or doing religious practices in character.
I also get the impression that there was an underlying desire to show religion as being devoid of any real value beyond use as a base control mechanism for society, with no tangible benefits beyond avoiding physical and social punishment. Although use as a mass behavior tool is undeniable that isn’t much of a motivator toward certain IC behavior, such as actually attending mass or praying. Beyond the occasional lord bless being thrown into a sentence and a chalice sign made when there’s a witch sighting the average character that I’ve met seems rather secular and or going through the motions. They need more carrot on the stick. Why is there no other tangible benefit to faith in the game? I’m not talking about miracles and quasi magic with clerics casting spells like mages, but certainly a highly pious character can be given better resistances, ward themselves against certain spells, remove hexes, increase morale to the point of increasing skill execution etc. Power of suggestion can absolutely affect the mind. If magic is primarily the manipulation of the physical word then piety could manipulate the mind and spirit. Think of it as medieval psychology.
The following list is how I perceive the various roles in The Inquisition and part of the reason why we hardly ever see spiritualists other than inquisitors:
Knights: Mage hunters, pvp oriented. Check
Inquisitors: Spiritual investigators and canonical law enforcement. Check
Physicians: On average, the best healers on Urth and infinitely useful. Check
Merchants: Access to the incredibly customizable trades and essential to all types of play. Check
Mages: Magic/Rival faction to order and established society, pvp oriented. Check
Reeves: Secular law enforcement, rival faction to criminals, pvp oriented. Check.
Thieves: Crime, rival faction to Reeves, pvp oriented. check
Clergy: At best an RP hook combined with another class. Inquisitorial steppingstone.
Yes, we all know that you can pick up a second class and combine some of these to make pretty much any concept viable and fun, but on its own the priest seems the most lackluster of them all. Part of this reason is that thematically, the bulk of what they are supposed to be doing falls right off the fun meter for the average player from an ooc standpoint: preaching, counseling and confession. The only time I ever see anything approaching a sermon is a witch burning. Also, acolyte is where the choice should be made whether the spiritualist is to become a shepherd of the flock or a spiritual investigator. Otherwise the priest path is always going to be devalued.
Moving onward from the lack of spiritual benefits, not many players want to sit and listen to a player drone on for several minutes giving a sermon without being able to offer their own input strings. The same reason why you don’t hear actual songs with lyrics from troubadours: they simply RP background music and describe the techniques being used. Also, not many players will seek confession for obvious OOC and IC reasons. Risk vs. reward just isn’t there. Therefore, I suggest the following:
Atheism – For those who wish to fake the funk and not be affected by Wellbeing or Piety you can opt out by either selecting Atheism for your religion in chargen or declaring it at a later stage in your character’s career. Selecting this option will make you exempt from dealing with wellbeing and you will not receive any of the other benefits from religion. However, once you become an atheist it will require confession and an appropriate penance to return to the fold.
Piety (PRXP) – Just like RPXP you would be awarded ticks of experience throughout your roleplay if certain parameters are met. Mages or those with the taint of magic cannot participate in the piety system. For example:
Wellbeing – Whereas piety is the measure of a character’s dedication to the Lord of The Springs or whatever deity is worshipped, Wellbeing is a measure of the characters spirit or general mental state and the total is determined by the wisdom score. Low amounts of wellbeing will begin to lessen the total number of MV and Health that the character possesses up to a total loss of 40% from the maximum normally allowed at its lowest point. Prayer, blessings and listening to sermons are best ways to replenish this mental pool.
Cemote – like hemote or emote but a bonus experience all IC day to PRPXP for making the sign of the chalice during rp.
Prayer – Making any of the 5 prayers within a chapel or cathedral will provide an PRPXP bonus all IC day. Only one type of prayer affect can be active at a time. Successive prayers would cancel out the previous affect.
Confession – Bestow Penance would be an order guild skill and given by the priest upon hearing a viable confession. Once the priest is satisfied that the penance has been carried out the character may return for a blessing. This would optimally mean that the priest accompanies the character in question and will actually observe the penance being carried out to ensure that it has been met adequately, not simply giving a list of things to do and having them return a few minutes later. It would also be an all IC day bonus to PRXP and heal the Wellbeing score.
Create more skills for the religion skillset: These skills would be fed by the PRXP pool and raised through use in a similar manner as other skills. For example, consider the following religion skills:
Fellowship: – + luck bonus + per every 5 ranks. Similar to a hemote in regard to bonus PRXP. The fellowship skill would be checked each time a skill is used in the presence of another Davite. The luck bonus would also be that of the person with the highest fellowship for all other Davites in the room. When the skill successfully ticks the affected players will receive a feedback message saying something like, “Your spirit feels bolstered by the presence of other Davites.”
Chalisment: – + magic resistance bonus + per every 5 ranks. The skill roll is checked via the, “Chalice” verb before the emote string and can only be used once per in character hour.
Prayer – Increased levels in this skill increase the PRXP bonus received for having prayed and may be conducted once every four IC hours. It would use the existing prayer command and provide the following benefits:
Bereavement – + Wis bonus + per every 5 ranks of prayer skill.
Confession – + luck bonus + per every 5 ranks to penance award.
Dav’s Words – + Wellbeing bonus + per every 5 of prayer skill.
Dav’s Laws - + PRXP bonus + per every 5 of prayer skill.
Prayer of Warding- + magic resistance bonus + per every 5 ranks of prayer skill.
Create More class skills in the religion skill set for order fed with PRXP. For Example:
Divine Presence - + charisma bonus + per every 5. The skill is checked and pools during teaching and preaching sessions and will advance in an identical fashion as teaching.
Bestow Penance – A special blessing that can only be given by the priest who has received the confession of another player. Once given by the priest it would bestow an all-day bonus to PRXP.
Blessing - Will heal + wellbeing + per every 5 ranks in the skill. Only one blessing per IC day can be in affect so attempting to bestow multiple blessings to fill a Wellbeing pool will not be possible.
Sermon – This skill reflects the characters ability to speak on religious and moral subjects based on passages from the Erra Patter. It would be toggled on and off with the sermon command. While active not only do listeners receive feedback on the skill of the speaker but a bonus to PRXP as well as slowly filling the Wellbeing score. Each tick of the sermon will fill the depleted wellbeing of the listener based on + Wellbeing + per every 5 ranks. Furthermore, the speed in which Wellbeing starts depleting again is decreased also based on the skill of the speaker and may last multiple days.
Alternate Sermon Idea:
What if sermon functioned in a similar manner as a rumor for the priest. They could select a theme based on some current event or whatever Erra Patter tie in they wished to speak on that day and people could interact as they wished to. The difference is that real names of the speaker as well as people who respond are released to the public and would bestow a onetime award to piety for participation as well as counting toward the influence total for that week for the speaking priest. This would simulate the priest and congregation sitting in the same space IC without forcing someone to sit through an actual event. In addition to the influence and piety awards the sermon could even act as a vote toward an appropriate city metric to the theme, flushed out during the construction of the sermon as a free vote. Now you have a situation where the powers that be will start seeking out members of the clergy for support, which opens up opportunities for other RP avenues.
“Fund our southside food drive and we will see about talking to the merchant’s guild to lower the taxes on certain imported goods.”
“Support our community outreach and education program to improve race relations and we will see if we can summon up funds for your city infrastructure plan."
I also get the impression that there was an underlying desire to show religion as being devoid of any real value beyond use as a base control mechanism for society, with no tangible benefits beyond avoiding physical and social punishment. Although use as a mass behavior tool is undeniable that isn’t much of a motivator toward certain IC behavior, such as actually attending mass or praying. Beyond the occasional lord bless being thrown into a sentence and a chalice sign made when there’s a witch sighting the average character that I’ve met seems rather secular and or going through the motions. They need more carrot on the stick. Why is there no other tangible benefit to faith in the game? I’m not talking about miracles and quasi magic with clerics casting spells like mages, but certainly a highly pious character can be given better resistances, ward themselves against certain spells, remove hexes, increase morale to the point of increasing skill execution etc. Power of suggestion can absolutely affect the mind. If magic is primarily the manipulation of the physical word then piety could manipulate the mind and spirit. Think of it as medieval psychology.
The following list is how I perceive the various roles in The Inquisition and part of the reason why we hardly ever see spiritualists other than inquisitors:
Knights: Mage hunters, pvp oriented. Check
Inquisitors: Spiritual investigators and canonical law enforcement. Check
Physicians: On average, the best healers on Urth and infinitely useful. Check
Merchants: Access to the incredibly customizable trades and essential to all types of play. Check
Mages: Magic/Rival faction to order and established society, pvp oriented. Check
Reeves: Secular law enforcement, rival faction to criminals, pvp oriented. Check.
Thieves: Crime, rival faction to Reeves, pvp oriented. check
Clergy: At best an RP hook combined with another class. Inquisitorial steppingstone.
Yes, we all know that you can pick up a second class and combine some of these to make pretty much any concept viable and fun, but on its own the priest seems the most lackluster of them all. Part of this reason is that thematically, the bulk of what they are supposed to be doing falls right off the fun meter for the average player from an ooc standpoint: preaching, counseling and confession. The only time I ever see anything approaching a sermon is a witch burning. Also, acolyte is where the choice should be made whether the spiritualist is to become a shepherd of the flock or a spiritual investigator. Otherwise the priest path is always going to be devalued.
Moving onward from the lack of spiritual benefits, not many players want to sit and listen to a player drone on for several minutes giving a sermon without being able to offer their own input strings. The same reason why you don’t hear actual songs with lyrics from troubadours: they simply RP background music and describe the techniques being used. Also, not many players will seek confession for obvious OOC and IC reasons. Risk vs. reward just isn’t there. Therefore, I suggest the following:
Atheism – For those who wish to fake the funk and not be affected by Wellbeing or Piety you can opt out by either selecting Atheism for your religion in chargen or declaring it at a later stage in your character’s career. Selecting this option will make you exempt from dealing with wellbeing and you will not receive any of the other benefits from religion. However, once you become an atheist it will require confession and an appropriate penance to return to the fold.
Piety (PRXP) – Just like RPXP you would be awarded ticks of experience throughout your roleplay if certain parameters are met. Mages or those with the taint of magic cannot participate in the piety system. For example:
Wellbeing – Whereas piety is the measure of a character’s dedication to the Lord of The Springs or whatever deity is worshipped, Wellbeing is a measure of the characters spirit or general mental state and the total is determined by the wisdom score. Low amounts of wellbeing will begin to lessen the total number of MV and Health that the character possesses up to a total loss of 40% from the maximum normally allowed at its lowest point. Prayer, blessings and listening to sermons are best ways to replenish this mental pool.
Cemote – like hemote or emote but a bonus experience all IC day to PRPXP for making the sign of the chalice during rp.
Prayer – Making any of the 5 prayers within a chapel or cathedral will provide an PRPXP bonus all IC day. Only one type of prayer affect can be active at a time. Successive prayers would cancel out the previous affect.
Confession – Bestow Penance would be an order guild skill and given by the priest upon hearing a viable confession. Once the priest is satisfied that the penance has been carried out the character may return for a blessing. This would optimally mean that the priest accompanies the character in question and will actually observe the penance being carried out to ensure that it has been met adequately, not simply giving a list of things to do and having them return a few minutes later. It would also be an all IC day bonus to PRXP and heal the Wellbeing score.
Create more skills for the religion skillset: These skills would be fed by the PRXP pool and raised through use in a similar manner as other skills. For example, consider the following religion skills:
Fellowship: – + luck bonus + per every 5 ranks. Similar to a hemote in regard to bonus PRXP. The fellowship skill would be checked each time a skill is used in the presence of another Davite. The luck bonus would also be that of the person with the highest fellowship for all other Davites in the room. When the skill successfully ticks the affected players will receive a feedback message saying something like, “Your spirit feels bolstered by the presence of other Davites.”
Chalisment: – + magic resistance bonus + per every 5 ranks. The skill roll is checked via the, “Chalice” verb before the emote string and can only be used once per in character hour.
Prayer – Increased levels in this skill increase the PRXP bonus received for having prayed and may be conducted once every four IC hours. It would use the existing prayer command and provide the following benefits:
Bereavement – + Wis bonus + per every 5 ranks of prayer skill.
Confession – + luck bonus + per every 5 ranks to penance award.
Dav’s Words – + Wellbeing bonus + per every 5 of prayer skill.
Dav’s Laws - + PRXP bonus + per every 5 of prayer skill.
Prayer of Warding- + magic resistance bonus + per every 5 ranks of prayer skill.
Create More class skills in the religion skill set for order fed with PRXP. For Example:
Divine Presence - + charisma bonus + per every 5. The skill is checked and pools during teaching and preaching sessions and will advance in an identical fashion as teaching.
Bestow Penance – A special blessing that can only be given by the priest who has received the confession of another player. Once given by the priest it would bestow an all-day bonus to PRXP.
Blessing - Will heal + wellbeing + per every 5 ranks in the skill. Only one blessing per IC day can be in affect so attempting to bestow multiple blessings to fill a Wellbeing pool will not be possible.
Sermon – This skill reflects the characters ability to speak on religious and moral subjects based on passages from the Erra Patter. It would be toggled on and off with the sermon command. While active not only do listeners receive feedback on the skill of the speaker but a bonus to PRXP as well as slowly filling the Wellbeing score. Each tick of the sermon will fill the depleted wellbeing of the listener based on + Wellbeing + per every 5 ranks. Furthermore, the speed in which Wellbeing starts depleting again is decreased also based on the skill of the speaker and may last multiple days.
Alternate Sermon Idea:
What if sermon functioned in a similar manner as a rumor for the priest. They could select a theme based on some current event or whatever Erra Patter tie in they wished to speak on that day and people could interact as they wished to. The difference is that real names of the speaker as well as people who respond are released to the public and would bestow a onetime award to piety for participation as well as counting toward the influence total for that week for the speaking priest. This would simulate the priest and congregation sitting in the same space IC without forcing someone to sit through an actual event. In addition to the influence and piety awards the sermon could even act as a vote toward an appropriate city metric to the theme, flushed out during the construction of the sermon as a free vote. Now you have a situation where the powers that be will start seeking out members of the clergy for support, which opens up opportunities for other RP avenues.
“Fund our southside food drive and we will see about talking to the merchant’s guild to lower the taxes on certain imported goods.”
“Support our community outreach and education program to improve race relations and we will see if we can summon up funds for your city infrastructure plan."