So, if we get three-score-years-and-ten, then I am probably about due a mid-life crisis. I think I may get introspective in my next LJ entry but, for now, a bit more about Empire, and developing religion concepts for a LRP game.
As part of providing a stream of updates about the game's development, I wrote a blog article on design principles. It
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'Revelation', 'Moral Authority' and 'Power' are the three keystones around which you'd designed religion. What does that mean to the uninterested player? 'Revelation' sounds like 'personally written backstory .: irrelevant'. 'Moral Authority' sounds like 'reason to get in the way of my ruthless pragmatism .: irrelevant'. Power, on the other hand, asks the question 'what power?'. The examples you've offered are historical only, and we all know that the uninterested player isn't going to pay much more attention to plot-based backstory compared to player-written backstory... so the question remains. What do players get out of the 'religion game'?
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I have deliberately kept the first blog on the topic about principles rather than any Empire-specific elements. Basically, I have sought to outline some of the lessons that I - and other designers - have learned from our experiences of religion in LRP and what we perceive has worked or not worked. I am extremely interested to hear from people who dispute any of the assumptions and conclusions in the above.
So this particular blog is not intended to answer your questions, but I will see what I can do without giving too much unfinished material away. I'll sidestep "What do players get out of playing the religion game?" partly on the grounds of stuff in development but also on the basis that we are design religion for people who want to actively make religion part of their game experience. We do not require everyone to make it part of their game and by leaving out any mechanical element, we do not disadvantage anyone who does not want to make it part of their game'Revelation', 'Moral Authority' and 'Power' are the three keystones ( ... )
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To be honest I like the idea of a character or small group who try and push against the system, as long as from the get go they know how likely they are to succeed and what the penalties might be. It encourages those who are with the system to really play that system, and also to be able to judge people who don't agree with them.
Or it should, anyway.
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I think there can be good pushing and bad pushing.
Looking to change the nature of the Empire through use of the Senate and Synod = Good
Killing the Senate and Synod and then complaining about mob rule = Bad
I suspect I could come up with examples from Mael, Ody and Insurrection with more brane
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