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Godbound: Compliments and Concerns

Started by Shrieking Banshee, November 20, 2019, 01:08:17 PM

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Spinachcat

Kevin, add Godbound to your sig!

Quote from: SineNomine;1114906The idea that Godbound should not need to eat, drink or sleep... I admit I never imagined that someone could assume that until you brought it up. Obviously it's an assumption that can be made, as you have, but it's nothing that would ever cross my mind and so I couldn't expect to explicitly define it in the book in the first place.

I can see where Shrieking Banshee assumed Godbounds are more like true demigods, rather than divinely infused mortals.

I don't have my Godbound book close by, but is there anywhere in the text that defines the basic scope of their divinity? AKA, how human vs. deity are they? I came to Godbound from Exalted so I brought much of Exalted's assumptions with me.

Shrieking Banshee

Quote from: Spinachcat;1114911I can see where Shrieking Banshee assumed Godbounds are more like true demigods, rather than divinely infused mortals.

I don't have my Godbound book close by, but is there anywhere in the text that defines the basic scope of their divinity? AKA, how human vs. deity are they? I came to Godbound from Exalted so I brought much of Exalted's assumptions with me.

Maybe it's partly to do with the way Exalted 3rd Edition was written (whiny and melodramatic) I assumed that being a Godbound was way more than being Exalted. The book kinda stresses that nothing should be an issue to you unless its god-tier (so to speak), ergo there should be few resolution mechanics.

But if that's not the case, and your still mortal doing your mortal things 90% of the time, then more in-depth resolution mechanics would be nice. Thats how I see it anyway.

Spinachcat

Exalted 3e is a perfect example of how badly later edition authors so often forget what made the first edition a success with its fans. Nobody got excited to play a badass Solar to instead wind up as an emo wanker. We were mini-gods who embodied the concept that power corrupts, even though we sought to be heroes, too often our egos took dominance as we reveled in our power. And that same power was the beacon to our many enemies. It was a such a kickass, simple and eminently playable concept epitomized in the Exalted 1e Kickstart and the original core book.

Ah White Wolf...the company that created much memorable coolness then let the freakshow ruin it!

Shrieking Banshee

Quote from: Spinachcat;1114920Exalted 3e is a perfect example of how badly later edition authors so often forget what made the first edition a success with its fans. Nobody got excited to play a badass Solar to instead wind up as an emo wanker. We were mini-gods who embodied the concept that power corrupts, even though we sought to be heroes, too often our egos took dominance as we reveled in our power. And that same power was the beacon to our many enemies. It was a such a kickass, simple and eminently playable concept epitomized in the Exalted 1e Kickstart and the original core book.

Ah White Wolf...the company that created much memorable coolness then let the freakshow ruin it!

Yeah, I gave 1st Ed a Read. It was more...KAPOW. I could actually get excited about such a setting.

3rd Edition went into detail about the goddam TAX system of the Realm. In a game where funds are represented by a 1-5 stat!

Snowman0147

Basically what is going on is that if you have the word and you can use that word to influence things your going to be solar level power if not stronger.  That is because your using your element to get things done.  What really makes you mortal are problems that are outside the realm of your words.

Say your godbound of passion, wealth, and sorcery.  You live in a city that you are born in and are a loyal citizen of that city.  You are a patriot of your people of that city and because you are such a good patriot you use your divine power to make the city have the best economy in the region.  With your passion you use your word to make the best plays in the region.  With sorcery you enhance the effects of the two other words.  Point is your city eventually becomes famous for both its wealth and culture throughout the world.  You basically made fantasy New York city.

Then a plague hits and it is a true killer.  You use the wealth word to get the best doctors and medical supplies, but without a cure that disease will eventually kill everyone.  You use passion to get the world to notice the plight of your city and they send forth aid despite the risk of them getting infected.  Yet no godbound of health shows up and now your just endangering your allies so eventually you convince the city council to shut down the city so that no one else outside the city can die.  Sorcery does nothing other than allow you access to sorcery and enhance your other words, but that is where you can make a desperate journey to find a cure.  Still your looking for a scroll that may not even exist while your city is dying.  If only you have the health word because that will save your city within mere days instead of you making a desperate journey to save a dying city.

Snowman0147

Another example.

You are the Winter Queen of the far north.  With the words Air, Beast, and Water you became a legend.  With your command of both sea and weather no invader had ever step into your palace made out of ice that you crafted yourself.  The polar beasts are your citizens, soldiers, and spies.  When you craft jewelry it is made of ice so cold that no amount of heat could destroy it.  Hell your buck ass naked at most time because even the extreme cold cannot harm you.  Sure when you need to be decent you put on the furs, or make gown of snowflakes to make delicate clothing that shows the silhouette of your shape if you really want to impress some one.  Though most of the time you don't even bother putting on clothes because frankly there is no one to spy on you.

Which is your problem.  There are no people up here.  Oh made trips to the southern lands across the sea to lead people to your frozen land.  You so powerful you can make them all immune to the cold, but they refuse.  No one other than you want to live in the frozen north and sadly you cannot convince them to go with you.  Men are not beasts and thus your powers have no effect them so you cannot command them to follow you.  Air and water will do no good as what can they really do?  You want them to peacefully come to your land and live there.  The cold would just kill them so those two words are useless.  Face it your stuck at you ice palace of solitude and your going to be one lonely snow witch.

Spinachcat


Shrieking Banshee

Quote from: Snowman0147;1115005What really makes you mortal are problems that are outside the realm of your words.

Right. I'm asking for a better conflict resolution mechanic for the time for all the times I need to rely on my mortal self to get the issue done. I wasn't asking for a better conflict resolution mechanic for the words which worked on absolutes but the other stuff.

For instance am I immune to this plague or not (Im left to assume again)? How do I determine how successful I am at my Journey, etcetera.

I want more then just: If you have the word don't roll because you auto win> If you don't have the word roll a swingy 1d20 with a modifier of 1-3 (+ Maybe a fact if I'm lucky)

He-Ra

In my experience of running Godbound (two trad campaigns, one Godbound in Spaaaaaace!) the gaps that leave characters 'mortalish'/vulnerable are primarily there to encourage the group of half-god super-beings to be conscious of covering their individual weaknesses as a Pantheon, rather than leaning on the system to explain how they manage to survive when forced to operate out of their personal spheres of influence. This is why my GB players double-down on "don't split the Pantheon" much harder than they "don't split the party" in other genres.

Note To Mods: I had an active account, lost all details of it, and love this place so much I had to rejoin to relurk. Nothing sinister going on here, Guvs, honest injun.

Shrieking Banshee

Quote from: He-Ra;1115027In my experience of running Godbound (two trad campaigns, one Godbound in Spaaaaaace!) the gaps that leave characters 'mortalish'/vulnerable are primarily there to encourage the group of half-god super-beings to be conscious of covering their individual weaknesses as a Pantheon, rather than leaning on the system to explain how they manage to survive when forced to operate out of their personal spheres of influence. This is why my GB players double-down on "don't split the Pantheon" much harder than they "don't split the party" in other genres.

Mmmm, I can see that especially since the areas outside word perview are only covered by GM fiat, so  could understand sticking to covering weaknesses.

Snowman0147

I forgot their names, but there are things that can suppress divine powers.  There are beings that can suppress powers too.

He-Ra

Quote from: Snowman0147;1115073I forgot their names, but there are things that can suppress divine powers.  There are beings that can suppress powers too.

Yeah my books aren't handy, but PCs can end up paying an 'effort tax' to activate powers, either due to Empyrean wards or powers certain big-bads can deploy.

Shrieking Banshee

Quote from: Snowman0147;1115073I forgot their names, but there are things that can suppress divine powers.  There are beings that can suppress powers too.
Err sure? What this have to do with anything?

Snowman0147

Quote from: Shrieking Banshee;1115089Err sure? What this have to do with anything?

I guess nothing...

Look Godbound is like the opposite of Communism.  On paper it does look boring, but when you play it is actually fun.  The mechanics are not design to do something, but design to allow you to do many things while at the same time staying out of the way of your enjoyment.  Maybe it doesn't work for you, but for me it is actually great.  I don't have to look into the book for a rule check and I can just say make a attribute check.  Which yes you have to fluff it, but that fluff makes all the difference in the game which is the most powerful aspect of Godbound.  You literally make up your own powers even if they have similar functions.

Shrieking Banshee

Quote from: Snowman0147;1115096Maybe it doesn't work for you, but for me it is actually great.

Just to be 110% clear: I think that everybody can have totes fun with whatever they want. My comments are purely on my own preferences and not about objective statements of fun....Not until my mind control device reaches Beta V 3.0 at least.
For me mechanical feedback is fun. I don't need combos or complex munchkining. But just a clear understanding of what my character can do.

Same goes for me as a GM. I like guidelines. I'm kind to prep myself guidelines beforehand then just make whatever up on the fly. It doesn't entertain me. When I feel like my players triumph with tools I could decide they have or not have at any moment (And yes I know as a GM I have ultimate control over that to an extent but pure GM fiat is more then the level Id like)....That just feels dull to me. Like a participation trophy.

Id rather have 3 distinctly different flavors (Or even 3 flavors with subtle differences), then 30 identical flavors with different food coloring. And I have absolutely no judgment against those that prefer the latter. Quantity is a quality all on its own.