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Handling oaths in fantasy RPGs?

Started by Trond, October 15, 2023, 01:41:33 PM

Previous topic - Next topic

Philotomy Jurament

# Oaths

In the world of Cromlech Tor oaths are serious business, as they are sealed by
invoking a god (or similar powerful entity) as a guarantee. The gods do not
take breaking of oaths made in their names lightly.

Consequently, kings, lords, and other authority figures often demand oaths
witnessed by a god from important followers. (This is not necessarily done for
every rank-and-file warrior in the king's service, as the gods do not look
kindly on trivial use of oaths. Such warriors might swear an oath, but not one
bound by a god. Such "temporal oaths" may have social consequences, but not
god-sent omens, curses, or rewards.)

## Oath-Breaking

When a character breaks an oath made in the name of a god, there is a monthly
chance the oath-breaker receives a response from the offended god. There is
typically only one response given for a particular broken oath. That is, once
the god responds, there is no need to continue rolling for additional responses
each month: the punishment has been given. If there is no response from the god
for a year, then there will be no response. (Thus, a broken oath means there
will be up to twelve rolls to see if the god responds.)

Base Chance of Response: 25%

Modifier  Circumstance
---------- -------------------------------------------------------------------
  -10%     Personal oath made in secret
   +5%     Oath made before a few witnesses
  +10%     Oath made before many witnesses
+5-15%    Oath made as part of a ritual
  +10%     Oath made at a place sacred to the god
   +1%     Level of character

Responses from gods punishing oath-breakers vary widely, and require DM judgment
to select a response appropriate to the circumstances, the god involved, the
individuals involved, et cetera. Responses typically involve omens and curses.

Examples of responses include:

* Partial Loss of Power (e.g., loss of 25%-50% of hit points, loss of some
  spells, inability to regain spells, etc.)
* Cursed with Disease
* Cursed with Disfigurement or Disability
* Cursed with Magical Effect
  - unusual/monstrous appearance
  - unusual/offensive odor
  - ill luck (penalty to all rolls)
  - prodigious appetite
  - inability to naturally heal
  - nightmares/fatigue (penalty to rolls, etc.)
  - provokes hostility/aggression from animals
  - sours the taste of food & drink for the character and all around him or her
  - followed by crows/flies/rats/etc.
  - et cetera
* Hounded/Attacked by servants of the god

The duration of these omens and curses can vary, but tend to be measured in
months or years (or permanent), rather than in days or weeks.

When a character is suffering the effects of an omen or curse, they can attempt
to atone by performing actions pleasing to the offended god, which can also
vary widely. Possibilities include (but are not limited to):

* Heroic battle dedicated to and pleasing to the god
* Sacrifices of precious gems, metals, and creatures
* Performing actions to correct or counter the worldly consequences of the
  broken oath.
* Intervention from another god (which comes with its own difficulties, usually
  requiring the assistance of an opposing god of appropriate power).
* Completing a quest or pilgrimage assigned by the god or its servants

## Fulfilling An Oath

Oaths which can be fulfilled sometimes produce a reward. (Such rewards are not
as certain as punishment for oath-breaking, but they can occur.) Other oaths are
such that they can't be fulfilled with a granted reward in this life (e.g., an
oath to be wed until death).

For oaths which can be fulfilled during the life of the character (e.g., an
oath for a year of loyal service to a king or lord), fulfillment of the oath
grants a chance of a reward from the god.

Base Chance of Reward: 10%

This base chance is adjusted using the same modifiers that apply for broken
oaths. However, there is only a single roll (not a monthly roll) to see if a
reward is granted. This occurs when the oath is fulfilled, although the reward
may not manifest immediately.

The impact and duration of the reward can vary depending on the significance of
the oath. Examples include:

* Temporary increase in reaction bonus
* Temporary "luck" (+1/+5% to rolls)
* God provides or points the character to a monetary/magical reward.
* Increase a stat
* God sends the character a servant to assist him or to grant a boon
* Et cetera

The DM should attempt to be creative and try to come up with appropriate
omens and curses for broken oaths, and appropriate rewards for fulfilling an
oath. Impact and duration often correspond to the difficulty/importance and
duration of the oath, itself. Also, the gods are not pleased to be mocked,
and will look ill on a character who seeks reward by making numerous or trivial
oaths. A character engaging in such behavior may be surprised to receive an
ill-omen or curse instead of an expected reward.

It should be noted that gods are almost never personally involved in the
punishment or reward of the character. Instead, when some personal involvement
or interaction is necessary, the god sends servants or circumstances the
character's way.

## Oaths & Specific Deities

As has been mentioned, above, the nature of the deity involved may impact the
chances of punishment for oath-breaking and also the nature of any punishment
or reward. For example, a martial deity might be especially offended by a
broken oath which involved cowardice in battle, and be more inclined to
overlook transgressions if the PC displays bravery and success in battle.

Another potential factor is the degree of involvement the deity has in mortal
affairs. This is often a more important factor than the actual power of the
deity, and often means that demigods and lesser deities are more likely to
impose ill-omens or rewards than a greater deity that is more aloof and
removed from mortal concerns.

The alignment of the deity can also affect the liklihood of oath-related
punishments or rewards. Note that chaotic deities are usually just as likely
to take offense at a broken oath. In this case, it may not be a concern over
the offense to a concept like "justice" or "law", but the broken oath can be
seen as a personal insult where the oath-breaker thought little of the
god's power. A greater deity of pure, cosmic chaos might be the least likely
to take any offense (or even note) of a mortal oath. However, oaths made in
the name of such deities would hold little or no weight in mortal society.
As always, the DM is the final arbiter of such matters in his or her
campaign.
The problem is not that power corrupts, but that the corruptible are irresistibly drawn to the pursuit of power. Tu ne cede malis, sed contra audentior ito.

Trond

Quote from: Philotomy Jurament on October 20, 2023, 10:00:01 PM
# Oaths

In the world of Cromlech Tor oaths are serious business, as they are sealed by
invoking a god (or similar powerful entity) as a guarantee. The gods do not
take breaking of oaths made in their names lightly.

Consequently, kings, lords, and other authority figures often demand oaths
witnessed by a god from important followers. (This is not necessarily done for
every rank-and-file warrior in the king's service, as the gods do not look
kindly on trivial use of oaths. Such warriors might swear an oath, but not one
bound by a god. Such "temporal oaths" may have social consequences, but not
god-sent omens, curses, or rewards.)

## Oath-Breaking

When a character breaks an oath made in the name of a god, there is a monthly
chance the oath-breaker receives a response from the offended god. There is
typically only one response given for a particular broken oath. That is, once
the god responds, there is no need to continue rolling for additional responses
each month: the punishment has been given. If there is no response from the god
for a year, then there will be no response. (Thus, a broken oath means there
will be up to twelve rolls to see if the god responds.)

Base Chance of Response: 25%

Modifier  Circumstance
---------- -------------------------------------------------------------------
  -10%     Personal oath made in secret
   +5%     Oath made before a few witnesses
  +10%     Oath made before many witnesses
+5-15%    Oath made as part of a ritual
  +10%     Oath made at a place sacred to the god
   +1%     Level of character

Responses from gods punishing oath-breakers vary widely, and require DM judgment
to select a response appropriate to the circumstances, the god involved, the
individuals involved, et cetera. Responses typically involve omens and curses.

Examples of responses include:

* Partial Loss of Power (e.g., loss of 25%-50% of hit points, loss of some
  spells, inability to regain spells, etc.)
* Cursed with Disease
* Cursed with Disfigurement or Disability
* Cursed with Magical Effect
  - unusual/monstrous appearance
  - unusual/offensive odor
  - ill luck (penalty to all rolls)
  - prodigious appetite
  - inability to naturally heal
  - nightmares/fatigue (penalty to rolls, etc.)
  - provokes hostility/aggression from animals
  - sours the taste of food & drink for the character and all around him or her
  - followed by crows/flies/rats/etc.
  - et cetera
* Hounded/Attacked by servants of the god

The duration of these omens and curses can vary, but tend to be measured in
months or years (or permanent), rather than in days or weeks.

When a character is suffering the effects of an omen or curse, they can attempt
to atone by performing actions pleasing to the offended god, which can also
vary widely. Possibilities include (but are not limited to):

* Heroic battle dedicated to and pleasing to the god
* Sacrifices of precious gems, metals, and creatures
* Performing actions to correct or counter the worldly consequences of the
  broken oath.
* Intervention from another god (which comes with its own difficulties, usually
  requiring the assistance of an opposing god of appropriate power).
* Completing a quest or pilgrimage assigned by the god or its servants

## Fulfilling An Oath

Oaths which can be fulfilled sometimes produce a reward. (Such rewards are not
as certain as punishment for oath-breaking, but they can occur.) Other oaths are
such that they can't be fulfilled with a granted reward in this life (e.g., an
oath to be wed until death).

For oaths which can be fulfilled during the life of the character (e.g., an
oath for a year of loyal service to a king or lord), fulfillment of the oath
grants a chance of a reward from the god.

Base Chance of Reward: 10%

This base chance is adjusted using the same modifiers that apply for broken
oaths. However, there is only a single roll (not a monthly roll) to see if a
reward is granted. This occurs when the oath is fulfilled, although the reward
may not manifest immediately.

The impact and duration of the reward can vary depending on the significance of
the oath. Examples include:

* Temporary increase in reaction bonus
* Temporary "luck" (+1/+5% to rolls)
* God provides or points the character to a monetary/magical reward.
* Increase a stat
* God sends the character a servant to assist him or to grant a boon
* Et cetera

The DM should attempt to be creative and try to come up with appropriate
omens and curses for broken oaths, and appropriate rewards for fulfilling an
oath. Impact and duration often correspond to the difficulty/importance and
duration of the oath, itself. Also, the gods are not pleased to be mocked,
and will look ill on a character who seeks reward by making numerous or trivial
oaths. A character engaging in such behavior may be surprised to receive an
ill-omen or curse instead of an expected reward.

It should be noted that gods are almost never personally involved in the
punishment or reward of the character. Instead, when some personal involvement
or interaction is necessary, the god sends servants or circumstances the
character's way.

## Oaths & Specific Deities

As has been mentioned, above, the nature of the deity involved may impact the
chances of punishment for oath-breaking and also the nature of any punishment
or reward. For example, a martial deity might be especially offended by a
broken oath which involved cowardice in battle, and be more inclined to
overlook transgressions if the PC displays bravery and success in battle.

Another potential factor is the degree of involvement the deity has in mortal
affairs. This is often a more important factor than the actual power of the
deity, and often means that demigods and lesser deities are more likely to
impose ill-omens or rewards than a greater deity that is more aloof and
removed from mortal concerns.

The alignment of the deity can also affect the liklihood of oath-related
punishments or rewards. Note that chaotic deities are usually just as likely
to take offense at a broken oath. In this case, it may not be a concern over
the offense to a concept like "justice" or "law", but the broken oath can be
seen as a personal insult where the oath-breaker thought little of the
god's power. A greater deity of pure, cosmic chaos might be the least likely
to take any offense (or even note) of a mortal oath. However, oaths made in
the name of such deities would hold little or no weight in mortal society.
As always, the DM is the final arbiter of such matters in his or her
campaign.


Interesting. Is this your own thing?

Philotomy Jurament

Quote from: Trond on October 20, 2023, 10:55:10 PM
Interesting. Is this your own thing?

Yes, from my original D&D campaign and house rules.
The problem is not that power corrupts, but that the corruptible are irresistibly drawn to the pursuit of power. Tu ne cede malis, sed contra audentior ito.

Kage2020

Quote from: NotFromAroundHere on October 19, 2023, 03:24:15 AM
Sci-fi can also mean reputational economies, not necessarily cash based ones. Eclipse Phase, for example, has a pretty nice (and extensive) section about traditional, reputational and transitional economies and how they interact with each other. Long story short, if in reputational economies you have the means to honor a debt (meaning: you're asked to perform a service as payment for a service you received earlier) and you don't do it your Rep score takes a plunge. Do it one time too much and you're cut off from everything until reparations are made.
Clearly, and not just sci-fi.

As noted, I was reply to "Dave 2" who mentioned socio-economic class and replied in kind. They are, however, obviously not exclusive. Consider a certain wealthy businessman in America that has a high socio-economic class, but is noted for stiffing those he owes for money (unless they represent other powerful interests).
Generally Confuggled

Dave 2

Quote from: BadApple on October 18, 2023, 09:45:35 PM
By extension, would that mean that a low SOC PC could improve his stat through being honest and dependable?

Over time, yes. And "honest and dependable" would be for big things, at least considered one at a time. Finishing a job to recover a starship and return it to its original owner would be worth a boost, finishing a street level job would not. Paying off an eye-popping gambling debt worth a boost, paying off a regular one not. Honest + dependable in small things might add up to one boost over time if they were scrupulous, but not as fast and easy.

Quote from: Kage2020 on October 21, 2023, 11:09:37 PM
... "Dave 2" who mentioned socio-economic class ...

Well, I didn't quite, but I also see there's no reason you'd assume all my assumptions.

Social Standing is a stat in Traveller. Roughly corresponds to Charisma, a stat Traveller lacks, but is described differently. Definitely a point where you can tell the game was originally written by a Brit not a Burgerlander. The highest Soc scores either correspond to or qualify for actual titles of nobility in the Third Imperium, a sort of techno-neo-feudal mercantile space empire.

More generally, Traveller deliberately sets out to be Age of Sail in Space - FTL travel but no FTL communications means independent but reliable agents are highly desired. So a pre-20th century sense of honor may come into play. And new (usually non-hereditary) noble titles are most often granted for "service to the Imperium" - at its best, independent action in service of a higher authority.

Then what I was saying (without laying out my thinking) is I'm thinking of taking that Social Standing (again, already tied to ranks of nobility at the highest levels) and giving it more of an Honor-from-Pendragon twist.

All of which is to say, 21st century America is not the intended baseline of socio-economic status I'm working from.

Kage2020

Quote from: Dave 2 on October 24, 2023, 10:05:59 PM
Well, I didn't quite, but I also see there's no reason you'd assume all my assumptions.
Now that I re-read it, you're right. It's been a long time since I've looked at Traveller so I read too much into the terms, which is silly because even if I were to solely go from a gaming perspective my current (preferred) system rightly differentiates this into thinks like "rank", "wealth", "reputation" etc.

Apparently, even while I'm an anthropologist / archaeologist by training, when you're in the zone of creating for your current game (GURPS interpretation of Earthdawn) you can get conceptual myopia.
Generally Confuggled