Posts by: John Mørke

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[#][F] John Mørke - 1/29/2013
Andonno wrote:
John Mørke wrote:
On Taboo-Inflicting Diatribe

Hmm, does this mean other social charms will have a "potential long-term effects" blurb? Or non-social charms?

I will be working these in where I can. :D

[#][F] John Mørke - 1/29/2013
Vidiian wrote:
I like this. A lot. One of the big things I realized I want to see from 3E is for the whole system to be given love and attention, not just the combat-ey parts of it, as 2E seemed to drift into doing at times. This looks like a definite step in that direction and a very good choice for a first Charm spoiler. I can see the limitations and nuances being really interesting to my social-powerhouse players when it comes to interacting with people and populations.

The capitalized words look a little jargon-ey out of context, but then again so do Keywords for Charms, and those were one of the best ideas in 2E (even if the Keyword defenses weren't always the best implemented).

It's so fun to play an Eclipse now. I can't wait til we hit the playtest phase and I get to see people flip. Writing these Charms has been a blast. After I finished Taboo-Inflicting Diatribe, I couldn't wait to show you guys.

[#][F] John Mørke - 1/29/2013
From the word go, Socialize is about establishing context. A basic Charm tells you how people relate to one another in the context of the group. This is the "in" for the Eclipse Caste operator.

[#][F] John Mørke - 1/29/2013
AmineHsu wrote:
I.... am a little confused about what this charm does... If you're already bestest buds with the King, why do you need this charm? Couldn't you just ask him to do it?

I'm guessing I'm missing some nuance that will be apparent if in the context of the system.

Anyways, sorry to be kinda negative, I'm super glad you guys are doing this! Looking forward to tomorrow.

Positive Intimacy doesn't equal best buds. Also, having a positive Intimacy doesn't mean you roll over for someone who asks you to do something that might be particularly difficult.

You can convince a person to change their ways and accept new behaviors through hard work and lots of social influence. Taboo-Inflicting Diatribe is like throwing a thunderbolt, comparatively. (But it still takes a lot of work.)

[#][F] John Mørke - 1/29/2013
Omicron wrote:
Is my understanding correct? I like it.

You have the right of it!

Omicron wrote:
As always, I find myself somewhat puzzled by the notion of Leader and its scope. If I want to instill a new Defining Principle in the poor, the beggars and the downtrodden, must I find some King of Thieves to speak to first?

I have designed Socialize to be very powerful, but it has two main limitations.

1) It may require a definite social group in order to use it, as Taboo-Inflicting Diatribe does.

2) It may require the context of a social construct or scenario.

Some of the Charms are individual, person-to-person Social influence Charms, most of which fall into group 2.

If you want to inflict a taboo on a lot of individual beggars who aren't a group, you will struggle. Generally, though, I think you can find someone who you can identify as a leader, even in a den of thieves or a barrow of homeless. Alternately, you can promote someone to the role.

[#][F] John Mørke - 1/29/2013
Hermes12 wrote:
First of all thanks for the spoiler pledge I've been boxed in with excitement about the product and its great to see its first crunchy spoiler.

Obviously as you said in terms of how this balnces in the rest of the mechanics its hard to see the blance fo the charm but I trust you gys to get that right. As for the flavour and effect of hte charm I like the improvements in the wording. Although the intial effect is created artficially by the Solar I like how it's lasting effects are quite organic. The need to reinforce the Taboo with a logical explaination or for it to be corroded by external pressures is great for roleplaying opportunity with groups that have loyalty to your character.

You are seeing the edge of a much sleeker system that depends far more heavily on organic roleplaying and logical storytelling, with mechanics that act as very natural, enjoyable rails.

[#][F] John Mørke - 1/29/2013

These will lack something in system context for now—we're not QUITE ready to explain the core engine yet—but should still manage to communicate something of the idea of what we're doing, and you should certainly be able to see what the Charm does. It is my plan to give you a Charm a day as we race to finish the development of this awesome, awesome book. This is presented in the spirit of getting the community into what we're doing and getting your feedback on what you think is cool and exciting.

Taboo-Inflicting Diatribe
Cost: 3m, 1wp; Mins: Socialize 3, Essence 2; Type: Simple
Keywords: Compulsion
Duration: Instant
Prerequisite Charms: King of All Courts Stance
The Exalt speaks with the tongue of kings and the heart of heroes. All know that her word is law. The Solar may use this Charm to make an automatically successful Instill Action against the leader of a group, granting him a Defining Principle in favor of or against a behavior designated by the character. This Charm requires that the target have a Major or Defining positive Intimacy toward the Lawgiver. After being affected by this Charm, the leader will immediately order the offending action to be ceased, or will order specified behavior to commence; he will also begin to set policy for his group reflecting the Solar's wishes. However, the taboos inflicted by the Solar are tied to her relevance to the group. Unless the group directly benefits from accepting the Principle the Lawgiver has bestowed on them, they will cease practicing this behavior as soon as she leaves the group's area of influence. Defining Principles created by this Charm cannot be weakened normally; instead they vanish when the Exalt is no longer present, returning only when she next interacts with the group's leader, so long as his positive Intimacy remains, and only if she recalls the behavior she once outlawed or inflicted.

On Taboo-Inflicting Diatribe
Groups affected by Taboo-Inflicting Diatribe may come to eventually accept a behavior or a ban if there are benefits to doing so. A Lawgiver might be able to curb a ritual of human sacrifice for the duration of her stay, but as soon as she leaves, the group will have to contend with a spirit who is likely wroth over the delay in sacrifices. In such circumstances, there is no clear value to the Lawgiver's edict, and no reason to continue the practice. Furthermore, other beneficial behaviors are not immediately obvious; a Lawgiver who wants a group to realize the wondrous benefits of regular bathing should remain in the area long enough for these benefits to materialize.

[#][F] John Mørke - 1/29/2013
MrInsecure wrote:
For example: someone asks if the game will be high-powered. Instead of saying "I can't answer that question because the term 'high-powered' is vague," like you're a computer getting messed up by a missing bracket in the code somewhere, you can say: "well, I'm not sure if I get what you mean by 'high-powered,' but if you're asking about what sorts of things you'll be able to accomplish at Essence X, you can generally expect..."

What I said amounts to "I don't know what you mean by high level, so give specific examples." If that doesn't satisfy you, I apologize. But it doesn't warrant the condescending insulting bullshit you just posted.