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Old 05-15-2013, 10:50 AM   Top  -  End  -  #1
mystic1110
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Default LOC (Lords of Creation) rule building

To those unfamiliar LOC (Lords of Creation) is a game played on these pbp forums. The game consists of players becoming gods, and then slowly making a whole world/setting around themselves.

The current rules have numerous problems and hopefully as a group we can correct them all.

Current Rules
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Suggestions so far:
  1. Obviously clean up the rules which have references to rules that don't exist anymore.
  2. Only have one infusion ever.
  3. For the cost reduction mechanics - declare that 1 will be the minimum
  4. For the cost reduction mechanics - declare that reducing the cost of gain domain is banned.
  5. For the cost reduction mechanics - declare that once something is reduced it can't be reduced again by ANY player.
  6. Double or Triple cost of Break Chains - so only players later in the game will be able to use it

Thoughts on these suggestions?? any other ideas?

Last edited by mystic1110 : 05-15-2013 at 11:56 AM.
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Old 05-15-2013, 11:15 AM   Top  -  End  -  #2
Preaplanes
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Default Re: LOC (Lords of Creation) rule building

Eh, I'm iffy on the "one infusion ever" thing. Yes, we have too many, but if people want to interact with the world, they're just going to immediately burn it on a Break the Chains action. You said it yourself; it's easy to make an island filled with all sorts of goodies, but you can't expect others to visit you.


I'd make it so that Break the Chains actions can't be done until a higher level or something if you want the gods to emphasize their planes.



If you do limit infusions, I'd grandfather in that pre-existing Gods can have 1 last infusion (if they haven't used them all) so that any plans they had aren't totally screwed.

Perhaps it would be simplest to limit infusions gained to "one at intermediate, one at greater, and one at elder." That way you don't have low-ranking gods spamming world-changing abilities, but you still get a handful of powerful abilities for powerful gods.
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Old 05-15-2013, 11:54 AM   Top  -  End  -  #3
mystic1110
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Default Re: LOC (Lords of Creation) rule building

Preaplanes nothing in this thread will be applied to the current game - this rule building will be used to improve the next LoC
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Old 05-15-2013, 12:11 PM   Top  -  End  -  #4
Preaplanes
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Default Re: LOC (Lords of Creation) rule building

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Originally Posted by mystic1110 View Post
Preaplanes nothing in this thread will be applied to the current game - this rule building will be used to improve the next LoC
Ah, then everything I said, EXCEPT grandfathering.

I also wrote a suggestion earlier.

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Originally Posted by Preaplanes View Post
Maybe instead of this optimization-type system, we could do a choice based one.

At Fledgling, Intermediate, and Elder, choose one of three different bonuses. Each bonus is fairly specific, but allowed to be customized to your deity's nature, and generally do the same thing.

Fledgling would affect how your deity interacts with the world, giving bonuses to creating/changing/interacting with races or establishing lands or developing a few technologies.

Intermediate would be the tier where you're offered the ability to remove some of your god's limiters. Maybe the ability to split into three parts and RP from each spot, or if Gods' true images burn their followers' eyes out like an Angel from Supernatural, they no longer do so, or if their power would make their presence obvious and stealth against other gods impossible, making it so that they can't be detected.

Elder would be the big world-changers. Decrees, Monuments, and some other third thing.


Just a thought.
For the third thing in Tier 3, Shrines, perhaps? Not sure how they'd work, but it would be more based around mortals being blessed for worshiping your deity. Perhaps as a buff that fits your god's theme, or a ward that protects your subjects from opposing forces and ideals.

A Time god's subjects may become immortal, or a City god may make it so that nature can never reclaim the land nearby.



I've also noticed the Cosmic Decree action can be a little... much. With one decree, you can mess with another god's entire theme. A Nature god saying that Nature always wins in the end would really rustle a City god's jimmies, or an Eternity god would be hosed by a decree that all things come to an end (right, Arc? )

The Cosmic Decree should be more limited in scope to what and whom it can affect. Yes, it adds a universal law, but those laws are just too powerful and have too much potential to screw other players.
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Old 05-15-2013, 12:47 PM   Top  -  End  -  #5
Betrayer
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Default Re: LOC (Lords of Creation) rule building

Also, as a clarity thing, it might be a good idea to clear up create life and create concepts - specifically that they all count as different actions for the purposes of reducing AP.

Now just throwing stuff at the wall, to see if it sticks:

- All AP reducing actions should be discussed OOC, and should be encouraged to have thematic limitations. For example, you might make a forge that reduces Artifacts and Relics by -2 each, but it will only work on military relics and artifacts, as its a forge, not an artisan's workshop (which might do the opposite). Or a bag of wonders, that reduces the cost of advanced concepts by 1, but only if they are a physical object that can be produced from the bag (or very closely linked to one), so: Archery - fine, produce a bow; explosives - fine, pull out a bomb; discipline - nope; warships - nope (won't come out of a bag). Then those limitations should have to be approved OOC, and could thereby balance more powerful reductions (like advanced concepts).

- Reduce Infusions to 1 or 2, but then add extra uses for them, improve the less powerful uses and/or make more central the power of monuments (i.e. special abilities rather than just generic RCR bonuses/cost reduction) - they should be the sort of places that the main plot of the world hinges around, not just the tools of the gods. The combination of this should then leave players split between choosing what to do with them, giving a different feel to different gods.

- Add an extra tier to the society/order chain, and make them all more expensive. For example:
Form Society (2AP) Creates a culture who self identify as similar, compared with outsiders, but are not united or organised.
Establish Nation (3/4 AP) Creates a country who are organised, with a government, army, legal system etc.
Found Order (5AP) Creates an elite group, dedicated to some goal or common cause.

Last edited by Betrayer : 05-15-2013 at 12:48 PM.
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Old 05-15-2013, 01:06 PM   Top  -  End  -  #6
Emperor Demonking
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Default Re: LOC (Lords of Creation) rule building

I don't see the value of AP-reducing actions. They seem to me to encourage the gaming of the system. Also, if the point of AP is to control the growth of the world's variety then the introduction of relics and monuments play havoc with that control. I do like Betrayer's idea though, so maybe an insistence of strong thematic limitations; so if you spend 5 AP on a relic you're only likely to be able to find 5 places to immediately use it, for example.

I also like Betrayer's four tier society AP but if you're increasing the costs of orders then I'd also add:
Create Group (1 AP): Create a thematic group that are important to a given society or nation. This action can performed for free three times with a Form Society action and an unlimited amount of times with an Establish Nation action.
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Old 05-15-2013, 01:46 PM   Top  -  End  -  #7
Preaplanes
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Default Re: LOC (Lords of Creation) rule building

If we're making it so that a character gets barred from the Prime Material for a significant time upon reaching Intermediate, I'd suggest adding a few default Planes to start off so that people have a vested interest in a plane that isn't theirs. That way it encourages interaction.

We could simply use some major D&D planes (Elysium, Mechanus, Limbo, Astral, Outlands, and Hades would be swell IMO, maybe add Celestia, Baator, Arborea, and the Abyss if we feel the extreme alignments need a place to hang).

Doing this we could have characters with the motivation to be the Lord of Hell, or the benevolent guardian of Heaven, or the Great Balancer, or something along those lines.

These would be the big planes, the ones people would fight over, immune to Alter Land actions and the like, though Monuments would be able to be built on them so long as they fit within the plane's alignment (I doubt a hellforge would do well in Elysium).
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Old 05-15-2013, 02:05 PM   Top  -  End  -  #8
mystic1110
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Default Re: LOC (Lords of Creation) rule building

BIG NO for the pre-made planes - point of LOC is to encourage creativity! It actually always upset me whenever people make boring stereotypical planes like Hell, Limbo, Astral Plane and Heaven. I liked the original planes like a M.C. Escher maze of Gold - the plane of greed. Or a shadow plane made entirely of caverns within caverns. And a plane that is an endless emerald city as far as the eye could see. Additionally LOC is not D&D - I want some non D&D planes created. Hell I would even prefer people to stop using D&D spells or thoughts - instead of saying "Fireball" I would vastly prefer a sentence or two of the god drawing power into himself and releasing heat in the shape of a sphere - basically I would like more imagery. I think tying LOC into D&D takes a lot of that away.

I always wanted to encourage more Plane building.

AP reductions didn't always exist in this game - but they were added to make artifacts/relics DO STUFF that wasn't combat.

That said I really like the increasing society stuff. that way a god makes a race - makes a primitive society first and then slowly builds upon that.

Another limitation that might be added would be ONE AP action per post?

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Old 05-15-2013, 02:08 PM   Top  -  End  -  #9
Man on Fire
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Default Re: LOC (Lords of Creation) rule building

I played great Lords of Creation game on other forum, based on original rules. And I'll talk fro mthat, as I have one suggestion, pardon me if that was cleared up with the errata or later rules additions:

Ban creating artifacts or any other forms of creation that would globally change the rules of gameplay for other players or at least make suggestion in rules to don't do that. What I meant is that in our game we had one guy create artifact that make it harder for everybody to advance to higher ranks. It caused @#$%storm that ended with gamemaster declaring that from that point every single artifact had to be pended earlier and wait seven days without any obijection from other players.
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Old 05-15-2013, 02:10 PM   Top  -  End  -  #10
mystic1110
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Default Re: LOC (Lords of Creation) rule building

The general Idea is that ALL artifact must be vetted first - but in practice no one follows that. Your suggestion that instead of the GM making that decision and that the artifact must be posted OoC first and not objected to in X amount of days is a good one.
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Old 05-15-2013, 02:12 PM   Top  -  End  -  #11
Preaplanes
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Default Re: LOC (Lords of Creation) rule building

Quote:
Originally Posted by mystic1110 View Post
BIG NO for the pre-made planes - point of LOC is to encourage creativity! It actually always upset me whenever people make boring stereotypical planes like Hell, Limbo, Astral Plane and Heaven. I liked the original planes like a M.C. Escher maze of Gold - the plane of greed. Or a shadow plane made entirely of caverns within caverns. And a plane that is an endless emerald city as far as the eye could see. Additionally LOC is not D&D - I want some non D&D planes created. Hell I would even prefer people to stop using D&D spells or thoughts - instead of saying "Fireball" I would vastly prefer a sentence or two of the god drawing power into himself and releasing heat in the shape of a sphere - basically I would like more imagery. I think tying LOC into D&D takes a lot of that away.

I always wanted to encourage more Plane building.

AP reductions didn't always exist in this game - but they were added to make artifacts/relics DO STUFF that wasn't combat.

That said I really like the increasing society stuff. that way a god makes a race - makes a primitive society first and then slowly builds upon that.

Another limitation that might be added would be ONE AP action per post?
The problem I've noticed, though, is that we've got all sorts of nice planes... but nobody to give a damn about any they didn't make themselves. Nobody has any motivation to interact with another god's plane.
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Old 05-15-2013, 02:17 PM   Top  -  End  -  #12
mystic1110
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Default Re: LOC (Lords of Creation) rule building

True. How bout a clarification in the rules that you can do whatever you want in another god's plane - just not in a gods sanctum. Then also limit sanctums to non-material planes - forcing people to use the nexus action on the material plane. Then change the rule for the nexus action by giving gods some sort of privilege on their nexus but make it a requirement to have a sanctum first.

------

Also some other things on my mind. People have a tendency to make intelligent life - before PLANTS, SUN, WARMTH, ATMOSPHERE, or even LAND.

Any way to make a logical limitation on that?

------

Additionally as has been brought up - the RCR system needs alot of work. even though it should be the last resort- it should make a lot more sense power wise. Any advice there?

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Old 05-15-2013, 02:17 PM   Top  -  End  -  #13
rweird
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Default Re: LOC (Lords of Creation) rule building

Maybe for reductions, not a straight out ban but costs an additional # of AP reduced by other things so far AP to make (for example, if someone makes a relic giving -1 to create magical concept and a monument that gives -2, the monument would cost 8 AP, and if someone else wants to make a relic, then it'd cost 7 AP for -1 to Create Magical Concept).

I dislike the idea of only one infusion ever, maybe 1/2 divine rank rounded up so fledgling and lesser have 1, intermediate and greater have 2, while Elder has 3 (or round down so you have to be lesser to make an infusion).

maybe making it so only half (rounded down, minimum of 1) of your infusions can be for Break the Chains/Relics/Monuments while the other half have to be for Divine Infusion.

I'd support bumping Break the Chains and Cosmic Decree up to 7 AP, maybe more for Cosmic Decree.

A question for Domains and Portfolios, can you have the same portfolio from a different domain, for example, on deity having the Domain War (Conquest) and another Domination (Conquest)? Would that be allowed under the rules? If not, should it be allowed? I think it should to a point, for example, someone with the domain Baator (Creatures), and another with Plant (Creatures) should be allowed because plant creatures are completely different from Devils.
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Old 05-15-2013, 02:20 PM   Top  -  End  -  #14
ShadowFireLance
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Default Re: LOC (Lords of Creation) rule building

The Problem with 1 AP action per post is going to lead to a lot of Large posts broken up into many smaller ones.
So Essentially doing nothing, and if something like that ends up happening, it would be a LoC that I would not want to play.

Thoughts on other things:

Relics/Monuments:
Alright, Herin is where the point lies; I liked the Abilities of LoC rule set 2, Which gave a reason WHY they where able to make stuff like that, at a lesser cost.
Relics/Monuments to me, are a Waste of AP, Unless used for combat, they may be a part of LoC, but...They seem like something you would expect MORTALs to create for a god, not a god create for themselves.

Just some thoughts.
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Old 05-15-2013, 02:22 PM   Top  -  End  -  #15
rweird
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Default Re: LOC (Lords of Creation) rule building

It isn't 1 AP action/post, it was 1 FREE action (from cost reductions)/post for Flux because he was going overboard with it.
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Old 05-15-2013, 02:23 PM   Top  -  End  -  #16
mystic1110
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Default Re: LOC (Lords of Creation) rule building

I also really liked the abilities of the rule set 2: and I worked pretty hard on coming up with them. I don't know why people decided to not have them anymore: although I would love to bring them back - maybe replace monuments with them. I would add that no two gods may have the same ability?
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Old 05-15-2013, 02:24 PM   Top  -  End  -  #17
Emperor Demonking
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Default Re: LOC (Lords of Creation) rule building

Quote:
Originally Posted by mystic1110 View Post

Another limitation that might be added would be ONE AP action per post?
Strongly encouraging I'd be fine with, but I wouldn't want to ban more than one action per post because sometimes a god may want to do more that one thing at the exact same time e.g. if I wanted Orcs and Elves to both be the first intelligent creatures in the world then changing the rule would make that impossible since I would have to do one after the other.

Quote:
Also some other things on my mind. People have a tendency to make intelligent life - before PLANTS, SUN, WARMTH, ATMOSPHERE, or even LAND.

Any way to make a logical limitation on that?
I think the mod just has to remind people not to do it when posting the IC thread.
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Old 05-15-2013, 02:26 PM   Top  -  End  -  #18
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Default Re: LOC (Lords of Creation) rule building

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Originally Posted by mystic1110 View Post
BIG NO for the pre-made planes - point of LOC is to encourage creativity! It actually always upset me whenever people make boring stereotypical planes like Hell, Limbo, Astral Plane and Heaven. I liked the original planes like a M.C. Escher maze of Gold - the plane of greed. Or a shadow plane made entirely of caverns within caverns. And a plane that is an endless emerald city as far as the eye could see. Additionally LOC is not D&D - I want some non D&D planes created. Hell I would even prefer people to stop using D&D spells or thoughts - instead of saying "Fireball" I would vastly prefer a sentence or two of the god drawing power into himself and releasing heat in the shape of a sphere - basically I would like more imagery. I think tying LOC into D&D takes a lot of that away.
For starters, you could start encouraging that by stripping the game of D&D influences. The first thing a player looks at when they start playing an RPG is the character sheet. Now, when they're asked to assign their character a D&D-style alignment and Domains, it's far too easy to fall into the mindset of D&D.

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Old 05-15-2013, 02:30 PM   Top  -  End  -  #19
ShadowFireLance
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Default Re: LOC (Lords of Creation) rule building

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Originally Posted by mystic1110 View Post
I also really liked the abilities of the rule set 2: and I worked pretty hard on coming up with them. I don't know why people decided to not have them anymore: although I would love to bring them back - maybe replace monuments with them. I would add that no two gods may have the same ability?
..That would lead to Fights, big time.
Because, What if you have two gods, one Elemental, One Dragon (Inferndyim and Rweird's god) And they both want Elemental (Fire) Ability?

I can understand if only thematic appropriate stuff was allowed, but where do you draw the line at?
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Old 05-15-2013, 02:31 PM   Top  -  End  -  #20
mystic1110
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Default Re: LOC (Lords of Creation) rule building

True enough.

The original system - before even the the original rule set! was that you have to spend 2 AP per sphere - and a sphere was just an area of influence. And then you can spend 3 AP per domain for each 2 spheres you have. making it cost 7 AP per domain. At the same time that means you can exclusively spend AP to power up and nothing else.
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Old 05-15-2013, 02:31 PM   Top  -  End  -  #21
Preaplanes
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Default Re: LOC (Lords of Creation) rule building

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Originally Posted by Grinner View Post
For starters, you could start encouraging that by stripping the game of D&D influences. The first thing a player looks at when they start playing an RPG is the character sheet. Now, when they're asked to assign their character a D&D-style alignment and Domains, it's far too easy to fall into the mindset of D&D.
You're posting on a heavily D&D themed board, with the world's most popular D&D based comic at the center, with D&D enthusiasts everywhere.

I really doubt you can remove that influence so easily.

Maybe you could insist that Gods never call their attacks OOTS-style, at least not by D&D names, but mortals do.
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Old 05-15-2013, 02:33 PM   Top  -  End  -  #22
Grinner
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Default Re: LOC (Lords of Creation) rule building

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Originally Posted by Preaplanes View Post
You're posting on a heavily D&D themed board, with the world's most popular D&D based comic at the center, with D&D enthusiasts everywhere.

I really doubt you can remove that influence so easily.
I can try.
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Old 05-15-2013, 02:44 PM   Top  -  End  -  #23
mystic1110
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Maybe you could insist that Gods never call their attacks OOTS-style, at least not by D&D names, but mortals do.
Outside you - I don't think a player ever had a god or a mortal call out their attacks. It's usually been described - either beautifully or terribly.

Anyway - to make this rule fixing more ordered and structured.

Start your post with a suggestion - and number it. (Right now were at 6 - look at the OP)

Then name a previous number and your thoughts on it?

That way we have concrete suggestions instead of random ideas?

(Also FYI, I'm not in charge of this - this is a group effort where all opinions are equal - so if you guys think one my suggestions is bad, it probably won't win, and if I think something is bad but no one else does then in it goes)

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Old 05-15-2013, 02:53 PM   Top  -  End  -  #24
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Default Re: LOC (Lords of Creation) rule building

1, 4: Yes
3, 5: See 7

7. My preference for modifying relics (and I do think they should be kept) would be that they should be greatly limited in scope; rather than making it cheaper to create concepts it should be cheaper to produce concepts related to e.g. fashion. I don't think exclusivity or free-prevention are good; they're patches rather than something we want.

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Old 05-15-2013, 03:46 PM   Top  -  End  -  #25
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Default Re: LOC (Lords of Creation) rule building

Disclaimer: I've never played LOC, so this is pure game design theory rather than experience talking.

If you want to get people to be interested in eachothers' planes, make it so some benefit is derived from interacting with them. Have a plane provide some benefit to its creator AND anyone who visits there. Require some interacts with the mortal world to require magical sites that must be created within a plane - you don't just look down on the world, you use a scrying pool; its expensive to make, so you either make your own or use a friend's. Perhaps you can always look down at the present, but to see an individual's future you need the pool (and by see, I mean 'write into fate' and create a destiny for).

Have it be so you can make an alliance between deities such that they all draw certain persistent benefits from eachothers' planes, so if one comes under attack everyone in the alliance will move to defend. Have it be so that things in the various planes can be imported to the mortal world to act in a god's stead - if there are useful creatures, a god may decide to go hunting on the plane created by another deity in order to steal, tame, and employ those creatures. Since its a whole plane, its probably not something that can be actively policed in a way that would block a determined god all the time, and it should be encouraged to be 'full of holes' like that unless the owner actively spends points to seal it that week.
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Old 05-15-2013, 04:05 PM   Top  -  End  -  #26
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Default Re: LOC (Lords of Creation) rule building

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Disclaimer: I've never played LOC, so this is pure game design theory rather than experience talking.

8.
If you want to get people to be interested in eachothers' planes, make it so some benefit is derived from interacting with them. Have a plane provide some benefit to its creator AND anyone who visits there. Require some interacts with the mortal world to require magical sites that must be created within a plane - you don't just look down on the world, you use a scrying pool; its expensive to make, so you either make your own or use a friend's. Perhaps you can always look down at the present, but to see an individual's future you need the pool (and by see, I mean 'write into fate' and create a destiny for).

Have it be so you can make an alliance between deities such that they all draw certain persistent benefits from eachothers' planes, so if one comes under attack everyone in the alliance will move to defend. Have it be so that things in the various planes can be imported to the mortal world to act in a god's stead - if there are useful creatures, a god may decide to go hunting on the plane created by another deity in order to steal, tame, and employ those creatures. Since its a whole plane, its probably not something that can be actively policed in a way that would block a determined god all the time, and it should be encouraged to be 'full of holes' like that unless the owner actively spends points to seal it that week.
9. Begin doing 8 By Perhaps making it that you can only gain Ap reductions on your Own plane?

Also, this is a double edged sword, where every deity has their own special planes, and no one does anything on anyone else's.
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Old 05-15-2013, 04:10 PM   Top  -  End  -  #27
rweird
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9. Begin doing 8 By Perhaps making it that you can only gain Ap reductions on your Own plane?

Also, this is a double edged sword, where every deity has their own special planes, and no one does anything on anyone else's.
That wouldn't help fully, it'd encourage people to make planes, though invading someone else's gives no advantage.
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Old 05-15-2013, 04:28 PM   Top  -  End  -  #28
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Default Re: LOC (Lords of Creation) rule building

In response to 8: Maybe only allow AP reduction from relics/monuments on other planes. ?

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Old 05-15-2013, 04:32 PM   Top  -  End  -  #29
ShadowFireLance
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That wouldn't help fully, it'd encourage people to make planes, though invading someone else's gives no advantage.
But taking over a different plane should do something like give you their bonuses?
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Old 05-15-2013, 04:40 PM   Top  -  End  -  #30
mystic1110
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Default Re: LOC (Lords of Creation) rule building

I don't think encouraging interplanar warfare is a good thing - instead I think the ideal would be that players create interesting planes - a gods make homes on those planes since - well they are so much better than the material world.

Only very specific nature/mortal gods should care about the material world at all - outside some gods acting INDIRECTLY to protect a favored race/hero. Hell even for tech and magic gods - would make more sense to live on other planes - and only INDIRECTLY spread their tech/magic to the material plane.

Basically - my ideal - is a lot more INDIRECT activities.

Instead of a god controlling a city the god makes heroes and a church to run the city.

Instead of the god punishing a heretic the god makes a monster (dragon/titan) to attack the heretic.

Etc. . .

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