Shattered Kingdoms

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 Post subject: Kill off Some Gods.
PostPosted: Thu Jul 21, 2011 7:23 pm 
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Mortal

Joined: Wed Feb 18, 2004 9:52 pm
Posts: 831
Location: Western New York
To many chiefs and not enough Indians. It's time to purge off some Gods and make the list smaller in my opinion.


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 Post subject: Re: Kill off Some Gods.
PostPosted: Thu Jul 21, 2011 7:40 pm 
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Joined: Wed Oct 07, 2009 5:04 am
Posts: 3066
SK Character: RAWR!
I think this is a fairly terrible idea.


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 Post subject: Re: Kill off Some Gods.
PostPosted: Thu Jul 21, 2011 8:12 pm 
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Gold Donor

Joined: Sat May 24, 2008 11:20 pm
Posts: 2109
Location: Edmonton, Alberta
Sacrilege even!


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 Post subject: Re: Kill off Some Gods.
PostPosted: Thu Jul 21, 2011 8:35 pm 
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Joined: Fri Mar 11, 2011 8:45 am
Posts: 184
I agree, lets start with Meissa!


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 Post subject: Re: Kill off Some Gods.
PostPosted: Fri Jul 22, 2011 8:09 am 
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Newbie

Joined: Fri Jul 15, 2011 5:37 am
Posts: 8
SK Character: Morku, Orayi
Roleplay it. Create a character called Heysus, probably a human sorc or something, Principled alignment of course. RP him as the Messiah, bring about the change of Polytheism!

Oh.. and try not to get smited in the mean time.


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 Post subject: Re: Kill off Some Gods.
PostPosted: Fri Jul 22, 2011 11:52 am 
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Joined: Wed Feb 18, 2004 9:52 pm
Posts: 831
Location: Western New York
evena wrote:
I think this is a fairly terrible idea.


So you are saying that there are enough players left to continue with 18 religions (17 gods)?


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 Post subject: Re: Kill off Some Gods.
PostPosted: Fri Jul 22, 2011 2:08 pm 
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Joined: Wed Oct 07, 2009 5:04 am
Posts: 3066
SK Character: RAWR!
I'm saying that there is no IC repercussion from having a faith with 1 or even 0 characters in the ranks. As soon as someone takes up interest in a religion, he or she can be immortal-invested and take it from there.

Factions should be downsized (Tribunals re-integrated with Cabals) because there are systems in place that necessitate leaders in them. Kingdom coffers, organized warfare and a lot of the standing flavorful history of Cabals can be handled with such a downsize. There was a time when faiths would war with each other and there was more external religious conflict than internal - those days are pretty much long gone.

Mashing up religions and forcing some sort of never-existed bond between different tenants and gods only kills flavor.


No thank you.


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 Post subject: Re: Kill off Some Gods.
PostPosted: Fri Jul 22, 2011 3:41 pm 
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Joined: Sat Mar 02, 2002 4:00 pm
Posts: 1444
Location: New York
I agree with evena. Very

The only things religions need is a kind of "auto invest" system that allows you to declare your interest in a religion and get automatically invested after a certain number of play hours if no one gets back to you (HFs, if they exist, could get notification of your interest when they log on; might also get an automatic PM). Relying on imm availability for investment into dead religions can be spotty and may not be a great use of their limited time.

I think there's a thread somewhere about that bit.


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 Post subject: Re: Kill off Some Gods.
PostPosted: Fri Jul 22, 2011 3:50 pm 
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Joined: Wed Oct 07, 2009 5:04 am
Posts: 3066
SK Character: RAWR!
I'd missed that discussion, jhorleb, but can absolutely give my endorsement to such a system. And something similar for high followers as well. If the interest in playing in a religion or leadership in a religion exists, I think there's merit in having the game itself help facilitate those roles, rather than hindering them.


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 Post subject: Re: Kill off Some Gods.
PostPosted: Sun Jul 24, 2011 2:57 pm 
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Mortal

Joined: Thu Dec 22, 2005 7:27 am
Posts: 5014
Location: Hiding
I tried RPing Werttrewism.
:cry:

Stupid folks wouldn't let me!


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