Edoras wrote:
I think that it -is- meta-gaming to assume that every priest, even those who follow the embodiment of lies, will always conjure up food which describes in clear detail what god they follow. We know that, as players, because we have played priests before, and we know that the syntax involved in the "help create food" file doesn't include an argument for what kind of food to create. It used to be that all priests would create magic mushrooms, but that was tacky in-game so Dulrik coded a feature that gave a thematic feel for each god: And now you think that's something which is acceptable to use to 100% identify someone's religion in-game.
We know that because all help files are considered in-game knowledge and all characters can be assumed to know what in-character information they contain as part of their common cultural upbringing although you can say that since there's no list of food associations in the help system, you'd have to play many different characters to know all of them. Any Pyrathian child would know that this half-elven lady who's a priestess of Aludra can make passionfruits. The same Pyrathian child would freak out if instead of passionfruits, a bloody chunk of meat fell out of the sky. If that scenario is valid within the game world, why would it be invalid that this same child -that exists within a universe of stark extremes of good and evil- wouldn't ask the seemingly nice half-elven lady for the fruit only Aludran priests can create before trusting her to help him find his mommy?
Both scenarios are made up only with in-game knowledge available to any character. You're suggesting that magic (which for brevity's sake will include prayers as well here) shouldn't be seen as a force of nature that always works and that just because it always works doesn't mean that it will always will. But in-game magic is a force of nature, like gravity. It always works because it's a magical universe. Besides, this is purely a rhetorical gimmick on your part. You'd never play the game with a character who would always be unsure that the spells or prayers he casts might result in something completely different and refuse to enchant something because he might end up petrifying himself. If you were meant to do that, the help-file would include some sort of warning.
Edoras wrote:
If it was common OOC knowledge that Thuban followers had the option of creating whatever kind of food they wanted, you would have -never- used that as a verification tool in-game.
Why are you calling that OOC knowledge? Sure, at some point it becomes OOC knowledge but for the characters involved it would be very much in-character. Isn't the knowledge that Thubanites can distort alignments in-game knowledge? Wouldn't the people of Pyrathia know that priests of the evil one can fool them like that? I've talked about that effect in game on both sides of the equation countless times. Are you trying to say that these were all OOC discussions? I was under the impression that only knowledge about cabal abilities couldn't be transferred across characters even though it's usually extremely common that people do that too.
Edoras wrote:
But if an IMM tells you that using create food as forced verification of someone's deity is bad RP, and you counter that that makes no sense, that usually means that it's your logic which is faulty, not theirs. At a bare minimum, it means there's a disagreement on why that is bad RP, and it should be fleshed out.
This is odd. What sort of quality makes an imm more likely to make logical arguments than me by default? The only difference between any player and an immortal is that the immortal was selected by some programmer as a volunteer administrator of his game, while the player was not. They're more likely to have more (historical and otherwise) knowledge about the game and more experience playing it (although I can easily find examples to the contrary) but whether they make proper arguments or not is completely unrelated to their position. So besides making some weird appeal to authority here, you somehow imply that this is an actual aristocracy. Let's just leave RPing that the gods are omniscient for in-game activities, alright?
Edoras wrote:
In-game, it's an established theme that clerical vocations channel the power of a deity to cast spells, which is why they need to join a faith to cast anything beyond basic cantrips (including create food) and why they lose access to those spells if they are blemished. Does this mean that Thuban or whoever is constantly jumping around and popping food into the air every time someone casts the spell? That seems unlikely: But by that same logic, assuming that every single Thuban priest is going to categorically get the exact same version of the exact same spell, even though that's obviously one of the biggest giveaways ever, is a rather narrow-minded way to approach the game world.
Other than the permanent efficacy of the create food spell, I'm not sure anything is really established in game lore about the actual metaphysics of it and if it is I'd like to see it. Is it the god sending someone steaks? Is he blessed with a divine ability that doesn't require divine intervention (like the apostles speaking in tongues in Christian myth)? It's interesting but it doesn't matter to how a fictional character within SK would view it. For him or her, whether something works or not doesn't really have something to do with how it works. So why not assume that create food always creates the same food when there are no known exceptions to that rule and there are no known exceptions to any other similar rule (enchant always enchants and doesn't petrify, fly makes you fly, resurrect resurrects and so on)?