Undine wrote:I probably have no place saying this, but I honestly think that The Law of Return will make Pantheon nearly unworkable for Xar.
And I honestly think you guys are overthinking it. Sure, the law as written is somewhat complex, but that's mainly to avoid nitpicking. The premise is simple : what you do against another god can come back at you. It's a concept almost universal through major religions, be it in the form of heavenly reward or damnation, karma, or the wiccan rule of three. If anything, it's a very slimmed down version that should make it easy to apply to game mechanics.
Not only has every action to be judged whether it affects the law, but an appropriate return has to be designed, of the appropriate strength.
First, not every action has to be judged. Only those that purposely affect a player. Second, the wording gives Xar more than enough leeway to decide when and how an appropriate response happens.
And what if Xar judges a return to be a certain 'strength' but the 'victim' of it doesn't realise and wastes more DRP to contain it, or else uses too little and reaps a catastrophic return instead of say a moderate return.
I think you'll have to be a little more clear, perhaps give a specific example. As I'm reading it, though, I don't see the difference between how things normally happen. If your events tell you that you're followers are suffering from plague, how do you know how much to spend fighting it? You could ask the god of healing's help, spending a DRP or more, or you could just tell your prophet to have your people spend more attention on hygiene. *shrug*
And THEN, how many PMs will Xar be getting every turn: 'if I do this, will it break the law' then 'but what if i do it this way' and so on and on and on and on!
How many PMs does Xar get a turn already? Nothing different, except that my law is very clearly written out. By this logic, things like courts and houses should've been left out, since they too complicate things.
And I can foresee those followers of less-than-good deities changing the game into one big effort to try and forestall nasty consequences that the player has not initiated in the first place!
They do this already, planning on how they can get away with things (even I do, and I've played 'good' deities throughout). It just adds another aspect to think about. And isn't planning half the fun? Besides, forestalling 'nasty consequences' is pretty easy. Start small and the consequence will be small. Then you're pretty much free to do whatever you want.
And there seems to be some kind of misunderstanding about the law. It affects 'good' deities interfering with 'bad' ones just as much as the other way around. It just helps keep gods from messing with eachother, and I don't see any reason why that should be easy. Should a god not build any defenses just because another might want to attack him?
Also, we all have negative random events generated occasionally. These can adversely affect other players too. So now potentially , negative events will have a double-whammy of the first hit and then the law of return hit.
Again, an example would be helpful. If my followers blow up your city, shouldn't I have some responsibility? I've yet to see Xar throw anything at us in random events that we can't handle. And under the law, when an event is handled, repurcussion isn't an issue. Or if my kid starts a fire and burns down my house and my neighbor's, just because it sucks that I lost my house, it doesn't take away my responsibility to my neighbor.
...I agree with those above that it will unbalance the game too far in favour of those dieties with a 'good' domain.
No, it will just unbalance the game towards gods who are determined to mess with others. Those gods could be good or evil.
Take, for example, the God of War (neither good nor evil, IMO). He can still wage war defensively, even offensively if he accepts the consequences. He can also wage war among non-aligned mortals, cleverly instigate wars, grant blessings of war to deities already involved in wars, and so forth. Consider, the God of Fire wouldn't be allowed to burn another god's city just because he's the God of Fire.
Xar wrote:I admit that Undine's reasoning is sound - something like the Law of Return SHOULD be followed carefully, or otherwise it voids the significance of granting players the chance to give gifts to the world.
I don't follow. How would the application of the law or lack of interefere with gods granting gifts to the world? And, from my frame of reference, I don't see gods granting gifts to the world. They're granting gifts for their perpetuity, or for that of their followers. Not that there's anything wrong with that, but with the exception of Bhakti, I don't see a whole lot of noble purpose yet (and to be fair, it looks like Bhakti's is just for his forest). If I gave the dwarrow a gift that allowed them to know every language, it may be a gift on Eiran, but it's not really that much of a gift for Eiran.
In other words, if I didn't follow that Law or only applied it when I wanted, then I would be basically disregarding the import of Hedra's gift to the world of Eiran, and it wouldn't be fair to do it with hers but not with the others.
On that I can agree. But the law is not intended to be all that difficult to implement. And as stated in the law, there is no problem with you deciding that in some instances, the application of the law would be detrimental. I put a lot of work into making sure it allowed plenty of leeway and flexibility.
And admittedly, you can practically bet that turn processing times will skyrocket with this kind of law, especially when players become powerful enough to attempt several actions at the same time.
It will add a slight addition to
some moves, sure. I don't see how hard it would be to put a tick mark next to a god's name denoting he has something positive or negative coming his way, though. If positive and negative events are already generated randomly... And I don't get how many moves a player can make matters, when it's only the first one that counts, at least for the negative ones. If a player makes more than one negative action towards a single player in one turn, just consider it in a bulk term. Against more than one, then just whichever one comes first.
If you want to strike the exceptions for weaker players to make it easier, then fine. I thought it would be good for the game, though, to give a bonus for helping weaker players and a disincentive for harming weaker players.
See, this is why I said you should run things by me first... anyway, didn't almost all of you agree that for laws to be written into the Book they need to be approved by a majority of gods?
I've been looking for you on MSN messenger for the last few days. And if you remember, I
did mention that I was considering making Karma my gift. You didn't gainsay it then, so I saw no reason not to go ahead with it.
As for the Book, you also said that if enough DRP was used, consensus isn't necessary. My book, my strength, my domain, and my gift. And I have put the committee in place to give everyone (including you, Xar, who along with myself has final word) a chance to help craft it. So far, though, there's just been complaints.
Creator wrote:I understand and think the attempt at codifying good behaivor is admirable. I would question whether it is needed. The two major crisis AK played in seemed to work out for the side of 'good' ultimately.
1) Nor, by mutating the lower half of Immeril showed himself a global threat. It galvanized the universal alliance against him - and we all know what happened.
2) The recent axis of 'evil' - the SCREECH did much the same against argothoth, AK, Mox, and MV and we ended the age much reduced.
Again, 'good' behavior is a misnomer. The law pays no attention to good or evil. It does pay attention to helpful or harmful as it relates to other players (and other players only).
As for how things worked out with evil and good, I disagree. The world has been broken twice now. Millions, if not billions of mortals have been driven insane. There have been uncountable deaths in wars, people unwillingly raised from the dead, and so on. Tell me what good has been wrought on Eiran that equals the evil and destruction? If you ask me, Eiran gets pretty f'd up when gods show up.
You guys may have ended up reduced, but you weren't eradicated. And how much 'good' could've been done with the effort it took to stop you? How much more death and destruction happened in the effort?
Of course, that's not really the issue. The law wouldn't have prevented your plans. If anything, the law kind of increases the cycle of destruction, it just makes it less one-sided at first.
And supposedly, the Law (capital L) should already be a factor in that kind of thing. I haven't seen any evidence of it (just because I haven't seen it, doesn't mean it's not there. But you'd think that if any god was going to see it...), even when I Lawed the hell out of Nephirthos, but... *shrug*
I'm sorry if I seem overly defensive, but I worked pretty damn hard on this. I've even opened it up to outside input (which nobody else seems to be doing for their gifts), but so far... just complaints, no suggestions. I admit it's bold, but c'mon, don't hate.