Unifying Principle Ideas

 

 

 

Our first idea for a unifying principle is the interacting wills of several divinity/demigods or other sentient powers that manipulate the characters either for beneficient reasons - ie. saving the world, a cause, etc. or more selfish - ie. trying to get the characters to carry out some task for their own gain, possible deception as to what truly will be accomplished. These ideas, though they give a more solid direction of how the players would get from point A to point B, might ultimately be unsatisfying however because as the game progressed they would limit the amount of avenues allowed to be taken. Plus having a third party involved as the controller (superior) makes the characters subordinate to it which is also somewhat undesirable. Our goal in creating these characters' adventure in the first place is to bring them together for just that: adventure, for reasons not known to us or them.

The second theme, slightly modified from the first, is the existence of a 'natural force' or fate pulling or placing the characters together mystically. This 'natural force' is really not exclusive to the idea of a manipulative higher power as stated above, but it requires a consistent vagueness and flexibility in the forces at play in our world and on our characters. This will leave the characters scrambling for possible causes, that will likely be subjective, while maintaining a certain amount of cohesion because of the fate of the meeting event. This removes a necessary overseer from a plot and leaves a great deal of freedom for the game master and potential complexity for the tale.

We favor this second principle, yet it seems imperative to provide some concrete interaction with the powers that be in this world so to escape from an abyss of vaguity. It seems that a host of 'superior powers' may and should be involved in events, but in such a way that there still is maintained a veil of mystery concerning the future of the characters.

With the implementation of this 'natural force' as the primary force bringing the primary characters together it leaves either a coincidental meeting between the characters or a undefinable transportation from separate locations to a new one where they interact for the first time. The advantage for the latter is that there is a irrefutable reason for the group to stay together, for they will read a cause out of the magical occurrence (while there may not be one). Though allowing a uncaused transportation necessitates some compromise on our logic (have some faith), the alternative just does not allow the bond that is necessary for the separately developed individuals to stay together believably. Some signficant sign is needed to rattle the heads of the characters together. Also, a transportation of our fresh characters will begat an interesting first salutations to be sure. We have brainstormed some possible locations for a transport as follows:

Here is one other possible way the group could be formed. A dream or guide that demands each character to go to the meeting place. The idea of a vivid dream that requires the players to travel great distances or a chance meeting of players in a distant land who have a mutual dream or affinity requires some stretch in reality's bounds, but again faith may intercede. A motivational dream would seem to have made the characters lose some freedom, yet a mutual dream may spark a similar interest alike a transportation, yet then why are they so far from their homes? More believable possibly would be the guide scenario, with common beings who act as guides to the meeting point, each having something that specifically draws their character and then leaves some mystery that keeps the new formed group together. This is more complex then a transportation yet it may have a similar effect and may be more digestibly to the brain. Also to be considered in the forming of the quest group is if and how new members may join and old members leave(temporarily of course, you cannot escape). It seems that a little flexibility in members coming and going should be allowed. This need for flexibility beckons a lack of absoluteness in the formation of our quest group, another issue to be taken into account in the quest group formation.

As can be seen, the above issue is a point of considerable possibility and importance. Please give any opinions, they would be helpful.

Along with a principle of fate acting in our world, we feel that prophecies may be used to give a general shaping of the world and its future events. A certain abstract and inexact language is preferred for obvious reasons (so they will come true).

The following is a list of themes that we hope may be reoccurring ones in our prophecies and story:

 

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