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Celandra is a game in which the players take the roles of societies, rather than playing individual characters. The players will invent a society with its culture and heritage, and will guide its development and interaction with the world. Emphasis will be be placed on developing a detailed history of Celandra, along with myths and legends.
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RulingNations
RulingNations

Sat

Jul 10
2004

22:11

[Cel] Expansion (was: Results for 1443)

In a message dated 5/30/04 11:09:43 AM Mountain Daylight Time, 
juha.vesanto@iki.fi writes:

>Secondly, I have to agree with Andrew. At least the spread of Islam is 
>not a typical, but an extreme, example of the spread of a religion.

Then what would you consider typical? What historical religion, relevant
to Exquaestio's situation, has had increased difficulty gaining converts
simply due to their growth?

On our world there are five "first tier" religions: Buddhism,
Christianity, Hinduism, Islam, and Taoism. Of those, only Buddhism's and
Islam's origins are sufficiently well documented to serve in world
design.

Of the second tier religions I'm familiar with only two: Communism and
Voudoun. The origins of Voudoun are not documented, and the origins of
Communism have no relevance being based on communications that don't
exist on Celandra. Shamanism and neo-paganism are both undocumented.
Now, I don't have any information about the Unification Church, so they
may be what you are looking at, but, if so, I need to know so I can do
some research.

Local and ethnic religions like Judaism and Sikhism have no relevance to
the existing circumstances. Religions based on personally following a
particular religious leader are also irrelevant.

So, by dismissing Buddhism and Islam and not giving any further
guidelines you are saying, "There's no such thing as a typical religion
and you're going to have to read my mind."

>RulingNations@aol.com wrote:
>>>If Exquaestio wants to increase their numbers, the best way would be, I
>>>think, to target the power players in the Free Cities, and work from
>>>the top down, rather than the bottom up.
>> 
>>And how are they to do that without an existing power base?  
>  
>Use your fudge points. The game system tries to emulate the typical way 
>historical events go, and depends on extreme dice rolls for the events
>that really break historical continuity from the expected pattern.
>Unfortunately for the players, the high rolls (+4...) are very rare. For 
>this reason exactly, double/triple/.. actions and the fudge points allow 
>the players to tweak the chances to their favor in crucial actions.

Let me get this straight. You think that I should use Fudge Points to
raise an Epic (-4) task? I apologize for the rudeness, but it would be
stupid to waste Fudge Points that way.

>You have 9 FP:s. By making a double action (+1), and using 8 FP:s (for
>a roll of ++++, and possibility for an open-ended result), you can
>ensure a net result of at least +5 minus the difficulty. Spend that
>on an action to target the upper levels of the society, and you have
>the power base.

>It would not hurt if you had something to offer for the
>rulers also (Protestant Christianity gained large support among the
>ruling class as soon as they realized that it gave them an excuse to rip
>off the monasteries).

I have stated and restated what Exquaestio offers. Since those
statements were ignored I have had no choice except to use actions to
state what those offers are. Since by decreasing the rate of growth you
have given me fewer actions those definitions come extremely slowly.

Jefferson (Exquaestio)
http://www.picotech.net/~jeff_wilson63/rpg/
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