Talk:TROS in the Hammer:Setting Political

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Please post any comments you might have here. Skalchemist 08:02, 23 August 2006 (PDT)

Justin had a bunch of questions - here are the answers. 1) loyalty towards the tribe spirit? With 'living and breathing' spirits communicating to the tribes, I'm guessing some kind of loyalty will be required both towards our 'protectors and guides' of an equal level as towards the shaman and circle of leaders... When confronted with another spirit - Say Pete's Character - would there not be superstitious hostility towards it? Game wise, are we all ok with some level of interpersonal conflict that may arise from this situation? (I am ok with it... It's only a game after all, pretty sure you are, you narritivist freak! But is pete/vic ok with that?)

Each tribe has a tribe spirit? Thats fine with me, sort of a main totem/god for that tribe. Cool. Pete's character is NOT one of these, though; he is a personal servant type spirit. Chances are any one of the People would recognize Pete for what he is (unless he is disguised somehow). It would be wise to be suspicious of ANY spirit you do not know or who has not been contacted/anchored by a shaman you trust. I would say if there is NOT some interpersonal conflict on this issue, we aren't having fun. Skalchemist 10:42, 23 August 2006 (PDT)
   Sorry, I had just assumed that all tribes would have their own totem, with their own spirit attached to each.  Hence the huge affront caused when Vic stole the totem that housed Pete's Spirit.  I suppose we don't have to play it with every tribe/clan having it's own protector spirit.  It really doesn't matter all that much to me. --Jman5000 11:30, 23 August 2006 (PDT)


2) can we talk to our spirit guides, can we get our own spirit guides, will there be any real world tangible impact should a spirit guide get banished? Does the Tribe become unlucky for example?

If each tribe has its own totem/god spirit, then destroying the anchors to that powerful spirit would certainly deal a major blow to that spirit. I don't have the rules written yet for how a shaman deals with spirits, but any spirit powerful enough to serve as a totem/god is pretty darn hard to contact, and losing the ancestral anchors would be a big deal. As to game mechanical effects of a totem/god spirit for the tribe; probably macro things, like assistance with crops/hunting, assitance in battle, etc. Individual level game mechanical effects would be rare. As to getting your own spirit, well, Vic's character has one, so we know at least one method; theft. :) Skalchemist 10:42, 23 August 2006 (PDT)
As to talking with spirits...you can talk to any anchored, or embodied spirit that can speak a human language (generally any spirit that has at least three qualities might be communicative). In the case of embodied spirits, you just talk to their body, no matter how strange it may be. In the case of anchored spirits, you talk to them through their anchors; the exact method will vary depending on the form of the anchor. In the case of contacted spirits, only a shaman can speak with them. Notional spirits are, well, notional, and can't be communicated with at all. I'll add this stuff to the actual page. Skalchemist 10:46, 23 August 2006 (PDT)

3) there's a 4th option for the destiny of the people. Much like how the Mongols managed to insert themselves into Chinese culture and basically start a dynasty, the same 'could' happen with the people. Take over Empire 1, supplant the existing leadership with leadership from the people etc. etc... :)

Sounds good to me. Skalchemist 10:42, 23 August 2006 (PDT)

4) if the land is rich in minerals, wouldn't empire 1 just have 'assimilated' us, taken over the land for themselves, and pushed the people onto reservations for example...

Empire 1 finds it much easier to make one tribe responsible (and paying them with favours and other stuff) for getting the metal delivered on time, stationing a few regiments of troops near the mines, and just generally telling the People "as long as the iron keeps flowing, we'll leave you alone, but miss one shipment and will slaughter a village or two". Empire 1 is not an empire of colonists; they have no desire to live outside their own lands. They just want other peoples stuff to pad their own nests, and will take whatever steps are necessary to keep the stuff flowing. Skalchemist 10:42, 23 August 2006 (PDT)

5) will there be monsters?

If by monsters you mean things like beholders, ogres, etc., then probably not. If by monsters you mean animals that are very different from current Earth animals, I would say probably. If you mean by monsters strange spirit creatures (like Pete's character) under the control of humans, then almost certainly. Skalchemist 10:42, 23 August 2006 (PDT)
  With monsters, I wasn't thinking D&D traditional monsters - more, evil spirits, evil shamans and their summonings, possibly 'warped' animals from whatever calamity happened.  Thinking more one off horror type creatures than traditional monsters with ecology etc. --Jman5000 11:30, 23 August 2006 (PDT)