Ragnarok: A Game of Gods
This is a soft rules game. While there are stats, and they will influence what happens, you don’t have to know any complex system to play. Basically – higher numbers are better.
Whenever you do anything complicated: its 2d6 + applicable domains + any other bonuses. Higher results = better results.
In this game, you take on the role of a god. Your powers are vast and only limited by your own imagination (and the other gods). Note that you can interact with other gods as you wish – mess with their plans, strike alliances for mutual gain, the choice is yours. In addition to player gods, there may also be NPC gods or beings of power that interact with you as well. Remember that you are closer in power to stronger Greek Gods then Yahweh. You are stronger then you will be in any other role-playing game, but you are NOT all powerful or all knowing.
Notes on Player Expectations:
Teamwork and You – This is a Competitive/Co-op Sandbox style game, player characters can co-operate with one or act in opposition to one another based off their natures and alliances. Unlike any other multi-player game, the majority of the time will be spent working to increase the player’s personal power base and accomplish goals. This can be accomplished through teamwork or other means. This game requires interaction with the other gods and is not meant to be played with your god barely interacting with the other characters.
Meta-game – Planning long term projects and sharing information outside of the game is fine, as long as player knowledge and character knowledge remain separate. Ideally all interactions would happen in game in order to allow people the opportunity to discuss what to do and act accordingly in character. The idea behind this is that players are mature enough to actually play through with what their character knows and is expected to know rather than what the player knows. The GM must be aware of any out of game communication. Additionally, your characters in-game should at least meet up for a brief period of time.
Post Quality – Players should be interacting with each other and the game world frequently and dynamically. This is not to say that posts should not be long or short, but they should be well thought out. Players should always stay abreast of what is going on and clarify the situation before posting something that doesn’t make any sense to anybody else because a player misunderstood what is going on. All other standard conventions and rules still apply. Be aware of what is going on!
Faith is Power
The people of this world are polytheistic. They believe in gods plural, but they don’t worship equally. Building strong faith is part of the game and can be very helpful. Faith is numeric – you’ll have a quantity of faith which will determine how strong you are, but faith isn’t limitless. To begin with, most people won’t give a drat about you – you’ll have 0 faith each. Faith is power. Initially faith will be easy to build, as people want to believe in something. But when you start competing with other gods, that’s when you’ll start hitting the speedbump and have to convert their faithful. See the FAITH section for more information.
There’s only so much time
Heaven is great. Listening to celestial choirs, torturing malcontents, gazing wisely across the clouds, judging souls, watching the dead fight for your attention – there’s a lot to do. This limits what you can do to the world below and its hapless mortals. Each week you’ll have a variable number of action points, reflecting time for worldly concerns. Don’t hoard them – if you don’t use them by week’s end, they’re gone. Points can be used for simple things, like answering prayers, burning toast, or big things, like storms, volcanic eruptions, forging the one ring, even involved brawls with giant stone snakes. These all cost action points. Spend them wisely.
Essentially every age each player will receive action points to spend on influencing the mortal world. Once your action points are spent, there is little left to do besides interacting with other gods. When every player has spent their action points, or a week has past, we will enter a new age, everyone will earn faith. And action points will be reset.
You will all start with 20 action points.
See ACTIONS AND POSTING for more.
What have you done for me lately?
In mechanics terms: every week (age) is 10 years. If you do nothing in a week, it is assumed that any remaining action points are spent on answering minor prayers. This is NOT a good idea. But will mean that you will still have believers.
The end of the world is coming. Eventually the shit will hit the fan and the end times will appear. You will probably want to be prepared and sitting on some hefty faith to help you get through the hard times successfully. Keep in mind that the actions the gods take can hasten or delay the impending Ragnarok. Actions have consequences!
Creating a god
God creation is based on PDQ rules. You have 10 ranks of Domains (one or more spheres of influence for your god, something like art, lies, fire, snow, greed, love, war, peace, destruction), and 2 ranks of drawbacks (unfocused, easily bored, tiny manifestation, easily intimidated, etc). Example Domains
See CHARACTER CREATION for full details.
Combat uses domains or stats of the mortals. Successful attacks will remove ranks from the hurt entity in the domain of their choice. Damage caused lasts till the end of the age, and YES, you can die; but it is difficult.
Write well. Style is everything in divinity as in life. Good posts can get a bonus. Poorly written posts can suffer. Put in a modicum of effort and you’ll be fine.
Next: Read Actions and Posting.