This Division –
Spiritual Games revolve around polar concepts – a decision between two notional
ideals. When a spiritual game is played
the Players choose the spiritual ideal that each wants to exemplify the Thesis
– the Referee chooses another- not necessarily opposite – but situationally
relevant ideal – the Antithesis.
Then each player ascribes a value – between 2 & 19 to their Thesis. Thereafter during the encounter, the players
must roll under their number in order to succeed, spiritually using their Thesis. Meanwhile rolls over that number indicate
that the Referee’s Antithesis is the succeeding factor. If the number is rolled on the nose then
chaotic things occur & there is a mingling of the ideals leading to a Synthesis
– which brings the encounter to its conclusion.
While the options for spiritual ideals are innumerable – the
suggested poles are based upon the alignment system present throughout the
game. Situations may arise in which the
suggested ideals aren’t the right fit, though, so any alterations to these divisions
should be expected.
AUDACITY Daring,
verve, cleverness & boldness 8
CREATION Invention,
artistry, whimsy & vision 2
DEVOTION Intensity, certainty, focus &
faith 7
EMPATHY Kindness,
compassion & civility 1
HOSTILITY Contempt,
nerve, wrath & brutality 5
WHIMSY Dreams,
hopes, fantasy & mysticism 4
MASTERY Skill,
talent, innate & learned 3
NOBILITY Sincerity,
courage & propriety 6
POSSESSIONS Material, gain & acquisitions 0
REALITY Pragmatism,
sense & caution 9
These provide some default options for players & referees
to use during spiritual encounters. If
you are playing in a game where players tally their deeds or associate one or
more of these virtues for some purpose – such as In The Ruins – the
referee may indicate that the player’s number for each of these is equal
to the number they have achieved in that virtue.
An example of a spiritual encounter:
The valiant knight Farsipal seeks a divine vision
through prayerful meditation upon the ideal of Purity. The Referee deigns to propose Insolence as
the opposing ideal. Farsipal gives his
number as 8. As he encounters
mythopoetic concepts within his meditation he rolls to interact with them. At the outset he is tested by the vision of
his own dying mother, afflicted by plague commanding him to ‘curse god and
die’. Farsipal rolls & gets a 4. He renounces this vision & adheres to
purity & lifts the disease from his mother, beatifying her in her final
moments, giving peace. The redemption of
his mother on her deathbed changes Farsipal’s number – it becomes 6-8.
Thereafter Farsipal crosses a river of broken
glass in aid of this he encounters the steel boatman – an armored steer that
navigates the flow. Farsipal attempts to
lure the boatman to his side of the river.
Rolling again he gets a 12. He is
overcome by insolence and defiantly crosses the river insensible to the billion
cuts he endures along the way. These cuts
become infested with the dross of the river & Farsipal’s number changes –
it becomes 6-10.
At the final segment of his vision-journey
Farsipal comes to the court of the King Unbidden who grips his shoulders &
leers in his face – the vile adversary tries to tempt Farsipal with illicit
pleasures. Farsipal rolls to confront
this adversary & gets an 8. He now
has Insolent-Purity. This gives him the
wherewithal to overcome the wicked king unbidden through overwhelming force of
personal agency. Farsipal leaves the
meditation having gained a greater sense of self & of his internal
power. The encounter is ended.
Had Farsipal rolled an 8 on his first test – he would have
gained no Purity nor any Defiance – but would have overcome the encounter &
gained the experience. However, because
he gained both Purity & Insolence he comes through the experience, not
unchanged – but with both ideals more firmly established within his character.
Had he failed to have any purity – never rolling below his
number, he would emerge from the experience far more Impudent but no less pure.
Pattern for Spiritual Games –
& The Encounter
is initiated & declared as a spiritual encounter.
& Players
each declare the ideal with which they will encounter the divine
& The
Referee declares the ideal that they must struggle with
& The Referee
narrates the scene & prompts players for their actions
& The
Players take turns rolling their dice to determine how they narrate their own
actions.
& As the
spread of numbers increases based upon going over or under the number the players
achieve Synthesis – as they do so they drop out of the encounter.
& When all
players have achieved Synthesis the encounter ends & the referee disburses
the consequences.
Adjudicating Spiritual Games – A Guide for the Referee –
As with other encounters a spiritual encounter has no truly
fixed outcome & as with other encounters a clear objective is in place when
it is declared. For this reason you’ll
want to place your spiritual encounters into your stories where they’ll have
some relevance to the plot or the schemes of the players – vague goals aren’t a
great fit for spiritual encounters – but questions meant to disassemble the
vagueness within the story do make for good encounters. Examples –
& What do
we do next?
& Who is
the real enemy in this situation?
& Why is this
*specific thing* happening?
If the players want to engage with the divine it should be for
a specific goal.
& Help to expel
a diabolical presence
& Vanquish
or drive out a ghost
& Gain a
vital insight into the mind of god
The Rewards for this type of encounter are thus defined by the
objectives of the players – since they know what they’re seeking they determine
what success in the encounter looks like.
These types of encounter shouldn’t be merely narrative
advancement though. There are
consequences – both good & bad for the player when they engage in these
sorts of games. The consequences largely
derive from the events of the game rather than the final outcome – since the
game continues until Synthesis occurs, this sort of game will always end with
players getting something. But what they
get is colored by the Synthesis of Thesis & Antithesis.
If Players have it all their way – rolling under their number
& sticking to their Thesis – they are rewarded by having that Thesis
reinforced – grant a boon based upon the thesis that triggers when the ideal comes
up in other encounters.
If Players are unlucky & the Antithesis is dominant in the
game – then this should affect them. If
they champion goodness against evil & evil holds sway – then they should be
tainted, overwhelmed by darkness & thwarted. Let them suffer disillusion.
If the Synthesis is easily arrived at – the players are
consequently comfortable with the Thesis & Antithesis – they will see these
as complimentary rather than adversarial.
In all these cases the players agency is a bit under stress – since
you’re putting thoughts into their character’s heads – since this isn’t always
agreeable to players it should be stressed at the outset of a spiritual game
that the consequences are often a change in perspective & personality.
Specific Rewards -
Here are a few specific gifts that may be granted to a character
based upon their interaction with the game:
& A new
prayer or religious spell
& An
enhanced ability in specific circumstances i.e.: a blessing
& Important
or valuable information
& Liberation
from a curse or condition
& Status
within an organization i.e.: an anointing
& Pacification
of an adversary
& Warding or
sanctification of an area
& Desecration
or decommissioning of an area
& Charming
an object or infusing a relic with holy power
& Access to
prior lives or incarnations
& A boon or
wish from an immortal being
& The
ability to access other dimensions i.e.: transcendence
& The
rescue of a soul i.e.: resurrection
Player Acquired Modifications to this Game -
& Firmly
Held
– your belief in a specific ideal allows you to use it in any spiritual
game. You need no other devotion. 7
& Unwavering – You
declare a range of numbers rather than a single number when you begin. You declare one ideal for which this holds
true when gaining the ability. 6
& Open-Minded – You are
amenable to the persuasion of the antithesis & can add a number to your
rolls allowing you to explore Synthesis more easily. 1
& Deep-Thinker – You may
gain more than one reward & achieve Synthesis more than once in such a game
– allowing you to continue beyond the ordinary ending. 3
& Unquestioning – You can
deduct a number from your roll when you play this game, helping you to cleave
more closely to your spiritual core. 2
& Holy-Place – You can
reduce the size of the die when playing a spiritual game in a sanctified
location. 9
& Diabolical
Presence – The die size increases when the encounter occurs in a place
of strong antithetical power, but you can ignore this. 8
& Relic of
Virtues – You may sacrifice a possession to allow a reroll of the
dice. 0
& Witch-Hunter – If you
roll your Thesis number or lower you can manifest the Antithesis & fight
them physically. 5
& Deep Lore – You always
gain added information or a prayer when you gain Synthesis. 4