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Messages - Anaris

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5626
Dwilight / Re: Dwilight IC and OOC updates and news!
« on: May 01, 2011, 11:30:42 PM »
On a side note dosn't the Eleryonism religion acknowledge the validity of other faiths?
Perhaps I'm recalling it incorrectly but I seem to remember somthing to that extent when we tried to contact them during our brief mission into Giask.

Acknowledging the validity of other faiths is a bit borderline, but not necessarily bad.

Not declaring any specific beliefs of your own makes you not a religion.

5627
Dwilight / Re: Dwilight IC and OOC updates and news!
« on: May 01, 2011, 11:30:08 PM »
Could a Dev or someone with the needed authority provide judgement wether this would be violating any rules or not? I don't want this to litter the whole Dwilight thread...

Am I not devly enough for you?

5628
Dwilight / Re: Dwilight IC and OOC updates and news!
« on: May 01, 2011, 08:01:39 PM »
What about the Romans? They didn't care if foreign religions constructed temples to weird gods in Rome. But they _did_ care if the Emperor followed a strange god, because he had power and influence...

But THAT IS NOT THEIR RELIGION.

Their religion was worshiping Jove, and Juno, and all the other, y'know, Roman Gods.

5629
Dwilight / Re: Dwilight IC and OOC updates and news!
« on: May 01, 2011, 07:27:09 PM »
If Skyndarbau is really saying that, then obviously that's a self-undermining religion. But if the message is "Your beliefs are just named differently. All of them, and no, they don't contradict each other because those beliefs operate higher than human reasoning." then you're fine. "All beliefs are welcome" is different from "All religions are welcome", and it's not really clear which one Skyndarbau's talking about.

I'm not sure Unitarian Universalism is really an appropriate religion for SMA either...that's the kind of thing that came in after the Enlightenment, IIRC.

It's one thing to say, "This is God, and all your Gods are just other names for Him."  That's a real religion with tolerance for other religions.

It's completely different to say, "All your Gods are equally correct, and we don't say that any God is more correct than any other."  That's not the kind of religion that belongs in SMA.

Basically, a BM religion has to tell people something more than "All religions are good!"

5630
Dwilight / Re: Dwilight IC and OOC updates and news!
« on: May 01, 2011, 07:14:34 PM »
I think there was something in Hinduism... "All paths lead to the one Truth, though many sages call upon it by different names."

But Hinduism doesn't tell you "Christianity is right, and Buddhism is right, and Zoroastrianism is right!"

5631
Dwilight / Re: Dwilight IC and OOC updates and news!
« on: May 01, 2011, 07:08:16 PM »
Of course it is. Aren't many "religions" political cover-ups? Usually those without any power in a religion are the only pious ones...

Yes, but not blatantly.  You're talking about a religion that broadcasts its status as nothing more than a political tool to the world.

When your priests preach, what are they preaching?  "Believe in all the Gods! They're all good!"

Or is it even simpler, just, "Obey your Fissoan masters! They tell you what is right!"

5632
Dwilight / Re: Dwilight IC and OOC updates and news!
« on: May 01, 2011, 06:50:37 PM »
Yeah I guess. ;)

Why wouldn't that be SMA? Because there's nothing similar found in medieval history? It's not going to happen anyways, but why wouldn't it be allowed? The government would control this "religion" to maintain a strong control over the people's beliefs, and politically disabling all other religions...

Because a religion means a faith or set of beliefs, that in some way explains the way the world around you works.  It usually involves believing in specific supernatural entities.

"All religions are welcome" is not a religion.  It's a political position.

5633
Dwilight / Re: Dwilight Map
« on: May 01, 2011, 05:18:38 PM »
And...that's the part that makes less logical sense.

Them monsters should be sleeping in their caves or something in the winter and start popping out during spring hungry and roaring for some juicy peasants to eat. Then again, maybe these are arctic monsters like polar bear mutants that move in the winter. Or maybe monsters are actually migratory predators. Hmm...

Once monsters have spawned, they're out there.  They're not just going to disappear.

Spawning itself, though, is greatly reduced in winter.

5634
Dwilight / Re: Dwilight Map
« on: May 01, 2011, 04:57:12 PM »
Whatever it be, I'd rather they spawn more in winter, when there's less food for them to eat. :/

How would that make sense?

Monsters spawn more in autumn, when there's lots of food around.  However, due to the way Dwilight is set up, you will often notice more monster attacks in winter, because it takes the rogue areas that long to "overflow" into the realms.

5635
Unless something has changed that I don't know about, adding troops to your unit when you have no captain can find you one, but adding troops when you have a captain cannot change your existing captain.

5636
Development / Re: Has there been a Priest travel change??
« on: May 01, 2011, 04:15:06 PM »
For routes that take longer than 16 hours, priests and adventurers have a chance of finding a route that takes only 16 hours (a greater chance for shorter routes, obviously).  If they fail to do so, they will travel as normal along the rest of the route.

5637
Helpline / Re: OOC Clans
« on: April 29, 2011, 10:48:11 PM »
What is the difference between an OOC clan, which constitutes cheating and is generally frowned upon, and a group of RL friends who play in the same realm  simply because they enjoy playing together?

Is it that the group of friends don't game the system or have aggressive goals that ruin everyone else's fun?

Or are they both bad because they involved out of game communication?

Essentially I guess, the question is how does one ensure they're not cheating or playing unfairly while playing alongside someone who is an ooc friend?

Do you exclude people from positions because they are not part of your group of OOC friends?

Do you only, or primarily, vote for your OOC friends?

Do you exclude people you don't know OOC from conversations in-game?

Do you hold important discussions about the future of the realm/religion/whatever outside the game, with no opportunity for people you don't know OOC to join in?

If you answered "yes" to any of these, you're probably part of an OOC clan.

If your group of OOC friends is just a bunch of people who like to play together, and you don't actively support each other and push away everyone else, then you're probably OK.

Out-of-game communication is fine, as long as it's used primarily to hash out what's going to be said in-game.  It's even OK to plan stuff outside the game, as long as it's then brought in-game for final discussion.

5638
Feature Requests / Re: Archers in combat
« on: April 29, 2011, 04:21:45 PM »
Actually, allowing archers to fire into melee would be most likely to create a lot of friendly-fire casualties.

However, we have some other ideas about how to make archers more effective—the devs were actually talking about exactly this problem just the other day :)

5639
Development / Re: Special Forces, underpowered?
« on: April 28, 2011, 08:54:17 PM »
You realize you're asking, "please show me how I can make the SF of Makar a waste of money by circumventing their abilities?"

At least, that's how I would treat this if I was in CE.

Um, no. Please don't be so insulting.

We are asking, OOC, for people to being cataloguing and proving the various special abilities of special forces.  That will allow us to make a comprehensive list of these special abilities, and understand how best to use them, in all cases.

If you choose not to participate, that only means that your chosen special forces center will not be represented, and if there are any particular secrets to its special abilities, they will remain hidden, unusable by any but those lucky few who just happen to stumble upon them.

5640
2 Opal, 1051

Another relatively uneventful month. Almost no new orders were given during Moonstone; we just continued work on what I'd already had set up.

I finished designing the bridge, and Vabok (I think) then went and constructed it.  Indirik and I were then eager to get the upper entranceway finished, so we dug a small barracks-room, then a simple path to a staircase down into the main fortress.  It will need to be enhanced later with some hairpins, traps, and the like, but for now, it should do.  With the cinnabar drawbridge raised, no one will be able to get in anyway.

The only new orders I did give this month were a couple of workshops to be constructed in the newly-dug-out workshop level: a carpenters' shop and a mechanics' shop, to replace the ones by the old entrance.  With the new entrance completed, we should be able to start walling in the pasturage and the rest of the area around the old entrance.

Oh, and a new indoor woodpile, just above the new carpentry shop.

Telrunya brought down another giant moose this month.  Plenty of good food for the deep winter.

I'll meet with Zasit soon, I promise.

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