Rules of the Void.   Posted by Ao.Group: 0
Ao
 GM, 1 post
 "Father of the void"
Sun 11 Sep 2016
at 15:43
Rules of the Void
TURNS

#1. In this game there are two ways for a player to participate in the actual game-play: 1. ACTs and 2. Interventions (short: INTs).

ACTs usually require enormous amounts of god's power to be released upon the world and, within the rules for each aeon (described later), allow gods to create, modify and influence the world as they deem necessary.

INTs require gods to suppress their powers to be able to interact with the world in non-act fashion (that is: guiding your followers, conversion attempts on npcs to turn them to your faith, forging artifacts, raising dead to serve your cause and etc.)

#2. Players are allowed to use ACTs to INTervene, but never INT to ACT. Even if a player becomes as weak as a lowly mortal his ACTs are still stronger than his INTerventions.

#3. All players are allowed one sentence per day with which to ACT (example at bottom of this post).

#4. Amount of INTs and rules for saving INTs for later are determined and announced by Ao before each aeon starts. As a rule of thumb: the stronger you are the harder it is to suppress your power, thus less INTs at the beginning, more INTs as the game progresses.

#5. All players are allowed to save up 3 ACTs (which would take 3 days) if they so choose, and then use all saved acts at the same time. All ACTs past 3 are burned and lost forever. So, if you are absent for 5 days, you would lose 2 acts.

#6. All players are bound by the dictates of all previous ACTs by all players. Only AO can un-do what a player has done. *No actions can be 'taken back', 're-done', or disputed. What's done is done, unless AO deems it as a rules violation.


MULTIPLE ACTS


#7. When posting your ACTions, please limit your post to a singular act or suffer the Wrath of Ao. No god can pre-empt his 2-3 days; the moves must be saved up. If you save up two or three ACTs, please put them in the same post.

* If the Wrath of Ao involves your post being deleted ENTIRELY, you get your turn again the next day as if you had saved it, but may lose a day depending on AO's will.

I will be keeping track; if you can fool me, by all means try. If caught, you will not be destroyed but you will suffer the Wrath of Ao, which means I get to make a move (and you probably won't like it).


DESCRIPTIONS

#8. When posting, please describe your ACTs and INTs in as much detail (or as little) as you deem necessary, but be aware that I reward description and creativity. The more detailed you are, the better the outcome, the more value you can squeeze out of your actions and interventions.

*QUITE OFTEN I WILL SUMMARIZE TO ADD UNFORESEEN DETAILS OR TO NOTIFY GODS OF INTERACTIONS HAPPENING BETWEEN TWO (OR MORE) CREATIONS. These details will never alter the spirit (as detailed by you, in a private email if necessary) of your intended action, they will only add flavour, but might still trigger interesting and sometimes unexpected, even by gods, correlations between creations.


THE DOMINO EFFECT

#9. The DOMINO effect is a term used to describe some action that could be construed as more than one ACT (by Ao) and runs the risk of the Wrath of Ao, but essentially accomplishes ONE ACT and therefore evades my direct intervention.
Such ACTS test the limits of what is allowed and are subject to my interpretation as per the WRATH OF AO.


STASIS

* If for some reason you will absent from play, you can enter STASIS where you will not receive turns as the days pass (as if you were saving them) but you will not be destroyed either.

#10. STASIS is available for those who have real world concerns that prevent them from signing online and making a one-sentence post for periods of longer than 3 days. Just inform the GM so he is aware and can plan accordingly.

*STASIS turns you, a GOD or GODDESS, into some tangible object or ARTIFACT (see ITEMS OF POWER below) that cannot be destroyed but is none-the-less real to the beings and things of Creation. You may define the appearance of this artifact (it has only the POWER to PRESERVE your deity; it simply IS), but AO will decide where it is located at the beginning of your STASIS. It can be moved, stolen, whatever. This impacts none of the gods per say, but will affect all mortals who perceive it. It will ALWAYS appear very special and may draw the interest of beings, especially those who worship you. This artifact however ceases to exist as a reliquary once you have re-entered play, but perhaps the hollow-chamber that once housed your essence may remain... it's your call.

WARNING: If you are absent from play for more than 6 days without notification and STASIS, you will be destroyed by PARADOX. You cannot exist and not-exist at the same time.


ITEMS OF POWER

#11. There are two kinds of ARTIFACTS; the first has already been explained (see #10. STASIS). The second kind is a NON-STASIS ARTIFACT also known as an ITEM OF POWER (which can become a STASIS ARTIFACT as well).

* An ITEM OF POWER is not merely a magic item (which are subject to the laws of magic as defined by whatever the gods will it to be).

WARNING: In exchange for divine level power, there is an equal chance of backlash against the god who created it. This will be exactly 50/50 and I, Ao, will determine the outcome upon its use EVERY TIME ITS power is USED, and let ALL DEITIES KNOW WHAT THE BACKLASH WAS in the AEON.

The power can be anything (but is essentially one of the three types listed below) but counts as one of your moves for a day. Up to three POWERS can be invested, and this works just like your ACTs; in fact it counts as however many ACTs and Secret ACTs are converted into POWERS.

ARTIFACTS can be used by mortals and ultimately their use is out of your control. However, you can certainly send portents and dreams to mortals (such a message is an ACT) or use INTervention for this case, telling them what you want them to do with it. They don't have to do it (unless you spend a whole ACT making them) but will probably. Destruction of ARTIFACTS is impossible except by the deity who made it (or by BACKLASH and hence the Wrath of Ao).

ARTIFACTS hold such power that even if a god INTervenes or loses his power completely and becomes a mere mortal he would still be unable to even touch artifacts created by gods' ACTs.

All powers must conform to one of the following IN ESSENCE (that is they can be described cosmetically, but they are still essentially the same):

ALTER (nothing damaging, but can warp things dramatically)
DESTROY (full on entropy, this power does exactly what it says)
PRESERVE (this one is usually for a STASIS ARTIFACT but can be used for preservation of something else besides a deity)

* Note that as gods lose power with passing aeons, artifacts they are able to create would be weaker and weaker, BUT artifacts created in previous aeons would retain their full potency.


EVOLUTION, MAGIC, TECHNOLOGY

#12. All actions must conform to fantasy; technology, magic, evolution and other forms of progression should be slow and consistent within the world. Gods are free to make "creations" of any power (available to them within each aeon), but be warned, the world and specifically mortals would shun, fear, avoid, attempt to break or destroy by all means possible anything beyond their current level of understanding. The hate toward unknown would go up to the point of mortals alienating themselves to the god(s) involved in making of the "creation".

#13. Technology specifically is limited to renaissance era (in rare cases Ao might allow steam and even electricity powers to be attainable, but that would most likely require mortals to get there by themselves, that is with no godly ACTs actually spent on the subject). Flight is impossible with technology (but easy with magic).


THE WRATH OF AO

#14. A better idea of what exactly the Wrath of AO is... it is essentially GM's fiat, that is whatever gets me going (and more often than not even if it is damaging to whatever long term plans you might have it is at least interesting). Don't complain! Anyone who suffers the Wrath of Ao (no matter how little or how much) took a risk WILLINGLY. And please don't be discouraged by my wrath or by unexpected act resolves, keep on going, use your imagination to pass the obstacles. Remember you are all my children and I love you all equally.


The Passing of AEONS

#15. AEONS are like chapters.  At some point, Ao will call for a vote to initiate a new AEON, for which a majority wins.  If the AEON does NOT pass, then Ao will begin to intervene directly in the affairs of creation more often (and his WRATH will become more CHAOTIC and UNPREDICTABLE).  Eventually, Ao will call for another vote by the same rules, and with the same outcome if it is not passed.

When a new AEON is opened, the last one is closed.  A lengthy undisclosed amount of time passes for which the cosmos to develop unmolested by the gods.  A short description by Ao, much like a State of the Union address, will head each AEON and set-the-stage so to speak.

At the beginning of new AEON AO will announce rules and restrictions to fall upon the gods in the next AEON (so you would be warned and probably prepared in advance to what awaits you in the future). At some point Ao will also announce field of individual influence for each god, personalized abilities and possibly even new habitat for each god amongst mortals. But lets not get ahead of us for now...


CHAMBER OF THE VOID

#16. I highly recommend, or should I even say insist you use the 'Chamber of the Void' topic as a way of communicating IC (in-character) to other players. Please, make alliances or enemies, coordinate your turns to accomplish greater things or threaten to wreak havoc upon creations of other gods, role-play IS the ultimate goal here.

Out of character conversations should be held in OOC topic. In OOC, I demand you to be polite and respectful to each other, remember this is just a game and we are all here to have fun.


PANTHEONS

#17. Since this game has so much emphasis on role-play aspect and gods INTerventions into mortals affairs, pantheons would not work as they typically do in god games. To form a PANTHEON two or more gods must be willingly worshipped by a group of mortals OR united into a PANTHEON and acknowledged as such by a group of mortals.

* Moreover, a PANTHEON will be formed even against the will of gods, should a considerable enough group of mortals decide some gods belong to one PANTHEON.

There are two advantages to being in a PANTHEON, first, is quite obvious, that you can create ARTIFACTS together or combine your ACTs together to achieve something beyond the ordinary. Just inform AO prior so AO is aware. Second, each pantheon gets one PANTHEON ACT every AEON, which can be used by any god in a pantheon at any time, without asking the other pantheon gods.

There are also two points of notice about being in a PANTHEON, first, gods in one pantheon can see each others' secret acts, there is absolutely no way you can hide your actions from other gods in one pantheon with you. Second, in later aeons gods in a pantheon would be able to influence or gain power from fields of expertise of each and every god in a pantheon. I will explain this all once we get there. ;)


SECRET ACTS

#18. As you are almighty ľones at the beginning, hiding your acts is very hard. In first aeon you will only have ONE secret move. To make use of it, instead of a usual act you announce you perform a secret act in public and then PM me your act. Other gods would not see what your act was, but might notice its influence on the world as soon as you act, or with passing of time. Creations made with secret acts remain hidden from other gods unless/until they start influencing other creations in the world. As a rule of thumb: the weaker you are the easier it is to hide your secret acts, thus more secrets with each passing aeon.


GAINING POWER

#19. At some point in the game, gods would waste all the power they have been gifted by Ao, and if they wish to continue "reigning", they would have to find ways to gain power. There are multiple ways to gain power for a god, most obvious and simple one is worshippers. The more worshippers you have, the more active they are at worshipping you or your ways (field of influence) the more power you gain. Second, is sacrifices, do not confuse sacrifices with worship: mortals might hate and despise you, but if for whatever reason they are willing to sacrifice something they possess (be it gifts, food, their blood or lives of their enemies), those sacrifices would give you power. Third, just by being influential might give you power. If you have influence over some aspect of the world that mortals actively "use"/"address to" or even just acknowledge as an important aspect of their lives you would be gaining power.


EXAMPLE OF AN ACT

Player (description): Lord sees that the void is empty, and creates a small, hard object, dubbing it a rock.

Player (ACT): ACT: Lord creates a rock.

AO (flavor/clarification): And the rock floats in the void, being an object of no interest whatsoever.

#20. Lets look at the example above. As you can see you first describe your act, this is where you are free to be as descriptive as you like. You are free to use any text styling here EXCEPT FOR ITALIC AND BOLD. Then you state the ACT itself in one sentence, in bold, preceded by ACT word, this is where all your godly power that you've accumulated during one day goes. Please no text styling here except for bold. Bold is a must! And then you just leave your post for ao to add a clarification (always in italic) later (usually 1-2 days).

So final result would be, before ao:

Lord sees that the void is empty, and creates a small, hard object, dubbing it a rock.

ACT: Lord creates a rock.

After ao pays a visit to your creation:

Lord sees that the void is empty, and creates a small, hard object, dubbing it a rock.

ACT: Lord creates a rock.

And the rock floats in the void, being an object of no interest whatsoever.


ADDENDUM I: INTERVENTIONS

#21. INTerventions are ways for a god to influence and interact with a world in a minor (so to speak) way. INTs might take all kind of forms: materialization as a typical living being or object, a dream or a nightmare sent to a mortal, a gust of wind or whispers of leafs on the trees. A god entering a world with intervention is never seen as somothing supernatural, if you are a gust of wind, you might be unexpected, unusual but never supernatural. If you are a dream, a mortal might just disregard and ignore you completely. If you come in a form of another being you always come from behind the corner, from the nearby bushes, from an empty room and everyone would see you as a typical mortal.

* During INTerventions gods can NOT rule mortals around, you can talk, ask, plead, threaten, but mortals and the world is free to react to you as they see appropriate. Gods can also influence the world around them as an average mortal can with a typical (for a race) body. That means you can build buildings, craft items, forge weapons, fight, kill, BUT again only as a typical representative of a race you've INTervened as can, unless Ao deems appropriate to give you greater powers in your INTervention form (god of war would probably know a feint or two ;)  ). The only activity that stands out is education, a god can try to use INTerventions to educate mortals something that would typically take generations to invent (be it magic or technology), but remember that mortals have their own limits or fears not to mention daily chores. Much like with acts, what you try to educate mortals is a subject to ao's judgement and even wrath. Please try... at your own risk.

As a final reminder: your interventions would never have as much instant impact as your acts would, but even gods don't know when one word might kick a single mortal to flip entire world upside down. Never underestimate the power of mortals, never underestimate the power of one word.

This message was last edited by the GM at 16:26, Sun 11 Sept 2016.