01-01-2012, 10:25 AM | #21 |
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Re: Expert Skill (Pneumatology) and Hidden Lore (Spirits)
Gurps covers what a skill or advantage does, not how it feels to the character. What you seem to be saying should be roleplayed not defined so much on the character sheet. If I'm understanding you, which I'm sure I'm not quite getting more than the gist.
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01-01-2012, 01:50 PM | #22 | |
Join Date: Oct 2005
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Re: Expert Skill (Pneumatology) and Hidden Lore (Spirits)
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And I agree, such things are not covered by the GURPS skills Theology, Philosophy, or anything else. But, as Flyndaran points out, GURPS tends to focus on what a character can do, at least in terms of the traits on the character sheet. So then, the question becomes, what does attaining a higher spiritual state actually allow a character to do? Gain an intuitive understanding of how the universe behaves? Master their own body and mind? Cease the cycle of re-incarnation? Commune with a higher plane? Contemplate the divine? Now, I don't mean to sound crass. I like to consider myself a student of enlightenment, in some sense. But I'm not there yet. And GURPS is inherently a secular game, played and designed by people who make no claims to spiritual gnosis (as much as we like to joke around about the divine nature of Kromm). So if someone says, "I'd like to play a Bodhisattva", all GURPS asks is "Okay, what can he do?" The spiritually ineffable is a bit beyond character points.
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An ongoing narrative of philosophy, psychology, and semiotics: Et in Arcadia Ego "To an Irishman, a serious matter is a joke, and a joke is a serious matter." |
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01-01-2012, 11:40 PM | #23 | ||||||
Join Date: Jun 2006
Location: Spain —Europe
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Re: Expert Skill (Pneumatology) and Hidden Lore (Spirits)
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(I prefer to not focus on Buddhism because it's more controversial than other things.) Quote:
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And that is my main point, in the context of a RPG system that cares about detail and well-made research —at least in comparison with many other role playing game systems. Regarding the point raised by Flyndaran: since these spiritual achievements aren't automatically nor directly translated to magic nor to other sort of phenomena —excepting special cases—, what is possible to do with them is more tied to roleplaying and campaign-specificities than with crunchy mechanics and action scenarios: for instance, according to the Basic Set a successful Theology or Philosophy skill roll allows a player to know "which course of action 'feels' right" in a given situation, and according to that specific skill (revealing a moral point of view). A successful roll vs. "non-theological nor philosophical" Taoism could reveal what is true in a given situation, or making the GM to offer a clue or key regarding some sort of supernatural enigmas, cosmic mysteries and such. A given degree of Taoist (or similar) achievement (sometimes it can be faked; but sometimes it's detectable) can trigger a better reaction from certain NPCs, human or gods, in the same way such degree can allow entrance and admission to certain societies —and the corresponding Rank, and even sometimes Status too, also applicable in the context of some minisocieties— and even granting the benefits of Social Regard (Venerated), for instance. In the same way, a given degree of spiritual achievement makes a character more resistant or even immune to many forms of intimidation, fright checks, stress, derangement and Cthuloids —if for some reason they appear in that campaign. Keep in mind that I'm not saying that the game is broken, but that there are things needing a bit more polish: a skill representing the point of view of spiritual wisdom/achievement is missing. (I also miss a section in the Basic Set pointing to the creation of new skills, (not just techniques) in the same way it encourages to build or modify new advantages and disadvantages.) Part of this lack could be handled by means of creating a few new skills, or by means of expanding the meanings, acceptions and uses of existent ones (like some GURPS sourcebooks already do), but unfortunately the skill names Theology and Religious Ritual will remain unsuitable in most of these cases. Of course, an individual GM and game group can replace them, or change the names and modify their descriptions, but in any case it's an objective issue. Quote:
It's far of being useless, and in any case, an updated GURPS 4e Religion book should handle this. Quote:
But what is the point in saying that GURPS is designed by people that makes no claims to spiritual knowledge? To me, that is like saying that magic, or psis, or superpowers, should be also discarded in GURPS because the authors are people that makes no claims about magical abilities or superpowers. (And regarding the players, honestly there is a variety of them, with different attitudes.) If someone wants to play a Bodhisattva, currently GURPS answers "well, pick Theology (Buddhism) skill at a high level" —between another things like possibly Disciplines of Faith, etc—, which isn't right, well beyond of being just an excessive simplification. Quote:
What I mean is to remove unnecessary obstacles —mainly, the lack of a skill for spiritual knowledge and the problem caused by some skill names and descriptions— for understanding these perspectives (and handling part of them in game sessions) even just a little bit, enabling thus better roleplaying when a campaign features such themes, or when a campaign has the potential of featuring them —often spoiled due to the lack of a suitable perspective and rules support for it.
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"Let's face it: for some people, roleplaying is a serious challenge, a life-or-death struggle." J. M. Caparula/Scott Haring "Physics is basic but inessential." Wolfgang Smith My G+ |
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01-02-2012, 12:34 AM | #24 | ||
Join Date: Nov 2008
Location: Yukon, OK
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Re: Expert Skill (Pneumatology) and Hidden Lore (Spirits)
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You consider Buddhism controversial but I do not. Pick any religion or philosophy and you will have some who find it wrong, others who do not and some kind of in between or who just do not care. Quote:
If it is a Philosophy or a Religion then GURPS just uses the name Religion (Roman Catholic) or Philosophy (Taoism) as a category tool. The name is used becasue these skills fit together and serve the same function from a different point of view. But objectively there the same thing. Different religions will typically have the same secular effect and the metaphysical one typically is viewed as only having an effect for 1 of them and all others are usually branded as falsehoods. I do not want to see GURPS promote one religion over another. Now a specific setting, that might be different. So in GURPS China Taoism and Buddhism are given more word count and explanation while GURPS Crusades would focus on Christianity and Muslim. But even there your likely to see metaphysical qualities as options not hard and fast rules. This better represents different styles for the same setting and also lets the GM have an easier time choosing the level of effect they will have, if any. Now if a skill can grant powers that is bought as powers or other advantages. Social regards, Oracle, Illuminated, Unfazeable, etc. Note though that in many cases high skill is not the same as true understanding. Someone could be an expert in a religion but not actually believe in it or follow the practices and so would likely not gain much benefit. You can also have people who are inspired or blessed who know little but seem to have wisdom or powers others might lack. A Shaman who can heal by talking to the spirits or battling disease spirits or curses could have Esoteric Medicine, Healing, spells or something else. All of these things are really too much for Basic and would be pushing it in a remake of GURPS Religion. Since most settings only have a few religions though they can be expanded on in those books. However part of what you seem to be asking for is a guide on how to roleplay someone of that faith. That is far too much for a supplement to go into any but the most basic and cursory details. For that read that religions religious works or consult a priest. Experts in these study them for a lifetime and that is far more work and reading then anyone wants for an RPG, unless its their religion. So it would not sell well and it would be a disservice to those religions compared to a simple bibliography referencing key works. |
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01-02-2012, 02:59 AM | #25 | |||||||||||
Join Date: Jun 2006
Location: Spain —Europe
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Re: Expert Skill (Pneumatology) and Hidden Lore (Spirits)
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What I mean is that is easier to explain it with another examples. Buddhism was controversial since its origins, initially being a heretical movement derived from Hinduism. And once again it's controversial due the multiple New Agish and humanistic, philosophical and psychological interpretations fashionable today, that portray Buddhism in a falsified way. It's a complex subject, and not really the point of my posts here, but in any case all things I said here are applicable to Buddhism as well —and that is what it matters. Quote:
Theology is ok for Roman Catholic because that is a religion, but Theology is not suitable for Buddhism, which is before all else a metaphysical doctrine (but not in the Aristotelian sense); Theology revolves around the "God" notion, which Buddhism usually lacks. Similarly, Philosophy isn't suitable for Taoism, nor Buddhism, because these things aren't philosophies despite the dialectical expression they sometimes use. From the point of view of all the spiritual paths I've mentioned, all philosophies are profane and regarded as mental constructions that is necessary to destroy (in the own mind): nor Theology nor Philosophy lead to any sort of spiritual achievement. Quote:
Saying that these things are the same thing is just a prejudice and an extreme oversimplification. Quote:
Also, conversely to religions, spiritual paths are more likely to discard conflicts because they are more centered in the goal than in religious and cultural particularities. Same here. Maybe something made you to believe that I want to promote one religion over another? And again, I wasn't speaking about religions. Quote:
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Regarding a skill able to unlock or granting powers, I agree with that such things must be bought as other advantages. The advantages you are mentioning here (Oracle, Illuminated, Unfazeable), can be good too. Quote:
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A non taught virtuous hermit happy with living as a virtuous hermit, maybe regarded by people near him as a wise person: this isn't an example of what I am pointing here. There were lots of virtuous hermits without any degree of spiritual achievement, but high moral qualities instead: it's not enough with an aspiration to religious life to transcend the religious point of view and the necessity of faith. Quote:
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I know that, after all it's my work. It's enough, however, with basic —but right— notions for a roleplaying game. The rest is covered by the setting information available in a sourcebook or by means of other resources.
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"Let's face it: for some people, roleplaying is a serious challenge, a life-or-death struggle." J. M. Caparula/Scott Haring "Physics is basic but inessential." Wolfgang Smith My G+ Last edited by demonsbane; 01-02-2012 at 06:26 AM. Reason: nuance |
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01-02-2012, 04:40 AM | #26 | |||||
Join Date: Nov 2008
Location: Yukon, OK
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Re: Expert Skill (Pneumatology) and Hidden Lore (Spirits)
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I think the breakdown into Philosophy or Religion is a pretty good one for the understanding. Then add Ritual skill for practices, like saying Mass or preforming a ceremony. History, an Expert skill, Anthropology, etc all could round things out under the existing system. But for the core body of teaching, most people I know of and books break it down to either of the two. Some people may not agree on which is which based on their own bias but the below definition from a dictionary seem to handle it for me. Theology 1) The field of study and analysis that treats of God and of God's attributes and relations to the universe; study of divine things or religious truth; divinity. Philosophy 1) The rational investigation of the truths and principles of being, knowledge, or conduct. I bolded what I feel are the key distinctions between the two. Following a Spiritual path could be either. Most older disciplines would be considered religious, if not by themselves at least by their culture and peers. New age people often tend to try and muddy the water by refusing a label and saying they are beyond that. It appears that is what your saying here. However the skill has to have a name and it needs to be succinct. If you really think that neither of the two definitions apply to a "Spiritual Path" then what is your suggestion? I have noted your saying a lot about what is not but since your not accepting others views on the label or wording please offer your own. Then at least we an debate if it is really different or not and if so is it enough to merit inclusion. Quote:
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A Gnostic might be able to buy Racial Memory as tapping the universal consciousness. An Ascetic might have Strong will to resist worldly temptations. Many advantages could be possible for different faiths but also a large part would have no secular effect and would be just roleplaying or part of a narrative. But what would be the difference or value in this new skill? To me Religion is about belief and faith and Philosophy is about understanding. Not everyone will agree, my Catholic priests would abhor that distinction even while promoting the value of faith and saying you just need to believe. On the other side my great grandfather (Cherokee) would promote more understanding but really still it was a lot of Faith. The local Baptists claim they are not a religion, yet I do not see how that is true. Again I will go by the Dictionary definition rather then any practioner. Quote:
I think that is what your talking about. Quote:
The trouble is that a lot of what your saying comes across as either double speak or a strong bias towards an unnamed spiritual path. I think you can be religious and spiritual but i also think you can be spiritual and not religious. Gnostic is the classic example but I do not see how that does not count a a philosophy. And most modern people would call that a primitive religion or cult. Again that goes back to my earlier statement that a lot of this is subjective as it depends on who is looking at it and their bias and background. Again maybe when you tell us the word your looking for or propose a new skill name your point will be more clear. |
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01-02-2012, 04:57 AM | #27 | |
Join Date: Jun 2006
Location: Spain —Europe
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Re: Expert Skill (Pneumatology) and Hidden Lore (Spirits)
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"Let's face it: for some people, roleplaying is a serious challenge, a life-or-death struggle." J. M. Caparula/Scott Haring "Physics is basic but inessential." Wolfgang Smith My G+ |
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01-02-2012, 05:09 AM | #28 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Expert Skill (Pneumatology) and Hidden Lore (Spirits)
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Can you sum up how you think that skill works? a lot of your meaning is buried among your replies and complaints. By the way I dont really like the name as its not very evocative of anything other then New Age thinking. |
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01-02-2012, 08:17 PM | #29 | |||||
Join Date: Oct 2005
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Re: Expert Skill (Pneumatology) and Hidden Lore (Spirits)
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As has often been said, there are no GURPS police. If you want to play it that way, then go ahead. As you say, it won't break the system. Probably the way I'd go about it is to design advantages and powers that use this new skill much like a Power Talent or similar. Quote:
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An ongoing narrative of philosophy, psychology, and semiotics: Et in Arcadia Ego "To an Irishman, a serious matter is a joke, and a joke is a serious matter." Last edited by Lord Carnifex; 01-02-2012 at 09:08 PM. |
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01-03-2012, 12:01 AM | #30 | ||||||
Join Date: Jun 2006
Location: Spain —Europe
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Re: Expert Skill (Pneumatology) and Hidden Lore (Spirits)
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Esotericism, or something along such lines (like Esoteric Doctrine), is the right term inside western terminology since classical times. There is no need of making another neologism for this when there is a suitable term, independently of its (ab)use by ufologists and a plethora of disparate things —there is no term that hasn't been used and misused earlier. GURPS Cabal —despite being a purely fictional secret organization focused into conspiracies and supernatural phenomena— suitably mentions this term in its Glossary (p.125): Quote:
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That would be a way, indeed. It can be used for Skill-Based Limits in the way proposed by GURPS Thaumatology (p.40), too. And, all things considered, the Esotericism or Esoteric Doctrine skill is useful even if there are no supernatural powers involved in a campaign.
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"Let's face it: for some people, roleplaying is a serious challenge, a life-or-death struggle." J. M. Caparula/Scott Haring "Physics is basic but inessential." Wolfgang Smith My G+ |
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new skill, religion |
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