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tkdguy
Aug 15th, '04, 09:47 AM
I saw a program about Nostradamus last night. While I've always taken his writings (as with virtually all other prophecies) with a grain of salt, I realize the roleplaying potential for them.

Prophecies can be used as a plot hook for a campaign. The PCs will have to either prevent or bring about a certain event that would change their world. This is nothing new, of course. This has been a staple of fantasy novels for a while.

But what about having a PC or recurring NPC with the gift of prophecy? It's easy to do in HERO terms: Just use Clairsentience, preferably with Limitations like Precognition, Vague and Unclear, and No Conscious Control. Basically, the GM slips the player notes about a certain vision that is to come. This is usually about minor events until the group gets used to the character's visions. Then the GM describes a vision of some earth-shaking event, and it's up to the heroes to do something about it.

Caveat: Don't do this every session; that will only cheapen the effect.

bblackmoor
Aug 15th, '04, 10:04 AM
If it's an NPC, I wouldn't even bother writing it up as a power. The NPC is just a plot device. Functionally, it serves the same purpose as the time traveller from the future who, in a superhero game, comes back to warn the heroes about a certain catastophe they need to prevent. There was a really fun thread about that recently.

You are right about using it sparingly, though. Prophecies/time travel warnings can get irritating very, very quickly.

Killer Shrike
Aug 15th, '04, 10:13 AM
Rule #1 with Prophecies --- keep them open ended. its well and good to use a prophecy to kick off an adventure, but be very clear that the propecy only applies to the onset of the adventure --- dont commit to an ending ;)

tkdguy
Aug 15th, '04, 11:14 AM
I agree that prophecies should be open-ended. The PCs should always have a chance to prevent a certain catastrophe or make way for a beneficial event/era.

If the PCs fail, there are a couple of options you can do:

1. Have someone else succeed. This can make a few players unhappy since they end up playing secod fiddle. Also, not everyone likes a Deus Ex Machina solution.

2. Live with the consequences. If this happens, I recommend scaling down whatever disaster may fall. Otherwise, you may end up having to restructure your entire game world.

Neither solution sounds too satisfying. Any other ideas on this?

Talon
Aug 15th, '04, 09:54 PM
In my current *coughdndcough* campaign I've issued two major prophecies, both newly-discovered tomes from an ancient prophet. Both were written after major Nostradamus-immersion programs, and have done a good job of dropping vague hints and proving perfectly accurate in hindsight.

CrosshairCollie
Aug 17th, '04, 10:10 AM
I generally don't play up prophecies ... it's very hard to make them vague and accurate at the same time, since players *never* do what you expect them to (well, good players, at least).

Of course, there's always the heavy-handed approach. The 'wise seer' once approached our group and said, in no uncertain terms, PC X will kill Main Evil Guy Y with Weapon Z. Then he handed us Weapon Z. :rolleyes:

Eosin
Aug 17th, '04, 11:08 AM
Here is a little something I wrote on prophecy and destiny for use in RPGs -- any comments would be welcome. It is in PDF form.

It is your destiny (http://www.mabinogin.com/PDF/destiny.pdf)

PhilFleischmann
Aug 20th, '04, 03:22 PM
Of course, there's always the heavy-handed approach. The 'wise seer' once approached our group and said, in no uncertain terms, PC X will kill Main Evil Guy Y with Weapon Z. Then he handed us Weapon Z. :rolleyes:
I've played that game before. PC X was Colonel Mustard, and Weapon Z was the candlestick. Didn't the "wise seer" say which room it would happen in?