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16:00
@Golokopitenko Have you tried any other systems?
Diplomat has the spotlight, Orc player tried to take over and turn the situation into a fight. But it's still a diplomacy situation and Diplomat gets to be a badass by talking to people.
He may talk the Orc out of being punished or he may do whatever, but he's still awesome.
Sorry to divert off topic - but do you think a DnD game could work in Minecraft?
@Polyducks we've played DnD3.5, Pathfinder, Rogue Trader, All Flesh Must be Eaten, a single session of the Fallout RPG, and Shadowrun 5e
Or maybe the diplomat says "I will parlay with you, but offer a rubbish deal like the late NPC Alice and I won't stop The Orc doing that again."
@eimyr I don't think the ork player will be such a dickhead
BUT
his qualities "force him" to attack if:
16:02
So why did he butt in in the first place?
@Golokopitenko What's Rogue Trader / All Flesh Must Be Eaten?
1) they are going through a plan and something unexpected happens
2) he is in a stressful situation
Rogue Trader: 40k space exploration
@Golokopitenko I dunno man. Sounds like 'my guy' syndrome.
AFMBE: zombies and stuff
do you think so? he's not trying to actively screw the other players over
he just wants to do his orkish things
I'm going to research All Flesh Must Be Eaten
16:04
He has defined his character in a way that prevents The Diplomat doing non-violent but stressful stuff.
it has a bit of psychic stuff that we didn't use
It's not about screwing over the other players. It's more... sticking to a concept so much that it becomes unfun
It's fine to play an ork, but maybe you should redefine "stressful situation" to a "violent stressful situation"?
well, that'd be true if the players wouldn't be having fun
lol yeah!
16:05
I mean, the fact that they're trying to balance out each other is pretty cool
Sorry, I think we're over-analysing :)
That's really good!
well, saving for the diplomat who is slightly annoyed, but only slightly
he doesn't want this to become an issue
@Golokopitenko As a GM, how would you react to Orc attacking in the middle of Diplomat's sentence?
plus, as @eimyr said ealier, trying to gimp the ork is as bad as letting the ork gimp the diplomat
well, depends on the situation
depends on if it was justified, and the consequences of his actions
Gotta go guys :) Glad to see you in chat @Golokopitenko and nice talking to ya!
Laterrr!
16:07
he hasn't ruined that many situations to be fair
same, Polyducks!
Also, does the orc have to go into killing rage until he's the last orc standing or can he, say, lash out once at a lamppost and carry on looking at people with "you're next!" look?
he has to make a composture check thing, if he's provoked/triggered
for instance
ok, and if he fails?
he attacks
and?
can he attack a lamppost?
16:09
ah eh?
if the lamp post provoked him?
that is, no
only if he's triggered by NPCs/situations
no, say, he's provoked by tense negotiation, and he attacks a lamppost to vent
aaaaaaah...
sorry I didn't follow
I don't think so
the ork needs the thrill of combat
he's a thrill seeker (literally, he has quality with that name)
the character's motivation is to find strong enemies to fight
If I was the diplomat I'd say to the ork that maybe he should stay away from the courtroom. And as a player, that maybe Ork's player should have a secondary character (dunno, Gretchin) that is more amenable to be around while I'm talking?
I don't think he'd like having a secondary character, but he can of course stay out of tense situations
I've had (in that courtly game) a dude who was a spymaster from a foreign land. His character spent most of the time reading documents and organising meetings. He also had a trio of spies who attended scenes with "the party".
He chose the most appropriate one each time and had great time, because he stayed relevant while keeping true to the character and not spoiling everyone's fun by being a useless bureaucrat.
Maybe the ork player should look into something similar?
16:14
I know... but I really doubt my player is up for that
he wants to be a brutish ork, and nothing else
I feel like it's not much of a compromise then.
I'm sure everything is going to be alright
Say I want to play a psycho who poisons all the allies. Other players are alright with it, save for a slightly annoyed one.
well I'd might bring up the issue and aks the players if they're fine with that, or whether they want to compromise or not
It's not a big deal, but it does close certain story aspects (e.g. meeting the same NPC twice) impossible.
I think I would be expected to compromise.
As much as the ork has the right to smash, diplomat has the right to talk
16:16
the ork player does not want to compromise and the diplomat/sneaky guy says he's fine
and ork's freedom to smash should not take away diplomat's freedom to talk. the key is to make them smash and talk in a balanced way.
in one instance
they were infiltrating an enemy camp: the diplomat was disguised as the enemy and was carrying the ork as a "prisoner" but the ork was not really tied
the diplomat wanted to explore the camp for weaknesses/loot/whatever
mhm
what happened was, an enemy soldier mocked the ork and threw a spoonful of food at his face
the ork failed the composture check
and the cover was blowed
do you think the ork player is at fault?
yes, partially, the other party is the gm, because he agreed to the ruling of Goblin Dice
No offence meant.
16:20
none taken
This link here leads to a blog by our own best @Magician, who explains why dice are TERRIBLE for plot
but we were playing RAW, the ork's qualities taken at character creation dictate his behaviour, and this is how the player wants the ork to behave
you think it's that bad?
that is
the ork is temperamental
he gets provoked, directly, by an NPC
I believe dice should be nowhere near the plot, and that's what's happening
then he has to roll dice to see if his ork can withstand the offence or has to vent
as a GM, did you want the Ork to rage?
if so, you stole the Diplomat's thunder
16:21
as a GM I wanted my players to play as they wanted
if not, then you let chance decide
the enemy camp was a puzzle for them to solve
how they did, was up to them
mind you, if it wasn't up to the dice, my player would have jumped to the enemy anyway
You made an out-of-universe decision to provoke the ork.
by putting in the poo-throwing npc (was it poo?)
16:23
food but it smelled BAD hehe
I don't remember how it went
but
well, close enough :P
the ork was a "prisoner"
and I think the ork said or did something that undermined the diplomat (who was disguised as en enemy)
mhm?
so the enemy soldier said something along the lines of "are you going to let that shmuck talk to you like that?" and then he threw the goo
and the goo made Ork roll for composure.
You could have said the same, but without the goo. The diplomat gets to decide what happens.
Or the ork gets to decide what happens
16:25
yes, absolutely
by introducing goo, you made dice decide what happens
I regretted throwing the goo, because I forced the ork to do his thing
yes absolutely
and that's... kinda bad IMHO
Not like totally bad, but maybe something to think on.
yes, just after doing that I thought "hold on... WHAT HAVE I DONE!"
ouch
Been there, done that. Still am, frequently.
16:27
such is life in RPGs
still, I've had the ork jump at someone who was merely giving him a bad look
it sometimes feels like I'm walking on eggshells
but I don't want to tone him down, because I'm here to deliver fun to my players, and it'd be my fault for being unprepared/baDM if I allow the way the ork is to compromise my game
I'd say that in every scene (situation?) in RPG there is a gameplay goal (Sneak through the camp!), a narrative goal (obtain X plot device) and a meta goal (Make X player feel awesome) These could be ofc. different.
You define those.
I lied
the ork was not with the diplomat
he was with the other guy
and the diplomat was sneaking elsewhere
well, it doesn't really change anything
unless your player X was the diplomat elsewhere in the camp.
well, the ork failed the check and stirred the entire camp, so the diplomat had to break stealth to fire a flare to begin the attack
In that case, maybe the raging orc was advantageous to the sneaking diplomat? I can't tell, but I hope that whoever was supposed to feel awesome in that scene, did.
16:31
aren't all supposed to feel awesome at all times?
You won't always have such a huge spotlight.
so I should prepare scenes that spotlight every character?
that is, one for each?
Depends on whether you like it/is possible etc.
I like to make sure that for all my players, each game, there is at least one scene where a player was awesome AND a scene where all got to feel awesome because they are a team.
good point
not necessarily "oh, George, this is your scene, you're awesome in 3...2...1... everyone else shut up"
16:34
no of course
but I'd prepare a scene that requires a set of skills or attitude or related to a certain character
yeah
for example when they discover kidnapped villagers that turn out to be X player's long lost family
perhaps
or they are blocked by a locked magic door and the rogue has to unlock it
or behind those doors there is a terrified militia and the social dude gets to have a speech that motivates them to fight
16:36
uuh that's a good one
or these dudes fight in the courtyard and the brainy type gives orders from a walkway up top, using his tactical skills to win the large fight
you know, I have a paper will random ideas and I slowly implement them in the game
and then an elite enemy appears and it's up to the warrior to fight him
boss fights are the hardest to me
and everyone else joins in to set up his awesome finishing strike and they all go home happy because they're such a great team
16:37
how to make a boss challenging without making him either too weak or too strong
why?
yeah, I can never nail it.
I had my last boss blow himself along with a gas truck
weggh
I have to leave, I'm SO late
as always thanks for the good advice
@Golokopitenko talk to you soon!
 
4 hours later…
20:15
@BESW something to add to Cool RPG stuff - Unknown Armies kickstarter kickstarter.com/projects/atlasgames/…
@Pixie Yello!
How's your PC going?
Do we have a Fate character generation room?
we have a fate room and a generation room
dunno which you would prefer
@eimyr Hey. I've talked to my dad about it. We might actually be remodeling my room soon though so that will have most of it on the back burner if it happens.

 Genesis

Creation! PCs, NPCs, worlds, etc. (This means more than just r...

 Fate chat and game room

Good questions raised here should hit the main site too! Fudge...
@Pixie Is that good news or bad news?
20:21
@eimyr If it happens, VERY good. I am... not so confident, but it's supposed to and is very needed.
@BESW You alright?
Hmm?
The coffee must have worked a lot.
0
Q: Is this question too opinion based?

LegendaryDudeBefore I post on RPG and get closed out for being too opinion-based I wanted to ask here on Meta if my question is appropriate. A friend came up with a character build in 5e that he believes is too over-powered and will disrupt game balance and create too many issues at the table. From my persp...

Oh. I'm getting up earlier than usual while my mother's off island, because I have to do the things she usually does to help take care of my dad.
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[Storium with the Stack](http://goo.gl/forms/jvz9Bs6jg8 "an interest survey");
[Knights of Invasion](http://drivethrurpg.com/product/179613/Knights-of-Invasion--A-World-of-Adventure-for-Fate-Core "medieval knights fighting an alien invasion");
[Unbound RPG](https://www.kickstarter.com/projects/gshowitt/unbound-rpg "Limitless adventures in worlds of your own creation.");
20:28
I see.
@Pixie Hopefully it will and maybe you can have some dedicated PC space.
@eimyr Guess that one
@eimyr Thanks. :) I hope so too. I'm looking into furniture that better suits the space, which is where spare cash would be going instead of the computer.
Last day to get in on the #FateMore and Bubblegumshoe preorder. https://fate-more-from-bits-to-books.backerkit.com/hosted_preorders
20:48
What stunts have you guys used for social monkey pacifists?
in Fate Core with normal skills, that is?
> - Good Dog. I get +2 when citing policy to create advantages with Rapport.
- ‘Sapients Helping Sapients.’ When I invoke an aspect to help a non-human sapients’ roll, I grant a +3 bonus instead of +2.
- Safety first! When I create an aspect by following documented safety guidelines, I get an extra free invoke on it.
Sweetheart isn't above biting someone's ankle if she's really mad, but she feels awful about it after.
I'd be most interested in those stunts that come up when a blaster fight or space fight breaks inevitably loose around her, which permit me to be proactive then.
Ah.
One of my players had a PC who was a totally normal human hacker working alongside all manner of super-powered folks.
Yep, that guy.
When they were attacking a base, she'd often go straight to the security hub to hack doors, warn them about approaching guards, and tell them where to go.
20:56
I'm expecting to drop the pacifism reasonably fast, but for the moment, trying to sneak out a way to meet as few people as possible will be a way.
She'd use her phone's flash to blind opponents. She'd hack their social media accounts to blackmail them, or just to find out their weaknesses.
She'd often create false identities to avoid conflict altogether and just let the party walk in and out of tense situations.
She was also good at jury-rigging tech, which often helped her create a mechanical solution to a problem on the fly while the rest of the party fought off folks trying to stop her.
In short, she was focused on manipulating the circumstances to give her team an advantage.
Sometimes that advantage was so overwhelming it prevented a conflict entirely. Other times it was just a way to give them some tactical superiority.
I think it's important to recognise that in Fate, social skills don't stop being useful when the blasters come out.
We Skyped Elon Musk while he was in the middle of pelting our spaceship with black hole missiles, and half the group tried to talk him out of it while the other half worked on a more aggressive approach to the problem.
We've taunted enemies into making dumb mistakes, talked them out of trying to kill us, and just confused them so much it was easier to take 'em out.
21:15
@BESW Why did Elon overreact in such a way?
We've also given each other pep talks and suggested tactics.
@eimyr He was convinced our spaceship was destroying humanity.
Was it?
....we still aren't exactly sure what caused the world to go so suddenly and aggressively Weird, but we do know it was the spaceship that was destroying the world's digital infrastructure.
@BESW I am aware of that. It's just nice to see reinforcements of that on the character sheet.
How about Tegan?
> - Because I am trained to deal with emergencies, I get +2 when defending against attempts to upset me.
- Because I have leadership training, I get +2 when Flashily creating aspects to coordinate a plan.
Or the Brigadier?
> - Because I am a veteran commander I get +2 to Carefully create advantages for tactical strategy.
- Because I work for UNIT, once per session I can automatically create a boost representing my prior experience with a particular threat.
Tegan's "coordinate a plan" stunt let her sit in the back of a massive conflict and create free invokes on I have a good plan!, which she could hand out to any teammate who was acting in accordance with that plan.
21:26
Hello all
@BESW That's a nice one.
anyone have experience with weird indy games designed to make some specific philosophical point?
To some extent, yes.
@NathanTuggy I guess it depends on which point.
And conversely, that is relephant to my interests, because I want to know more about those that I don't know.
21:29
@Zachiel Well, I am in the unhappy position of wanting to make one
but... I'm not sure if those are ever all that fun for people who don't already agree with the point
@NathanTuggy And which would the phylosophical point be, in this game of yours?
[It's a shame I see a box in r🐘 and not the animal…]
Ah ok. Well, maybe I need some help in defining what a Phylosophical point is in order to find games that fit the concept.
[I see the elephant]
@Zachiel That there can exist magic that science is incapable of comprehending, as shown by the actions of the entities that provide that magic... aka the players
@Anaphory That is a nice little elephant!
@Zachiel [I think I need to change my browser font then.]
21:32
unrelatedly, I just got my first chat flag! ... and it was handled before I ever saw it -.-
@NathanTuggy Grats!
Also, I'm very interested in that kind of game too.
@BESW Well, fair enough! Maybe it's worth working on then
But since my experience in RPGs is mostly D&D... yeah I am seriously lacking the background to make it happen.
I recently became aware of Dog Eat Dog, which is a game about the insidiously dehumanising nature of colonial power.
@NathanTuggy I don't really get it yet.
@BESW Still need to find a group to play that with.
A few professors at my local university (I live on Guam, which is not yet really post-colonial) have asked me to help incorporate it into their curriculum.
You might also look at 14 Days, which is a twosie game about managing chronic pain.
And from a design perspective, you'll probably want to delve into the old Forge articles, as that's the original community of designers focused on learning how to make games with the primary goal of making players feel something.
21:37
@Anaphory Each player is a non-human entity (presumably either immortal, or a very well-organized society) with a good deal of power but some goal or goals that they are unable to accomplish without mortals' unwitting aid. Each entity therefore arranges for elaborate deceptions in order to trade the power they do have with mortals for reasons and with limitations no mortal correctly understands.
Dogs in the Vineyard (later revamped into a slightly less problematic setting with The Princes' Kingdom) is a good example of a Forgeite game: in it, the PCs are a group of teenagers with absolute authority to enforce morality however they feel is necessary.
@BESW That's fair, yeah. Thanks for the recommendations for specific games!
I've heard of DitV before vaguely
The Forge is not the end-point for this kind of design theory, but it's definitely one of the earliest starting points.
Later design work towards these goals builds on Forgeite thought and practice, or is in direct response to problems the later designers see in the Forge.
[thinks]
I recently listened to a podcast that might be helpful; it discussed how "fun" is not a useful goal for an RPG designer to have, and mentioned many games (including Dog Eat Dog) with other goals that are engaging and rewarding but definitely not "fun."
(They called Dog Eat Dog "terrifying.")
Hrm. I'm not really sure I want to be the kind of designer that makes a game that nobody likes but everybody considers a classic, any more than I would want to have written Catcher in the Rye.
@BESW I normally hate horror and even more thriller. I still want to play Dog eat Dog.
21:43
@Anaphory Dog Eat Dog isn't a game that terrifies you with its story. It's a game that challenges players to think about themselves and their contexts and assumptions in ways they probably aren't comfortable with.
My group was less emotionally affected than many I've read about, because we already think about and talk about those ideas.
I am easily terrified at what humans are willing or capable to do.
@Anaphory and do regularly as we speak.
One of the panel members is creating a game about how the 1% behaves toward the underprivileged during a zombie apocalypse.
... wow.
Duly saved!
@Anaphory btw, was my explanation at all helpful?
I also suggest seeing if you can get your hands of Nightmares of Mine. It's about running horror games, but it's got some brilliant analysis of the nature of story structures in RPGs (and how they aren't like anything else) which I've found helpful as a player, a GM, and a casual designer with all sorts of games.
Hmm.
My local library has a fairly terrible selection, but perhaps somehow...
[Argh reading]
@BESW @NathanTuggy Would you say Paranoia, DRYH, My Life With Master or Microscope belong here?
21:53
Well, I'm of the opinion that every RPG text can be read as a philosophical manifesto declaring the kinds of elements and structures which create a certain kind of value in stories.
@NathanTuggy So, “Science cannot prove or disprove magic if the powers of magic don't trade with the scientists”? And not “A clever deception is indistinguishable from real magic”?
From the vague ideas I have of those games, probably? Paranoia fits a little less well, though, I think; it's not really as philosophical.
@Anaphory It's more "a sufficiently clever deception cannot be correctly pierced and reduced to scientific expression"
@NathanTuggy 'kay. Got it.
My way of looking for strong philosophical points would be role playing poems.
But some of the points they make are about role playing games.
which goes saying more about the nature of play and conversation than about deep truth.
Hmm, yeah.
From what I've seen, good "thinky" RPGs generally don't try to tell us what to think, but instead ask us to think about something.
More Socratic than didactic, if you will.
22:00
That makes sense
14 Days asserts that chronic pain limits the resources you have available to act. It then asks you to think about what implications that has on your life and how you would deal with it.
user15026
@BESW Oh, I like the idea of that
Dogs in the Vineyard asks what risks or compromises you'll take in order to enforce a moral code.
Dog Eat Dog asks how you will deal with being on one side or the other of a systemic power imbalance.
Each of them contains, encoded within its rules, postulates about the context in which you can act and the power of your actions.
Implicit in the play, then, is the question of whether you agree with those postulates.
There's a card game Marrying Mr. Darcy, in which players are Pride and Prejudice style society women who collect handfuls of cards about how intelligent, beautiful, skilled, and well-connected they are.
But they can only use those attributes when a card is drawn from the deck representing a man interacting with them in a certain way.
So players sit there with handfuls of excellent qualities, unable to act until the deck deigns to randomly permit them a moment of empowerment.
Then there's Kagematsu, an RPG in which a samurai is petitioned by a series of women begging him to save them. For each woman, the samurai judges whether he loves or pities them. Those are his only options.
But every game does this to some extent.
D&D places limits on the nature and resolution of action, making claims about the absoluteness of morality and the supremacy of combat as a mode of conflict resolution.
Cards Against Humanity makes explicit assertions about the nature of humanity.
22:16
lol
Cards Against Humanity makes all kinds of explicit assertions.
I'm given to understand some of them are even ... explicit. -.-
Yes, and coded into its premise is not only the assertion that people want permission to say those things, but also a postulate about what kind of permissions are necessary.
@BESW Following that train of thought we're about two hours and three bottles of vodka away from declaring that by limiting available gameplay options to a couple not-too-long lists you can choose from D&D posits that life is inherently limited and creativity can only be exercised within prescribed boundaries set in place by an almighty Gygaxian creator, who can be, however, overruled by his descendant, the GM, thus proving existence of a Christian god.
I wouldn't need that much vodka, given that I've never drank in my life.
Who said I'd be sharing?
22:23
At the end of the day, though, I see all games as saying --though most not deliberately or consciously-- "This is a set of rules you will find value in following."
(it would kill me though and I guess we would have a definite answer to the question)
"Philosophy" or "issue" games are simply ones whose designers decided to make that the primary point rather than a tool or accident on the way toward a different goal.
EG, games in which the value in the rules is found at least in part through the thoughts the rules make us think, not just the actions the rules have us take.
(Monopoly is a biting commentary on the injustice of the free capitalist market, but that's not why we play it.)
(We play it because we hate life? :P)
(at least, to hear a lot of people tell it ;))
The Game of Life is more explicitly commentary on the American Dream.
...but whiles its rules and randomisation do effectively critique the assumption that the American Dream is something we can earn through hard work, they make it a gruelling experience with little reward except the trite social commentary.
By comparison, Monopoly (especially with its original bidding-war rules intact) encourages strategy and social interaction between players which simultaneously blunts the drudgery of its randomised premise and effectively encodes its postulate that the primary skill of the successful capitalist is not hard work, but the ability to exploit chance and manipulate others.
(Worth remembering that Monopoly was a Depression-era game.)
So, to go back to your original premise, @NathanTuggy.
my biggest gripe with Monopoly is how long it takes to finish a game of it
22:37
@trogdor Add back in the bidding-war rules. It gets a lot faster.
but in that context, in that era, maybe that was a good thing
If your game is about an impossibility, hard-code that into the rules from the very beginning.
@BESW I actually had an electronic handheld device that was litterally just for playing monopoly, and it did have the bidding war rules in it
I liked that
Like how Cthulhu Dark says "If you fight any creature you meet, you will die."
Or how Headspace says you automatically succeed on any action you take within your own competency area.
These are statements about the kind of world you live in and the kind of story you're telling.
The bolder you paint the boundaries of your system, the more focused it becomes on what's inside the boundaries and where the boundaries are.
Your system is about the line between the explicable and the ineffable, right?
I guess that's a decent way to describe it
... and how something can be partially grasped but not accurately understood in any depth
22:42
Are you making assertions about what is and is not ineffable, or are you inviting the players to define that distinction through play?
EG, are you saying "These things are ineffable," or are you saying, "Some things are ineffable"?
The latter, definitely.
That's very cool, but also probably more difficult to code into your design. Hmm.
Yeah, my initial idea was to have each player pick a set of layered goals and limitations
Off the top of my head, I'd recommend hard-coding an aggressive "let it ride" attitude into the game play.
when each goal/limitation becomes unhelpful in the grander scheme, one or more mortals find out the next level down
22:45
That is, a failure or success remains failed or successful unless something drastic happens to justify a re-try.
So as the story unfolds, the players are creating an ever-growing list of Things Which Cannot Be Understood.
I'm big on discovering what's going on through play, rather than defining everything at the start.
Interesting...
That general philosophy is fairly common among these games as I understand it
Thus your rules would say "Some thing are ineffable. Play this game to experience hitting that wall and think about how it makes you feel."
...I wonder if Lovecraftesque would be helpful to consider in that context.
Incidentally, any ideas on balancing the two different viewpoints? Playing as the magic-granting entities is essential, but playing as mortals who are necessarily unaware of the truth is also important.
22:50
That's where Lovecraftesque might come in handy.
Maybe have each player control a mortal character that's generally drawing power from another player's entity?
Can you elaborate on that a bit?
It's a game where there's only one PC, shared between the players who also take turns GMing scenes and deciding what's really going on based on what happens in each scene before they move on to the next.
The whole theme of the game is that the PC is a hapless Lovecraft-style protagonist caught up in something far bigger than he may ever be able to understand.
There's a draft of the game available on its Kickstarter page.
That's a decent start, although another factor is that my system needs to cover, at least in principle, all of history... though not necessarily in any one game, I guess
22:53
You might also want to look at Do: Pilgrims of the Flying Temple, where each player has "their" PC, but the rest of the group gets to narrate the PC's failures while the player only gets to narrate their PC's successes.
@NathanTuggy is the go-to game for non-chronological collaborative history-building.
Ah, cool
You can probably draw on it for inspiration.
I don't know if it'd be useful, but you might also want to check out as an example of players controlling both mortal characters and the gods who preside over them.
That sounds plausible, yeah
The premise and goal of the game is very different from yours, so it probably won't be directly inspirational, but it's good background reading.
... most fundamentally, it sounds like GOG has aligned goals, rather than opposed
23:00
The Great Ork Gods hate the Orks they preside over, and have Spite points to make the Orks lives harder, which they earn every time an Ork succeeds on an action in that god's portfolio.
Oh, hey, interesting
The Ork's stats are just "How much does each god hate me?" and "How much do other Orks envy me?"
Orks are disposable, and you're expected to go through a couple each session.
23:11
I should probably get going, but thanks for all the ideas!
I hope to hear about your progress! ttfn.

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