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80928 Posts in 5765 Topics- by 8307 Members - Latest Member: sugarjudo2

June 19, 2013, 02:03:42 PM
The Official Anima ForumsAnima - Role Playing GameGame RulesSul'Aman guidelines?
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Sharpandpointies
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« Reply #15 on: May 17, 2012, 10:35:06 AM »

Well that does sound like... every player ever.

I honestly think mine would have tried to talk with it first. 

...it seems to be their thing.  :)
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Also the problem is that every time someone pulls such a combo he gets killed by some kind of Lazarus or such.

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Blakrana
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« Reply #16 on: August 28, 2012, 02:51:07 PM »

The ebudan nephilim in my game has a quite challenging one: killing and replacing Noah.
Nothing like setting them a challenge, is there?
0_o

Maybe not in the same league, but the player of an actual Ebudan I was GMing requested that there Sue' Aman be to destroy Malekith, Prince of Crows.
Didn't happen, but can't fault them for having an ambition.
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MrNefarious
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« Reply #17 on: April 02, 2013, 06:02:25 PM »

An Ebudan's Sue'Aman is really a side quest or major plot point for the GM to decide. Though the player does have some input into it in regards to how much backstory they give their GM. For example my lvl 8 Wizard just got his wings in our past session. He is a priest and Saint of the Dominion and a follower of the teachings of the Apostle Nathaniel. In the game where I obtained my wings I was tasked with becoming a "bridge for the Lost" (being the emissary for the supernatural and trying to develop peaceful bonds between the mundane and the supernatural). So while my destined moment has been achieved I still have much to do in the world.
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vytzka
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« Reply #18 on: April 02, 2013, 10:33:49 PM »

The GM definitely has a final word but I like player input for things like this as well. Not only because two minds are more creative than one, but also because a player should be genuinely interested in doing something that's going to define their character's goals for, very likely, most of the game.
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Blakrana
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« Reply #19 on: April 03, 2013, 08:47:43 AM »

The GM definitely has a final word but I like player input for things like this as well. Not only because two minds are more creative than one, but also because a player should be genuinely interested in doing something that's going to define their character's goals for, very likely, most of the game.

This. Especially considering the fact the GM shouldn't really need to be, on top of campaign plotlines and what have you, also telling people what their own character's goals and motivations are.

Collaborate, sure, make it something that both parties can enjoy and should hold attention until it actually comes to pass. Just not really...fair...to leave it all on the GM's shoulders.
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The Dread Polack
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« Reply #20 on: April 04, 2013, 12:07:26 PM »

I'm not a fan of the "classic" view of GM authority. I think a GM's job is to make rules calls during a game, and to provide the plots for individual scenarios, but that the direction of a campign should be a collaboration. Sometimes it can be tricky to get players to contribute to this, and sometimes it can be tricky to get "old-school" GMs to go along with this.

We don't have an ebudan in our campaign, but one of the players has a "Dirty Little Secret" that hasn't come up much yet, but will soon become a big deal in a way a Sul'Amam would. He has a lot of ideas for it, which is great, but I'm having sort of the opposite problem, where I need him to let go of it a bit and let me run with it for a while.

Something as vital as a Sul'Amon is to a character's arc; it's important to hash out excactly how much is written in stone at the beginning of the campaign, and how much the GM might surprise the player with later.
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MobiusFox7
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« Reply #21 on: April 09, 2013, 07:48:35 AM »

The wife d I have discussed Ebudan (since I was on the fence about playing one for quite some time). We usually think of Sul'Aman's as like trying to solve a riddle/proverb hint of their destiny and then taking it their way. If the GM's proud of them, they get their rewards. If not, they continue until reaching that level of understanding and trasendance.

We havent really talked about it a whole lot mind you, but the ideas have been on a back burner for quite some time. I think I'll bring it up with her tonight and see what we can come up with  Roll Eyes
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Spirit_Crusher
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« Reply #22 on: April 10, 2013, 03:51:52 PM »

I'm not a fan of the "classic" view of GM authority. I think a GM's job is to make rules calls during a game, and to provide the plots for individual scenarios, but that the direction of a campign should be a collaboration. Sometimes it can be tricky to get players to contribute to this, and sometimes it can be tricky to get "old-school" GMs to go along with this.

We don't have an ebudan in our campaign, but one of the players has a "Dirty Little Secret" that hasn't come up much yet, but will soon become a big deal in a way a Sul'Amam would. He has a lot of ideas for it, which is great, but I'm having sort of the opposite problem, where I need him to let go of it a bit and let me run with it for a while.

Something as vital as a Sul'Amon is to a character's arc; it's important to hash out excactly how much is written in stone at the beginning of the campaign, and how much the GM might surprise the player with later.

I have the xact same attitude to gaming.
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Myrrodin
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« Reply #23 on: May 03, 2013, 08:23:09 PM »

If anyone is willing to give it a look, I like to do a Sul'Aman based on a character from Final Fantasy 7. If anyone remembers the character, Vincent, would something from his character be good in a Sul'Aman?
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vytzka
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« Reply #24 on: May 05, 2013, 10:45:10 PM »

Well, how much of Vincent's plot do you have in there, and how is the character implemented? In Final Fantasy he basically had a monster (or several) stuck in his body - which he might want to get rid of somehow - and his love was taken away from him and stuck in an inaccessible magical cave somewhere, doing stuff I can't quite remember (but nothing much). Either of them would make for an acceptable Sul'aman (if you make the cave sufficiently inaccessible), if you accept those things happening in his life as part of his destiny (rather than wholly external to the character).
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Myrrodin
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« Reply #25 on: May 06, 2013, 08:50:53 AM »

Well, how much of Vincent's plot do you have in there, and how is the character implemented? In Final Fantasy he basically had a monster (or several) stuck in his body - which he might want to get rid of somehow - and his love was taken away from him and stuck in an inaccessible magical cave somewhere, doing stuff I can't quite remember (but nothing much). Either of them would make for an acceptable Sul'aman (if you make the cave sufficiently inaccessible), if you accept those things happening in his life as part of his destiny (rather than wholly external to the character).

What I got so far is I took Vincent's love life being stuck somewhere underground as a zeon generator as a way to spare the character from being erased from the world for being unable to prevent his betrayal (unwillingly) against his kind. Assuming there is a place that only Ebudans live, he was instead exiled by being thrown out of heaven and descending to Gaia like the way it was done in Diablo 3 regarding Tyrael's exile. Though by the time he arrived to Gaia, only his soul was left and ended up in a still-born child's body and that's my rough idea how he's a Nephilim.

As said, still trying to work out the details.
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