In Ascension in chapter 1: additional rules, on page 12, new rules are presented for dealing with Insanity and Corruption: buying them off with experience points, sacrificing characteristics to remove them and trading Insanity for Corruption and vice versa. Are these possibilities meant to be available to pre-ascension acolytes also, meaning acolytes with less than 13k exp under their belt? In other parts of these additional rules the words "Throne Agents" are used, which I take to mean as applying only to ascension level chars, yet in other parts like in this Insanity & Corruption part on page 12, only the word "Acolyte" is used. This makes me wonder, since these options for getting rid of Corruption would sure come in handy long before Ascension. What is the original intent of the authors?
New rules for Insanity and Corruption in Ascension. Do they apply for pre-ascension acolytes also?
I'd say that depends on your game.
Out of game, how much of an effect do you want Corruption and Insanity to have? How hard should they be to remove? Are you going for a Call-of-Cthulhu style "Everyone's dead, corrupted or committed within four sessions" game or a PG-13 "Heroes face down horrors, psychological breakdowns are cured via stern and inspiring speech from the main character and spiritual corruption can be removed by an I Know You're In There Somewhere monologue"?
In-game, does the cell's Inquisitor grant the acolytes access to some facilties to help them with their little problems? A psychological ward operating with modern day principles instead of "if he doesn't function in society, we always need new servitors" might be a good first step while more advanced treatments (telepaths, DaOT brain modification) could bring even better results. Corruption treatment will likely start with good old-fashioned piety and meditation and move on to the arcane arts, using Wards to seal a character's corruption or drive it out.
Cifer said:
I'd say that depends on your game.
Out of game, how much of an effect do you want Corruption and Insanity to have? How hard should they be to remove? Are you going for a Call-of-Cthulhu style "Everyone's dead, corrupted or committed within four sessions" game or a PG-13 "Heroes face down horrors, psychological breakdowns are cured via stern and inspiring speech from the main character and spiritual corruption can be removed by an I Know You're In There Somewhere monologue"?
In-game, does the cell's Inquisitor grant the acolytes access to some facilties to help them with their little problems? A psychological ward operating with modern day principles instead of "if he doesn't function in society, we always need new servitors" might be a good first step while more advanced treatments (telepaths, DaOT brain modification) could bring even better results. Corruption treatment will likely start with good old-fashioned piety and meditation and move on to the arcane arts, using Wards to seal a character's corruption or drive it out.
Ok, thanks for your reply & perspective. The reason I was so interested in the developers' original intent is because I am a bit leery about changing the RAW in any way for the players' benefit. Worrying about the balance, sometimes less will be more & all that.
I am thinking of forcing the PCs to keep all the Corruption points they gain through personal choices, like Home World selections, Background Packages, Alternate Radical Character Ranks, reading books, casting Arcanas etc. Corruption points from Warp Shock and other sources they have no control over can be swapped for Insanity Points. Corruption can be bought off only in Ascension level as the facilities will just not be available to the PCs sooner.
Jan Solo said:
Ok, thanks for your reply & perspective. The reason I was so interested in the developers' original intent is because I am a bit leery about changing the RAW in any way for the players' benefit. Worrying about the balance, sometimes less will be more & all that.
Let me just say here, the RAW is not some kind of Holy Writ and game balance, if such a thing even exists, is not achieved by dogmatic adherence to it. Game designers do not have some Received Wisdom or special formula that allows them to create rules that work perfectly. As a GM, you have to use your own judgment and interpret the rules for different situations and events. Any rule included in a supplement requires you to make a decision about how, when and if to incorporate that rule into your game. A rule, even out of the core rulebook, that works perfectly for my game and my players may be a horrible mistake for yours... and only you and your players can know that for sure.
LuciusT said:
Let me just say here, the RAW is not some kind of Holy Writ and game balance, if such a thing even exists, is not achieved by dogmatic adherence to it. Game designers do not have some Received Wisdom or special formula that allows them to create rules that work perfectly.
Fully agreed, though discussion with a games designer can give insight and context to a rules debate - whether or not a rule is appropriate is subjective, but the designer's intent can still provide clarity.
Ask yourself the following question on a case by case basis:
"Does allowing a player to use the Ascention Insanity/Corruption swap options make sense to their character development and further the story arc of my game?"
If the answer is yes then by all means let them do it and come up with some "pious monastic retreat" montage for the character in question. If the answer is no or they earned the points from some truely over-the-top stupidity then I would probably deny the option prior to ascending.
Good justification: Character suffered some Warp Shock while using their True Faith talent to perform an Exorcism on some horrible thing from beyond.
Bad justification: "But guys, that Daemonette has SIX boobs! I am gonna 'take one for the team'. Giggity."