Thursday, September 20, 2012

Blinding Us with Science

Question: Where do you draw the line between science and myth as far as purview powers are concerned? E.g., one of my players wants to expand his lightning-based Sky boons to electromagnetism. I understand why you took the time powers out of Stars (they made no sense), and I understand your reasoning for why Time as a purview doesn't work, because it's too modern-science based. But what about boons like Fusion and Solar Prominence, in Sun? They seem to me to be equally non-mythic. Ditto Starfire's cosmic radiation.

Groannn, Fusion... we meet again, my nemesis.

As I'm sure you've gotten an impression of by now, we don't particularly like science-based boons, because they're very un-mythic, which runs counter to the flavor of the game, and in many cases they don't make any sense, either (what've Thor or Marduk been doing with those electromagnetism boons all these centuries - just sitting around wondering what they were for until the nineteenth century?). Science and Scion are not incompatible, of course; Scion's a game about modern children of the gods, and modern children means they'll bring their modern ideas with them, and that's good. They can invent, innovate, combine and challenge the old order with the new in any way they can conceive of; they're the new generation of gods, and if a Scion wants scientific concepts to be a big part of their role as a god of this new age, then he should pursue that.

But purviews are almost never the way to do so. Purviews represent the massive, cosmic forces of the universe; the sky, thunder, lightning and all, is one of these cosmic forces, but the tiny scientific applications of minute amounts of its power (i.e., human electricial pursuits) is just the way that humanity manages to understand and use a tiny fraction of it. Electromagnetism is not one of the underlying mythic forces of the world but rather a modern scientific way of looking at a very small part of one of them. Purviews have been in existence since the dawn of time; they are the underlying forces of the Titans and the great powers that fuel the gods, which means that the powers they grant are equally ancient and universal. Indra, Zeus and Susanoo don't have powers the have to do with electromagnetism; they have powers that have to do with thunder and lightning, because thunder and lightning are part of the collective mythic consciousness of humanity, and specialty sciences of the past two measly centuries are not. If a boon is doing or representing a concept, principle or way of looking at the world that didn't exist in the ancient times that the stories of Titans and gods come from, odds are it's not really appropriate for a boon.

Does this mean your Scion can't be a god of electromagnetism? Of course it doesn't. If that's what he wants to be god of, that's what he should be god of; it just means that he'll have to be a little more creative about how to go about it than just trying to stat up some ill-fitting, obviously modern boons. He's already halfway there, with the power of lightning at his command as a Sky god - remind him that it can be used as a tool as well as a weapon, and try to be sensitive to times when he stunts his lightning powers in such a way that he could legitimately be getting scientific applications out of them (using Storm Augmentation to scramble a computer's brains, for example). Find other powers that might enhance the ideas of magnetism, gravity and electricity he's leaning toward; for example, picking up Axis of the Heavens from to use along with his Sky powers will help him subtly simulate magnetic effects, or getting Unusual Alteration will allow him to give his own body electrical impulses and receptors (like an eel, but more divine). Industry is practically made for gods who want to be scientifically inclined - or, if he isn't interested in making a bunch of awesome electrical toys and relics, encourage him to find someone else who is and find a way to threaten, steal, cajole or quest to gain them. Have him use science in his stunts, his speech, his behavior; being a god of something is about embodying and representing it, so even when he isn't using powers, his badass connection to the forces of electricity can still be expressed.

Really, this is the case for everyone who wants to be god of something off the beaten path, not just those who are science-inclined. Life's easy for the schmoes who just want to be God of Fire or Goddess of Water, but for those who want to be God of Fickle Fortune or Goddess of Inevitable Decay or Goddess of Comforting Humanity, there's always an element of finding the right combination of powers, relics and personal exploits to get that idea across. A god who's strongly about electromagnetism is certainly more esoteric and thus harder to plan for than a god who is merely associated with thunder, but it'll be all the more awesome a payoff for that guy when he becomes a unique young god with his own unique modus operandi. Encourage him to be creative; really, just writing custom boons is about the most boring way I can think of to go about becoming a god of something new or complex.

As for other scientific boons, we've been slowly paring them off the game for years now, leaving only a few small brown spots on our otherwise deliciously mythic apple. Starfire doesn't pose a problem for us, as our rewrite of it has nothing to do with radiation and everything to do with searing, overpowering starlight, but Fusion is possibly my most-hated boon still in the game at the moment. The only reason we haven't removed it is that we genuinely haven't been able to come up with anything better to replace it yet; Sun is very difficult to write for at the high levels, as sun gods tend to spend all their time either moving the sun or being the sun, both of which the purview has already been doing for ages. We're actually not fans of Solar Crown, either, because it's intensely boring for its supposed power level, but if we took both of them out there'd be no level ten Sun boon, so we're keeping the two bad options and working diligently on finding something to replace them before Sowiljr gets to Legend 11 and starts complaining about buying his tenth level of "oh, look, guys, I'm really bright".

Personally, I could see moving Fusion over to Industry, where the gods do have a definite feeling of destroying/devouring/repurposing things into something new. But that's for another day and another great industrious writing project!

7 comments:

  1. What about scientific Knacks? Like, say, Broad Spectrum Reception? Personally I've always justified it by considering Epic Attributes very 'human' powers, in a sense, the kind of powers a Scion could much more easily adapt to his modern perceptions, as opposed to the Purviews, which are vast alien powers that come from the Titans (hence why Scions need relics to access Purviews but not Epic Attributes), but what do you guys think? And thanks a lot for the Fusion solution. That bad boy is going straight to Industry. For that matter I might just rewrite Solar Prominence's flavour text and make it an Industry boon for long ranged destruction of machines.

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    1. I definitely think there's more wiggle room with knacks - while certainly no Perception-heavy gods were worrying about radio waves in the long-ago, Perception as a concept should be able to perceive everything, even spectrums humanity didn't know about then, so we don't mind Broad-Spectrum Reception or Rareified Electromagnetic Perception (hey! I should have mentioned that as something this budding god of electromagnetism should have!). Knacks are tied to Epic Attributes, so they're about what that attribute can do - and you're right, attributes are much more "human" powers than purviews, as they have to do with an individual's abilities rather than the forces of the universe.

      Happy to help with Fusion (stupid Fusion). :) I'm kind of torn on Solar Prominence - on the one hand, disrupting radio waves and stuff is definitely all weird science, but on the other hand, sunflares and sunspots were observed by ancient people sometimes and definitely worried them, so I think the concept may just need reworking in terms of what it mechanically does. You could definitely move it (though I think it's Chaos that tends to be about breaking stuff more than Industry, but I could see it!).

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  2. Oh dear. This seems to be a bit contrary to the advice I was given a while back from you - http://johnsscionresources.blogspot.com/2012/07/sunscreen-all-around.html

    I've been working with my ST and raiding the Promethean line for new boons, that we've placed into Sun simply because it's the most fitting. My view is that radiation is one of those primeval forces of the universe, and could be linked to the mythic by framing it as the searing, negative aspects of the sun. (Scientifically we know certain minerals are also radioactive, but not to a level ancient peoples would've made note of.) But maybe I'm wrong to make boons out of it?

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    1. Hmm, I'm sorry if I've been confusing - totally not my intent! I remember that post, and I stand by it - there are tons of powers in the game you can stunt as radiationy, so keep on doing that because it's awesome. I didn't really address stunting other decay/disease/heat powers here, but I should have, so I apologize for leaving that dimension totally out for some reason.

      Hmm - which Promethean transmutes are you using? Some of them definitely could be put into other purviews with rewriting of the flavor - that is, it could be a Sun boon that you still use in your radioactive way without making it a boon that is only about radiation.

      I still can't really get behind radioactivity as a primeval force of the universe for Scion's purview purposes, just because it's not one of those fundamental forces in mythic terms. It's definitely one of the movers and shakers of the cosmos as we know it through modern science, of course, it's just not a mythically cosmic force, not because there's something wrong with it but because it's it's not part of the collective human mythic understanding of the forces of the universe. If that makes any sense. I feel like my rambling is out of control today.

      However! I'm glad you told me this was you, because I didn't make the connection and I really like your concept - just because Scion's universe doesn't consider radiation a major force of the cosmos doesn't mean your character can't decide to update them, kicking and screaming all the way. That's an awesome goal for a modern Scion and I'm excited to see how it pans out.

      New boons should make sense for the purview you're putting them in, though; if it's a Sun boon, keep in mind that that means that almost all sun gods probably have it, so make sure it's something an ancient sun god could have plausibly been using in the long ago, not something that wouldn't have made any sense before the 1800s. If it's only about radiation, then it's probably hanging out too close to the modern science side to be a valid boon, but if it's about heat in a way that you can mythically link to the sun, as you mention, then you might be able to go for it.

      Eh, "wrong" is a strong word; if you can make solid, mythic boons that add to the purview as a whole and also just happen to make you better at being a radiation god, then I'm certainly not going to stop you. But inventing boons isn't really a thing in Scion (custom powers are usually covered by Birthrights), so if they're not something other gods with that purview would be able to use effectively, tweaking may be in order. Writing boons is never where I go first for trying to work on a difficult character concept like that because they generally don't perform well for others and make the purview less coherent and mythic, but if you have great ideas that work really well, then there's no reason not to do it.

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    2. Why do new Boons have to also be old Boons? Isn't part of the awesomeness of Scion that you CAN become the God of Radiation and create new, cosmic powers that the Old Gods never had before? Possibly not whole new Purviews, but certainly new applications of old powers and new ways to harness and understand the Power of the Sun or the Power of Lightning.

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    3. Do new cool things, yes. Create new boons to fit a concept, no, probably not. We.ve been down this road before and you know our opinion on it pretty well

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    4. Using old boons in new ways is exactly what I'm suggesting - stunt your Health/Sun/Fire boons to make them radiationy! That makes total sense. But new boons that don't fit the purview's whole, no, because purviews are those giant primordial powers; they're giant universal concepts, not things you add new, tiny science powers to over time. They're the expressions of the foundation powers of the universe and common to all mythologies; they're the opposite of somewhere to put fiddly little powers that don't have universal applications in myth. New custom powers are generally best for Birthrights, which can be as flexible as you want to make them (if harder to get).

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