Monday, March 25, 2013

Multa novit vulpes, verum echinus unum magnum

Question: 506+ Mystery questions per story seems a little excessive. Maybe let the players add successes as if Mystery were an Epic Attribute, then let them save any unasked questions to be used throughout the story?

We were a little confused by this one. John responds to confusion by yelling. I respond by organizing things. So here's a shouty but very well-organized post, comin' at ya.

In case anyone missed it or wasn't quite sure what we were doing, I'll preamble with a quick explanation of the recent change to Mystery and why it's now better than it was. In the old system, your Scion with Mystery had channels equal to his dots of Mystery each story, and to use them he'd pay a point of Legend, roll his Intelligence + Occult without the benefit of Epic Attributes or Fatebonds, and then use the resulting successes as a pool of questions he could ask the Storyteller to gain secret knowledge. In the new system, the Attribute is removed; the Scion instead rolls only her Occult, and gains her level of Mystery as automatic successes as if it were an Epic Attribute. Then, just as before, she uses those total successes to ask her questions.

The old version worked well enough, but its major problem was that it wasn't justifying its XP cost. Scions who purchased more Mystery were spending ever greater amounts of XP, but their only reward was a single Mystery channel more per story than they already had, and that remained constant throughout the purview's lifetime. It sucks to pay 40 XP and still get only the same benefit you got when you were paying 15 XP, and since the roll was totally dependent on an Attribute and Ability, it didn't actually make you any better at your powers and buying more Mystery became an increasingly expensive way to throw some XP down a black hole until you made it to the Wyrd. You were getting benefits for your XP, but they weren't scaling the way they should have been. So the new system solves that problem; each dot of Mystery you buy still gets you an additional channel, but your increased XP cost also brings with it increased success at actually using the purview.

So that's why we made the change, and it's a good one that rewards Scions for their investment. So on to your question!

First of all, the number 506 puzzled the daylights out of us - where did it come from? What kind of character are you envisioning and what kind of model are you using? What's going on here? In an effort to put the world in order, I made a table of the average Mystery questions at each level, because shut up I can do that if I want to.

Level of Mystery Average Successes Total per Story
1 2-4 2-4
2 3-5 6-10
3 5-8 15-24
4 8-10 32-40
5 12-14 60-70
6 17-20 102-120
7 23-26 161-182
8 30-34 240-272
9 38-42 342-378
10 47-51 470-510

Okay, there we go - obviously, you're thinking of someone with maximum Mystery (and probably maximum Occult or close to it). Groovy. Keep in mind that the table above is just for average, unadorned rolls - if you have Arete or Serendipity, apply dice adders to Occult, choose to use Legendary Deeds or channel Virtues or do anything else to buff your Mystery rolls, these numbers can easily go up. Of course, that's not new - you could do all those things in the old Mystery system, too (at least the new one cuts Animal Aspect out of the equation).

Moving on to the question: actually, we don't think 500+ish is excessive at all. The person you're talking about is a god or goddess of Mystery; they are one of the few embodiments of that concept walking the Worlds and are masters of it in a way that very few deities ('bout 10% of the gods available as divine parents) could ever hope to be. We're not just talking about a Scion's Mystery roll - we're talking about Thoth's Mystery roll, and we have no trouble whatsoever believing that Thoth can easily pull a 50+ every time he reaches into the mysteries of the universe. It can look a little daunting when you realize that you'll have to deal with that same level of successes, either from the point of view of a Storyteller who's going to have to answer all of them or a player who's going to have to come up with that many things he needs to ask about, but it's important to remember that, once that PC has reached this level, he's on a level playing field with Thoth. Scion's famous for the stratospheric power curve that lets lowly semi-mortals become insane divinities by the time they reach godhood, and that goes for the mental powers just as much as for the physical ability to hit stuff or the social moxy to charm the kingdoms of heaven. If you don't want to Storytell for PCs who become equivalent in power to the gods themselves, you'd better tell your players ahead of time that you'll be capping them after Demigod or else get out of the game entirely. If you don't want to play as a being equivalent in power to the gods, you probably aren't looking for God-level Scion play.

It's also important to remember that worrying about the 506/510 number is more of a panic and distraction issue than a useful one. That's going to be spread out over the course of a story, remember; nobody is ever going to sit down in front of the ST and say, "Okay, I got 510 questions and YOU WILL ANSWER THEM RIGHT NOW." (Well, I suppose that could happen if they blew all their channels at once, but sweet fried froglegs, why would you ever do that?) What you'll actually be encountering are PCs who say, "Okay, I got 55 questions," and they'll do that occasionally over the course of the story, when it's most important or useful for them to do so. This is manageable for both player and Storyteller; I promise it is. Our Prophecy and Mystery PCs at Legend 9 were rolling more than that in the old system because they wanted to juice their rolls or would blow more than one channel together, and it still worked just fine. Don't let the big number scare you - it's theoretical, not a bogeyman that will ever actually appear at your table in all its glory.

Now, down into the nitty gritty of managing large numbers of Mystery questions. I sympathize with you, actually, because I personally hate using Mystery on my own characters because I always feel pressured to come up with questions. I don't have a lot of real-life Wits, so in the heat of the ASK YOUR QUESTIONS moment I often get scatterbrained or feel like I must be forgetting something I need to know. I'm also familiar with the dilemma of, "Well, I learned everything I popped Mystery for, what the hell do I do with these other twenty questions I still have?" I feel you, I really do. But there are things that both parties involved can do to make large numbers of Mystery questions not just palatable but fun, and nobody need groan when they roll high. Like all other things in Scion except for Virtue Extremities, rolling high is good! It means you are awesome and able to do and learn ever more awesome things!

For players, the first thing to keep in mind is that there are other fish in the sea. Most of us use Mystery because we're in a predicament, stumped by a puzzle or in need of more information before we go into a situation, but it's easy to lose sight of the fact that you can ask about anything, not just what was first and foremost on your mind when you decided to use Mystery. If you get thirty questions and still have ten left over, those ten aren't accidental excess and cause for consternation; they're an opportunity to get some other stuff figured out, like a bonus! Ask about other things that are important to your character, perhaps personal issues, side quests or just things she's curious about and can't figure out on her own. Ask about events transpiring elsewhere, about the secrets of your fellow Scions, about the weaknesses of recurring enemies who aren't here right now. There is an entire world that your Scion lives in that contains secrets she doesn't yet know; ask about those secrets! Some of our Mystery-using PCs in the past have kept a list with their character sheet of things they might want to know about, so they can whip it out and start firing off questions if they have any extra available. That's actually how Sophia solved the riddle of her true birth parents; she used extra questions to ask about them whenever she had them until she finally figured out what was going on. Yes, Mystery is often used to succeed at whatever the band's up to and to help out the team, but don't be afraid to use questions on your own agenda, too. If your friends complain about it, they can get their own Mystery channels.

And speaking of your friends, that's the other really helpful part of extra Mystery questions - you can open the field to everybody else! Mystery is modeled mechanically by the player asking the Storyteller for information, but that doesn't mean that within the gameworld it necessarily means that, so you could learn hidden knowledge you weren't even looking for at the drop of a hat. If you've got extra questions and don't have anything to use them on, see if your fellow players have suggestions; just as we talked about above, there may be plenty of things they want to know about that aren't directly related to your current mission, or they may have suggestions that didn't occur to you. You should never feel pressured or obligated to use your Mystery questions for others if you don't want to - as I said, they can buy their own damn Mystery if they're that hungry for it - but if you've got extras, why not share the love? Remember, too, that you're the one gaining that knowledge, not them, and if you're so inclined you can wait until the perfect moment to reveal what you know or hide it until it most benefits you. Aurora drove Will absolutely bonkers by withholding Mystery knowledge so that he would do what she wanted him to do, and we had a really fun time with the interaction of those two characters bartering knowledge and favors.

On the other side of the table, the single most important tool at a Storyteller's disposal for Mystery is this line right here from the purview's description, bolded for your convenience: Extremely complex, fateful or intentionally obscured questions may require more than one question be used in order for Fate to provide the answer. That means that successes don't necessarily translate directly to questions. Some questions, by virtue of being too important, large or mysterious, cost more than one success in order for a Scion to get an answer about them, and if they don't pony up they'll remain in the dark. Sure, if all of a Scion's questions are along the lines of "How many soldiers does the enemy have right now?" or "Where is the troll's treasure-hoard buried?", those will all be easy one-question answers. But if they start asking things like, "Who was that suspiciously clever old one-eyed man who disappeared when we weren't looking?", you know what? That's gonna cost you, let's say... fifty questions. Odin ain't as easy to find information about as your garden-variety spartan soldiers. Cough up or go home.

That doesn't mean you should abuse the system just to cut down on questions; your player paid XP and Legend to use this power, and you should let him shine just as much as the guy who did the same to buy Mortal Stroke or Theme Music. If you charge five questions a pop for mundane things like the movements of people the same Legend as the Scion or what the secret code to a locked safe is, you're being an asshole. But you're fully justified when, if your Legend 4 player rolls in with his ten questions and asks you where Atlantis is sunk, you smile cheerfully and tell him he'll need like six times as many questions to find that out. After all, if some things are mysteries even to some gods, your Scions with only a couple of dots of Mystery shouldn't be able to easily find them out. Remember that anybody after Legend 4 can pick up a few dots of Mystery for a couple measly XP, so there are a lot of things in the world that can't be and shouldn't be answered for the price of a single success on that roll.

This also means that your players can never cheat the system, they can never use clever wordplay to screw with you, and they can never get more answers out of you than they should. They never get to say, "Ah, but I worded like five questions into one so you have to answer all five for the price of one question!" You don't. Tell them no. They never get to say, "It's only a single question I'm asking so you have to answer even though I'm demanding to know where the lost regalia of Amaterasu is hidden!" You don't. Tell them no. You are in charge of personifying Fate, and Fate is not impressed by their shenanigans. You're the one in charge of this show, and your job is to appropriately dispense hidden wisdom in proportion to the effort, power and success of their Mystery rolls. You want to encourage them to discover neat stuff and to peer past the mists of obscurement, but you don't have to put up with them being dicks.

Another thing to keep in mind to increase your players' comfort level with Mystery is that every player's different in how they want to actually do the deed. Some love to do their Mystery at the table as a community event, sharing all the info around so they don't have to repeat it later and relishing the excitement as everyone learns new stuff together. Others prefer their answers to be secret, since after all only they actually know this information in the game's world, and need more shenanigans to be involved. Don't be afraid to step into another room with your Mystery player for a second to give them their secret answers, or to write them down on a piece of paper and slide it over to them instead of speaking things aloud, whatever works best for your group. If the other players grouse about not being in the loop, remind them, once again, that they can buy Mystery themselves if they want access to this power.

Finally, if you see that a player's struggling with their Mystery questions, it's okay to make suggestions. Don't outright spend their questions for them by just giving them info they might not have asked for, but as the Storyteller you're totally free to suggest alternative options they might not have thought of, or to remind them of things they've mentioned wanting to know more about in the past. Just as you'd nudge a group that was floundering with where to go or what to do, you can nudge a player who's floundering on Mystery.

With all of those things in your corner, you should be able to make Mystery as awesome as it needs to be whether you're a player or a Storyteller. Remember that it's all about the magical power to discover secret knowledge, and have fun with that; don't get stressed or panicky because it's "too hard to think of questions" or "might ruin your plot". Scions have a lot of things going on that they need to know about, and their actions can change the course of plots in a lot of ways, regardless of whether or not Mystery is involved. Treat the purview like a collaborative effort between the Storyteller and the player (and the rest of the band, if the player is so inclined) so that everybody knows what to do and can benefit from that Scion's awesome and unexpected wisdom.

As for the last part of your question: no, we're not going to do that. Mystery is about learning unknown or arcane knowledge through some ritual agency - throwing bones, entering a trance, becoming intoxicated or otherwise calling in some impressive way upon Fate to reveal its mysteries. Actually performing Mystery (which could be any of those ways or whatever other thing your players want to stunt) should be an event that has a result in the sudden gain of mysterious enlightenment. It isn't, however, a random "let me ask whatever I want whenever I want regardless of what's happening" power, and it shouldn't be used that way. "Banking" questions like that takes Mystery from the realm of the divinations and enlightenments of mythology to a bland RPG power that's just about getting the ST to answer your questions, and it loses all of its mythological resonance as a result.

Then, too, it's also powergamey in the extreme; isn't it always better to "bank" questions if you can, because then you can ask them after you're learned more later rather than when you first decided you needed Mystery? You're in effect able to finagle it so that your Mystery questions are worth more if you save them because they can build on knowledge you didn't have yet back when you first used Mystery, and it would be silly to do anything but always use all your Mystery channels at the beginning of a story and then just sit on the monster pile of questions and parcel them out throughout. Doing so at the beginning of the story also ensures that you never have to worry about having enough resources to use your Mystery, that you have all your channels, Deeds and other buffs ready and unused and just waiting to go into buffing it, and that you're never in danger of picking up Fatebonds or spending ticks in combat doing it, thus avoiding all the normal issues that powers are prey to. That system actually encourages Scions to field the giant number of questions rather than discouraging it, and, more importantly, it's not part of the mythology of what people like Dionysus or Orunmila actually do and represent.

And besides, it's just the reverse mirror of what is already happening in the current system. You're suggesting they do a divination, then ask questions when they need to know things; we're suggesting they wait until they need to know things, then do a divination. There's no good reason to swap - it doesn't even bring the total number of questions down! - and a very good reason, the dissolution of Mystery's actual function in mythology, not to.

I hope you guys wanted to read a lot about Mystery today.

13 comments:

  1. A player using clever wording is the exact kinda thing I'd encourage (maybe too much of a Changeling mindset, but so be it), I'd love if someone picked up mystery and tried to outwit fate. Of course should they press their luck and push it too far, well oh hey you asked five questions in one? Great here are Five technically correct but completely useless answers (or just obtuse and confusing to the point of uselessness, to be more fitting).

    And if a character has to use Mystery to realize the cunning one eyed old man is Odin you might have a problem. Or a character/player with zero knowledge of the Norse, but I would assume by the time you can spend fifty questions you'd be aware enough to spot that a mile away

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    1. Yeah, by the time you've got fifty questions, odds are you have enough Occult to have a vague idea who Odin is. :) But remember, this is Odin, and he has Ultimate Manipulation. He could be dancing in front of you with Gungnir, Sleipnir and a sign on his head that said ODIN, and if he didn't want you to know it was him, you probably wouldn't. (Plus, it's at least 50/50 odds it was always someone else who intentionally looked like Odin to make you think it was Odin.) (Trickster gods are such jerks.)

      But even Odin can get punked by Mystery. Some of our best and most epic Mystery uses have been from Scions who, after being told how many questions an important secret required, were like, "No, fuck you, Mystery, I'm deeding and channeling and rarrrrr NINETY SUCCESSES TELL ME WHAT I WANT TO KNOW."

      We definitely encourage PCs trying to outwit Fate, but we generally feel that's something they should do in play itself, not through the vehicle of Mystery. You're not really "asking" anything when you use Mystery, just suddenly gaining knowledge, so you're not talking to anything you could try to hoodwink. (But if you go to Comprenion and actually try to talk to the Moirai/Norns/whomever, dude, you try to shenanigans them all you want! I'd love to see the attempt, whether it succeeds or fails!)

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    2. Asking clever questions can sometimes be a good thing, but more often than not it has the same problems as putting riddles into an RPG. It becomes more of a test of skill for the players than the characters.

      Also, if clever questions are consistently rewarded with more information then it runs the risk of creating an adversarial environment for the players. They may begin to feel that they have to word their questions in really clever ways or they are getting 'screwed' out of information.

      These are all problems I have had to face in the past when I had less experience as a storyteller. I've literally had a player tell me that using Mystery stressed them out because they were so worried about asking questions the right way.

      These days I try to take a more meta approach to the situation. I reward clever questions with a very minor discount on the number of successes needed to get a good answer. Questions that are not clever still get good and comprehensive answers at the normal cost.

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    3. Yeah, I agree - putting too much focus on clever wordplay makes it hard for those who don't have clever wordplay skill in real life to be able to play those character types. We're not requiring the Epic Strength beasts to be able to lift cars, so it doesn't seem quite fair to require the Epic Wits people to be able to come up with badass verbal trickery on the spur of the moment.

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    4. It's not that I would put focus on it (would, as I've not yet had to deal with Mystery somehow), only I would reward it on occasion (and punish on others). Clearer questions will certainly get clearer answers, I wouldn't want to make one option immediately better than another.

      I guess the thing is I'm also very ok with the idea that the players would be able to pull a fast one on me, as it's something so rare that the few times it would happen would be game changing enough where I'd want it to stay. Normally we only have very minor instances where it's more the player knows more on this topic and uses that knowledge (which naturally the character would have, or on the should be applied to the situation anyway) to be, in a word, epic.
      While that specialized knowledge comes up enough, thankfully little in games I run, where it makes other players feel a bit shitty and that they need to excel as well, we usually do. Somehow everyone has a database of knowledge to tap into, whether they realize or not. It's not always perfect I'm aware, I myself have trouble applying said knowledge to a big enough scale to change things as a player, but it tends to inspire other people to think on their actions.

      Oh me oh my, what a tangent. Really must work on my inability to stay perfectly on topic. Regardless, these things somehow work out when allowed.

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  2. I have to respectfully disagree with your statement that banking questions is both powergaming and not mythical.

    First, it is not always better to bank your questions to wait for more information. The information you gain from Mystery allows you to make more informed decisions in the first place. Any decision to bank questions comes at an opportunity cost of have a better plan right now which might save you more trouble in the long run. I encourage these kinds of difficult decisions.

    Second, using your Mystery at the start of the story to gain 80 successes which can be banked for later use is barely different than spending four channels that net you 20, 20, 20, and 20. The only serious difference is the potential to spend more consumables like virtues/legendary deeds, and that can be balanced out mechanically.

    Third, it is not true that banking questions turns Mystery into a bland RPG power. Imagine the character who just used Mystery. Their mind is full of portents, facts, half formed intuition and/or countless pieces of the puzzle that they cannot quite put together. As they continue on their journey they discover a clue that suddenly makes a part of their earlier vision make sense. Eureka!

    Fluffed in this way, you are not casually discovering answers as you go along. You are having flashes of realization and epiphanies that your previous Mystery hinted at, and you only just managed to have it all make sense! This is just one of countless ways you can fluff the idea of banked Mystery questions.

    Fourth, the more you do something the more mundane and repetitious it becomes. The first time each story you cast the bones or imbibe powerful drugs on your 'mystery quest' is a powerful moment, ripe for drama. The third time starts to become a little dull. Maybe the sixth time is really amazing because it's during a tense moment. By the ninth time you are back to being bored.

    Having a smaller number of channels, or even just a single channel, gives you the opportunity to make that moment really memorable. A memorable moment that suffers little or no diminishing returns from repetition. Much like someone performing the same stunt over and over again, it gets harder and harder to describe Mystery in a really interesting fashion so many times.

    Fifth, in every game you only have so many hours to get things accomplished. Having a large number of channels means that one of two things are happening. Either the player is describing each use of Mystery in a dramatic and awesome way which eats up time, or the player is shortening their description of Mystery for the sake of brevity.

    In the former case, the impact depends on how long it takes the player to describe their awesome Mystery use. In a table top game I've seen players spend upwards of 10-20 minutes describing their use and getting their questions answered. In online games I've seen players spend quite a bit more than 20 minutes doing the same things. High levels of Mystery can easily have several hours per story spent on nothing but Mystery descriptions and answers.

    In the latter case, it is the shortening of their description for the sake of brevity that has the greatest threat of turning Mystery into a bland RPG power. The ability of the player to put amazing fluff into an action is the single greatest defense against any power becoming bland and boring.

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    1. Epic disagreement it is!

      To start with, banking questions is always a better idea. Sure, info you learn from Mystery questions can lead to more info to use to ask better Mystery questions - but that's always the case in every Mystery system, and not really relevant here. What is relevant is that the Scion who uses Mystery and gets 30 successes is always better off using the bare minimum he thinks he can get away with for the moment at hand and banking the rest. It's essentially doing a time-stop in the middle of using a power - analogous to using Animal Aspect, paying for ten actions on it, and then saying, "Well, I turned out to only want to use three, so I'm just going to keep these 30 dice and use them on whatever Dex rolls I want in the future." It's the same base benefit, yes, but using it in one shot is an important part of the balancing of both Animal Aspect and Mystery, and cutting it up from "I'm doing something awesome right now" to "I just want to pull random bonuses out of my ass when I feel like it" is obvious powergaming.

      Of course spending at the beginning and banking isn't different in numbers than spending over the course of the story. The point is that spending over the course of the story is necessary - like all other powers, you should need to take into account what's happening, whether you have resources and actions and time to do it, and what circumstances do and don't warrant. Nobody's arguing here that banking at the beginning somehow gives you more questions - in fact, what we said above is that it's exactly the same number of questions. The problem's implementation, not numbers. And while consumables certainly are an issue here and I'm glad you noted it, what are you envisioning when you say that "can be balanced mechanically"?

      I may have been unclear about the flavor problem, so if that's the case, I apologize (probably shouldn't have used the word "bland" in any context). Our point there is not that you can't make the power interesting - if you can stunt and describe, of course you can. The point is that it needs to by mythic, and that is not necessarily the same thing as cool. Mythology does not use Mystery in the manner you're lobbying for; it is not a thing that happens, and it does not make sense for a power based on mythology to do it that way. Xochipilli's mystery cults, when they wanted to get their mystic on, went out and ate the wondrous mushroom, had their psychedelic trip and woke up knowing more than they did when they went down. They did not eat the mushroom and then randomly know things over time for the rest of the week. When soothsayers want to learn things, they go out and read omens or throw stones or bones and then they know things; they do not randomly know things a week after those events. Mystery is very much an event that occurs, just like other powers in Scion; it's not an ongoing ability to know stuff (which is mostly being covered by Epic Intelligence + Occult rolls anyway).

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    2. Of course, stunting the same thing can be difficult for people over time, but I'm not sure how using Mystery is different from anything else in the game. People are perfectly capable of finding neat ways to stunt punching someone about nine gazillionty times over the course of a Scion campaign, or of talking to allies or busting off Fire boons or zooming around with Psychopomp or anything else they want to do. Why is Mystery the one thing you're singling out and saying, "Nobody can keep stunting this, it'll get boring!"? It's not going to get boring unless you run out of stunting ideas, and that's the case for every single power in the game. The only limit on how awesome, interesting, moving or badass your Mystery events can be is your ownd creativity and stunting, not how many channels there are, especially since at the very highest maximum possible level you can still only do it ten times per story. (And besides, you can always not stunt if you'd rather speed things up or can't think of anything. Players who aren't into it that day can always say, "Eh, I drop my sticks on the ground and read them. Here's my roll," and that's perfectly okay. God knows not every player stunts every roll.)

      I also need to disagree all the disagreements about your argument that Mystery needs to happen less because it eats up game time. Well, sure, it does; so does every other thing you do in a game, but that doesn't mean Mystery for some reason shouldn't get to come to that party. Combat takes up massively more time than any Mystery use is every going to, and that's the time that those who invest in combat powers get to shine; Mystery divinations are the time the people who invested in Mystery get to shine. Like every other power, they should get to have moments - yea, even unto twenty minutes of moments! - when that becomes the focus of the game, because all players should be getting that for all their powers sometimes. That's the point of having powers; we didn't buy this Mystery because we wanted to be hurried through our scene and get some info without getting a chance to do anything neat. Mental/mystic/intellectual scenes are just as important to the game and to characters who invest in them as high-octane punchfests, and it's inherently unfair to those players when you marginalize them because you want to make the game "move along" more. Shit, you can move anything in Scion along more by cutting down on how much you let it happen, but that doesn't mean it's a good idea.

      I can't really see how players shortening their Mystery for the sake of brevity is a problem. Either they do that because they want to - in which case, let 'em, I'm not their mom and they may not want this to be their focus right now - or they're doing it because the group or ST is pressuring them, and that second possibility ain't right. They shouldn't be pressured into brevity any more than the combat monster should be bullied into stunting less to make combat move faster.

      Think about that: the Mystery guy, at maximum level ever, will get to hog the spotlight ten times per story. The guy who bought Sky, or Epic Strength, or Animal, or whatever else will get to use those all the time, whenever they can afford to use them in any game session they feel like, and the vast majority of the plot's time and energy will be catering to them and giving them opportunities to use those things. They are not being marginalized by the Mystery user taking up too much time. If anything, it's still the other way around.

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    3. Look, every group's going to be different; some game groups will just not be interested in long stretches of time without battles, and that's fine, but we run a game that tries very hard to give equal opportunity and spotlight time to the mental and social characters and their unique powers as well. Mystery is a great example of a power that puts the mental guys up front and center and lets them shine doing what they do best, and even so they won't be doing it nearly as much as the physical powerhouses will be kicking ass and taking names. If your players have trouble stunting Mystery or actively do not like using it as we write it, then hell, please go right ahead and do not use it. But for all the reasons above - reasons everywhere! reasons galore - we're very comfortable with this being a great system to illustrate what Mystery does in mythology and allows for Scions who invest in it to both get an appropriate reward for their dedication, XP and story and to get the opportunities to do neat stuff just like all other characters do.

      (I tried to write all three of these as the same comment and kept exceeding post limit. My passionate feelings, let me show you them.)

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    4. I think it is going to come down to the old "every group is different". Some of the issues you put strong weight upon matter little to me and my approach to storytelling, while other issues you put little weight upon matter a great deal to me. Convincing you that my values should be your values, and vice versa, is probably going to go the way almost every internet debate goes.

      I definitely do appreciate the discussion, and it is always a joy to see things from a different perspective! You are an excellent writer.

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    5. You're not so bad yourself. :)

      I think you're right - different games are going to have different needs based on where the interests of the players and ST lie and what they're all looking for in a typical game session/chronicle. Thanks for bringing in your point of view, too - I appreciate the discussion, and I think good points were made all around!

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  3. Anne, your Secondhand Persuasion has definitely stirred up a hornet's net. :D

    On the one hand, I definitely see the merit of not banking. I do. It gives Mystery more gravitas, and it's not a power you can use at the drop of the hat. In my smaller game, I'll probably test out that version and see how it works.

    However, in my five-player 4 hour Scion Online game, a banking system of Mystery works solely to prevent a 40-minute question-and-answer session* which can grind a game that's already slow due to text to a halt that's hard to regain steam from. Banking enables the questions to come in smaller doses.

    *On average, a mystery session in MIST was about 20 minutes. 45 minutes was in another game I've played in.

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    1. Me and my big writing mouth.

      There are definitely different challenges with an online game. John's computer is still out (he's crying over the god draft right now), but he wants me to tell you that when he runs Mystery in online games, he does a separate chat window to the side with the Mystery person, so if necessary he can keep doing a Q&A with them over there for however long without stopping the group as a whole. It's a little stop-and-start, though, and depends on how much direct guidance of the story the ST has to be doing at the same time.

      A text- or video-based game definitely can't afford as much of a slowed pace as a face-to-face one. Not without losing peoples' attention, anyway. I can see having to tweak a lot of system stuff for online games.

      Context alone, our Hero-level Mystery tends to only take five minutes or so, our latest Demigod one took maybe fifteen, and when the Mystery gods are on deck it's anybody's guess (depends on what they're asking about).

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