Question: Why is The Wyrd in both Prophecy and Magic? If one of my players wanted to finish each purview, would they have to buy the same boon twice? And would Prophecy Wyrd look the same as Magic Wyrd, or would you be able to tell which one is being used in a given situation?
We hate to tell you this, but all the answers here are stupid. This is one of those legacy spots from the original books that we're intending to fix but haven't yet, and it's a very obvious sore thumb, even among the already messy soup of purview Avatars.
The Wyrd is in both Prophecy and Magic - and Mystery, in fact - because, in the original Scion books, all three purviews are considered expressions of Fate and therefore they all have the same ultimate power. The books handle what they refer to as the "Special Purviews" as sort of specialty tracks instead of true differentiated purviews, making all of them generalized powers over Fate that lead to the same eventual end. This works generally okay at low Legend levels, provided you ignore the other stupid things the original trinity's writeups are doing, but as you've noticed, it doesn't work very well as soon as you have to deal with Scions who have become gods.
So yes; in the original rules, if you want to have the Avatar of both Prophecy and Magic (and thus the ability to pass them on as associated powers to your childrend), you must purchase The Wyrd twice. And no; in the original rules, there is no differentiation whatsoever between The Wyrd of Magic, The Wyrd of Prophecy or The Wyrd of Mystery.
Obviously, that sucks. Nobody wants to have to buy the exact same power two or three times just to give their imaginary kids some XP breaks (a power that costs a whopping 44-55 XP to buy, yet, which in the original books' back-breakingly slow XP gain scale means nine to eleven games of doing nothing but saving your measly XP gains), and to further insult the Fate-oriented among the gods, The Wyrd is actually the only purview Avatar that doesn't allow you to do anything - instead of letting you run the show like every other Avatar, it runs the show completely without you in exchange for a promise that "something nice'll happen for you later". Again, we know why the writers did that, in this case because they wanted to illustrate that the powers of Fate are still the ultimate authority over even gods, but in mechanical practice it blows big-time.
So, yeah, the original books are offering you the delightful option to spend all of your XP on buying the same power over and over again, and all said power actually lets you do involves spending a giant bucket of resources in order to have no idea what's going to happen and hope that your Storyteller remembers to reward you for it later. There were better ideas in those books.
While we're still working on Industry (oh my god Industry never ENDS), overhauling the Purview Avatars and Ultimate Attributes is a project we want to embark on soon, and trust us, fixing The Wyrd is one of our top goals. If you're running a god-level game that needs to use it in the meantime, we suggest going with your gut and allowing Scions to do whatever makes the most sense - that is, someone popping Prophecy Wyrd should have access to all future events, someone popping Magic Wyrd should be able to effect massive changes to various beings' Fates if he's so inclined, and someone popping Mystery Wyrd should have all the knowledge of the universe at her fingertips. Give them similar privileges to those you'd give anyone else with an Avatar, and go from there. Obviously there are limits - if Odin could just pop Avatar of Magic and fix this Ragnarok problem, he'd have done it a long time ago - but you should be able to feel those out as they come up.
But seriously, The Wyrd in the books is just a punishment for Fate-aligned players. And aren't their lives hard enough already?
I really love the Wyrd, and we've used it a bunch of times on side plots that the game does not have time to finish but we want to see resolved in a certain way. It's a great insurance policy and a whole lot of fun because of the required plot hook that comes with it.
ReplyDeleteBut it really should not appear three times. Just in Magic is more than enough.
Neat, I haven't actually heard about anyone using it successfully in games yet. Nice to know it's working for somebody!
DeleteI don't think it's as screwed up as you think. For one, before you get the wyrd you have to have all the boons in the purview, so in order to give you kids the XP break you have to build up whatever branch you want. The wyrd isn't some off version of protean understanding that automatically gives you access to the other two powers. I find it convenient that the wyrd is the same destination of three different paths, and I think that it makes a good showing of fates power without leaning toward a particular power of the three branches. While your version of having the wyrd use powers specific to whichever branch you're following is cool, I think it takes something out of it's theme of the ultimate power. You are literally giving yourself up to fate when you pop it, and I think that fits pretty well.If they have too the player just needs to remind the ST of the reward they have coming from the wyrd. Finally, just house rule that if you buy the wyrd once you never have to by it again. It is the final destination of the three paths of magic, mystery, and prophecy, so if you start investing in another of the branches, or if you are heavily invested in two, then the first branch to reach the wyrd buys it for both, and you only have to buy up to the tenth tier of the other branch.
ReplyDeleteThat creates the opposite problem of XP imbalance: it means people investing in the Fate Purviews get a *free* Purview Avatar or two because they already bought theirs in a different Purview.
DeleteNo one gets the Water Avatar for free just because they bought the Frost Avatar last week. You shouldn't get the Mystery Avatar for free just because you already bought the Prophecy Avatar.
Gotta agree... It needs to be seperate...
DeleteYeah, the reasons you seem to like it up there are mostly the reasons we don't. Of course it's more convenient to already have the Avatar of three purviews instead of one... but it's also very XP-unfair to all the other purviews, which don't have that option.
DeleteI also totally disagree that having three different Avatar expressions is counter-theme - Magic, Mystery and Prophecy are three very different kinds of powers in mythology, possessed by many different kinds of gods, and it only makes sense that they should get to have different ultimaet expressions. They may all be related to Fate, but that doesn't mean they need to be the same, and we strongly feel they shouldn't be.
I do agree, though, that the idea of giving yourself up to Fate is very cool! That concept of Fate as the highest power in Scion is definitely one of our favorites. We just think there's probably a way to do that that will allows Scions to still get to do neat things and take matters into their own hands as well, on par with their bandmates who are using other Avatars. Fate purviews are always an exercise in temporarily shaping or seeing through Fate, after all, at all their levels; that doesn't mean a Scion with them is above them, just that he can temporarily use them.
Giving them all separate Avatars makes the most sense to me, with each being a different name just to make it official...
ReplyDeleteSuggestions I have:
Magic - The Sorcerer
Mystery - The Enigma
Prophecy - The Augur
For Mystery, I have an additional idea: would the Mystery Avatar have the power to erase or rewrite the past? Like, burn it and cosmically retcon something such that you're the ONLY one who knows it?
Hmm... we'd say that it can't actually change the past - Mystery is about knowledge, and changing what has happened in a retconning sort of way is pretty outside its bailiwick. But being able to change who knows something, or making knowledge exclusive to yourself, or messing with the worldwide distribution of secrets are all things I could definitely see it doing.
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