Advanced Prophectic Interpretation [Archive] - Wizards Community

Post/Author/DateTimePost
heirodule

08-09-07, 11:48 AM
So, using the prophecy in the following ways makes sense

1. you have some bit of the prophecy and you need to figure it out an follow it

2. There is a dragonmark appearing on this rock and that tells the dragons what's up. You need to defend the rock against people who want it

But the way I want to try more but am stumped by is

These 5 dragonmarked guys have interactions and you can figure out the prophecy by observing them.

Any way to fit that into a game, other then only having dragons figure it out and tell you what to do?
taski

08-09-07, 08:31 PM
I think the PCs will have to know what kind of interactions are prophetic, and what they mean. I'd probably limit this to just a few kinds of interactions, like using the five options on the NPC attitude table...

helpful: x will help y
friendly: x will help y a little
indifferent: x will do nothing to y
unfriendly: x will hinder y a little
hostile: x will hinder y a lot

Okay, so then the dragonmarks should each mean something. I think just using their themes would work fine. The strength of the dragonmarks could indicate how important/urgent the message is.

For example:

A guy with a lesser mark of Storm is hostile to a guy with a greater mark of Passage.
That would mean that a moderate storm will hinder an important journey.

A halfling with the Syberis mark of Hospitality is friendly to a half-orc with the greater mark of Finding.
That would mean that a significant act of Hospitality (like a royal feast open to the public) will lead to an important discovery.


These end up pretty vague, but I suppose prophecies tend to be like that. Depending on your players, I'd suggest either letting them try to figure it out from there, let them roll Int or Wis checks, or have a helpful dragon available to give some hints.
heirodule

08-10-07, 08:59 AM
That's awesomely helpful. Thanks
OgreBane99

08-14-07, 04:54 PM
I think the PCs will have to know what kind of interactions are prophetic, and what they mean. I'd probably limit this to just a few kinds of interactions, like using the five options on the NPC attitude table...

helpful: x will help y
friendly: x will help y a little
indifferent: x will do nothing to y
unfriendly: x will hinder y a little
hostile: x will hinder y a lot

Okay, so then the dragonmarks should each mean something. I think just using their themes would work fine. The strength of the dragonmarks could indicate how important/urgent the message is.

For example:

A guy with a lesser mark of Storm is hostile to a guy with a greater mark of Passage.
That would mean that a moderate storm will hinder an important journey.

A halfling with the Syberis mark of Hospitality is friendly to a half-orc with the greater mark of Finding.
That would mean that a significant act of Hospitality (like a royal feast open to the public) will lead to an important discovery.


These end up pretty vague, but I suppose prophecies tend to be like that. Depending on your players, I'd suggest either letting them try to figure it out from there, let them roll Int or Wis checks, or have a helpful dragon available to give some hints.


Taski, that's incredible? Did you come up with this yourself or did you find it someplace. I've been wanting to incorporate the Prophecy into my campaign but have really been struggling to do it. This system you have seems very useful and fun at the same time.
Grummush_Rogue

08-14-07, 05:08 PM
well i think the most ironic thing would be if a member of every house put all their marks in a row... and see they say something in Celestial. cuz there no record or reasone to assume all the houses were ever peaceful enough to do that... its a stretch but i like it.
taski

08-14-07, 07:35 PM
Taski, that's incredible? Did you come up with this yourself or did you find it someplace. I've been wanting to incorporate the Prophecy into my campaign but have really been struggling to do it. This system you have seems very useful and fun at the same time.

Thanks! I came up with it on the spot. Something just clicked, I guess. If it helps, I was trying to make it work kind of like algebra. You have your expressions (like + and -) and variables (the x's and y's), which are like relationships (which can be positive or negative) and NPCs (which can be variable), respectively. When the players know the meaning of the expressions and the variables, they can observe a situation, create an equation, and then solve it. Just like an algebra word problem -- but more fun! ;)
OgreBane99

08-15-07, 10:51 AM
When the players know the meaning of the expressions and the variables, they can observe a situation, create an equation, and then solve it. Just like an algebra word problem -- but more fun! ;)

And that's how I see the Draconic Prophecy... using equations and such to observe the changing world around them. Again, bravo, and well done. :clap: