Mythic resonance - question and guidance

Antalon

Mongoose
Hello all,

an area that has not seen very much discussion yet is the impact of mythic resonance. I have two issues.

First, the ability to use myth to inform action or insight. I do not understand why it the Culture (Own) skill is used for this - when the skills used to interact with a myth seem so much more appropriate. Is there a reason for this?

Second, myth-enforced behaviour. This is covered very briefly in the rules. It would be great to see some examples of where and when this may arise in play. Would some future scenarios or an article in Signs & Portents include guidance on this for example?

Antalon.
 
Culture is used because myths are, by and large, culturally-focused and commonly known to all. It also means that only one skill needs to be used instead of several different skills dependent on magical style. Myths are part of the fabric of as culture; thus it is the most appropriate skill.

Myth-enforced behaviour is meant to be as flexible as needs dictate. The problem with examples is that they can be taken too literally or force/encourage a precedent that isn't the full intent. But I'm certain some examples will appear in due course (Pavis Rises, for instance...)
 
Thank you Loz.

What if you follow a belief that was not part of you original culture? For example an Orlanthi Barbarian from Lankst, Ralio coverts to Malkionism and joins the True Church. He has rejected Orlanthi ways (Culture (Lankst)) for Shesnegi Malkionism.

Would he use Culture (Malkion or Sheshnegi)? Presumably at a lower value if he's only been learning it since adulthood.

Antalon.
 
Well, here's where things get really interesting...

First of all, how easy is it to shake the beliefs of your previous culture? Second, how easy is it to break the influence your culture's myths on how you behave? An Orlanthi convert to Malkionism offers a considerable challenge - and one that True Church proselytizers would relish.

First, as part of his initiation into the True Church, give him, as a freebie, Culture (Malkioni) (or whatever is appropriate) at its base value. This represents the no doubt vigorous induction he'll receive from a mentor - think how Jake Sully gets inducted into the Na'avi in Avatar - and proceed from there.

However, his Orlanthi culture sill still exist, and so will the myths he's been exposed to. Its up to you, as GM, to exploit that as far as you want; and it will lead to some great roleplaying opportunities. There's your traditional Orlanth initiate who believed in numerous gods and had some divine magic, now being torn between a monotheist and pantheist mindset. The old Orlanthi temperament of 'Violence is always an option' is going to be set against the need for Solace and Grace. His behaviour will be torn; his soul will be torn; how will they be reconciled? How will his previous culture see him? How will the old gods see him? How about the new god?

Plus, depending on his cult rank, the True Church may now have access to Orlanthi myths in ways they never previously had. There are Malkioni mythbreaking cults (like the Hwarosians and the Otherworld Explorers) who would give their eye-teeth to use a convert to break into core Olranthi myths and mess with them. A convert - especially if he was a high ranking one, like a Rune Lord, would be an absolute gift.

So, flexibility with Mythic Resonance is key. It means a lot of different things and can be used in many, many different ways. key for you is roleplaying opportunity in terms of conflicts and so on. A gift to any GM...
 
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