IN> Re: the Heavenbound
Nigel Cole
zebekia at zebekia.co.uk
Tue Jul 25 18:40:28 CDT 2006
On Tuesday 25 July 2006 08:48, Bill Adlam wrote:
>
> Presumably in this case the teacher's fate was 'to discourage one of
> the most promising minds of the next generation', or something like
> that. It would be a very strange person who was incapable of
> anything worse than 'make a snide remark'.
I don't entirely agree - I see destiny & fate as tied to the choices
made by a particular individual, not connected with facts beyond their
ken. If the teacher realised the person they were discouraging had the
potential to be brilliant, and discouraged them anyway, then I'd agree.
I don't know if it's stated explicitly anywhere, but IN mostly defines
evil as selfishness, and good as selflessness. It could be that a
seemingly trivial act happens to be the most purely selfish one that
person could make, whereas apparently 'worse' actions might not be
purely selfish. (GMs willing to mess with players' heads can pull some
really nasty surprises here, limited only by how easily-offended their
players are.)
But there's a bit of smoke-and-mirrors about destiny & fate in game
terms anyway, since the very idea of an individual actually having
pre-determined best & worst actions runs counter to the idea of free
will. There's also a meta-game aspect: it's an appealing idea that a
person could be damned for a seemingly minor act, while at the same
time it's an unpleasant idea that someone who devotes their whole life
to selflessly helping others could be undone by a single selfish action
when they were young.
My own, non-canon, approach is to assume destiny (& fate) can change
over time, depending on the person's actions; you can only be certain a
person has met their destiny or fate at some point in their life when
they die. In limited cases, a person may be able to undo their fate (eg
the teacher has a change of heart and goes out of his way to encourage
the student instead) or perform sufficient selfless actions that their
fate changes (eg the teacher subsequently encourages lots of other
students).
Any in-game requirement to know whether someone still alive has met
their destiny or fate can be handled by assuming an implicit "...if
they died right now".
--
Nigel Cole
zebekia at zebekia.co.uk
www.dreamlyrics.co.uk: Zebekia
More information about the In-Nomine-list
mailing list