Posted by Cathoir on January 21, 2000 at 14:57:35:
In Reply to: Cult of the Scarab. posted by Former Initiate on January 20, 2000 at 14:19:09:
I like the concept and everything about cultists, but the induction process is exactly the opposite of what I like to see. I like cabals to be easy in easy out. You seem to have promise so you get inducted but then have to prove yourself within the cabal. I never feel like having to write an essay just to get inducted and i'm not very adept at interviews. I do feel, however, once i'm in a cabal I can roleplay well enough to be productive. Empire is closest to how I like to see inductions, even if they do keep a lot of idiots. > > -Former Initiate
> I've played a cultist in the past and i must admit that the idealogy of the cult is extremely interesting and fun to play. Though most people have trouble understanding the concept well enough to be tattoo'd/inducted it is fun because when you see another cultist you know you have a decent player. But nowadays the cult has very few players and ennemies surround them on all sides. If the village doesn't have their item, the imperials do. Sylvans will attack any cultist just because they're evil, entropy can't be counted on as an ally, arbiters do their own thing, and now with the hoardes of servants of dawn and the Maran comming out of the woodwork like a nest of termites it is near impossible to walk three rooms without being attacked by someone. Being attacked at every step sort of loses it's lustre after the first two days, and playing an Initiate isn't as fun as it used to be. It's like playing an uncaballed. But "Hey! Do it for the roleplay!". The problem with that is that it's very hard to roleplay when everyone just wants to kill you. Maybe give Scarabs some powers to defend themselves or fight off the mass of ennemies. Then it just might actually attract people to this religion/cabal and make it interesting to play again. As it stands it's just not worth playing a scarab for all the headache it causes.