Originally posted by Shadowdragon
View Post
Second, "there's an early 1e book with characters from the gameline where the political axis denotes semi-philosophical divisions between the self-appointed stewards of the ever-changing mirror-world, each branch of which is hundreds to thousands of years old and sponsored by an immortal thematic godling who doesn't exclusively live over an acid pit to oblivion, and characters from those divisions can share membership in the spiritual subgrouping with the most local concern and lowest impact on its members outside of one major structural taboo" is not an argument for the splat full of temporary people joined with temporary ghosts forming cults with a lifespan measured in decades to deal with the ever-draining sinkhole below the world.
Third, Krewe Archetypes aren't "your krewe deals with the ghosts of homeless people," they're "your krewe deals with seeking justice for the dead" or "your krewe deals with altering the place of the dead in society" or "your krewe deals with the things that ghosts tend to form around." Particulars like how to deal with the homeless is the domain of Doctrines, which can and will change over the course of play as your characters' fledgeling religious institution grows, adapts, and sheds splinter factions. None of this is "PCs are limited to one specific focus."
Fourth, geists don't have Archetypes. There is zero chance that all the geists in a city will share the same Archetype, because Archetype in 2e is a description of a type of cult. Characters can lean into the broad category of their Krewe Archetype for the benefits it affords them, but that niche exists largely independent of a character's Burden, Remembrance, and Touchstones. The krewe gives PCs something in common to work on in a game where they have a wealth of personal projects to balance it with.
Comment