Subj : BATH] The game ends, resignation, and final wrapup To : All From : sstubbs@shout.net Date : Mon Aug 21 2000 04:32 pm From: Stephen Stubbs Subject: BATH] The game ends, resignation, and final wrapup Organization: Walks Far Productions This is the official resignation of the game- Bath of Return. Real life happens. We're now looking for help at work, but then there will be the training period, followed by the reviewing period, followed by the ... etc., etc. It's been over two months since the last game move in Bath, and it doesn't appear a new move will be forthcoming. The Moderator has been more than fair and patient in permitting me time to get Bath moving again. But I'm not going to be able to produce another move before the end of the year. Thank you, Scott, for your tolerance. So let's clear up the mystery surrounding Bath of Return. Have you ever wondered how characters got to be priests, or shamans, or whatever term you'd like to use for someone who receives divine aid? The Players Handbook simply allows you to choose a member of the cleric class and off you go. But it doesn't really happen that way in fantasy life. You are called by a god. If you accept, then you become that god's cleric. So the *full* name for Bath has always been: Bath of Return-- The Shaman's Call The Big Picture: Various gods got together and asked Yondalla (main deity of Halflings) if she would help them teach their possible clerics the necessary morals and ethics required in a cleric of that god. Yondalla agreed and the story begins. (Why Yondalla? Because Halfling get along with anyone/anything remotely 'good' in behavior.) The characters are given subconscious directions by their respective deities to go to Beulah's Bath House and take a room. Yondalla then induces a deep sleep and takes their minds to her monastery by way of a vision quest. In actuality, the characters have never left their room at the bath house. All the events that the characters perceive take place during their night's sleep at Beulah's Bath House. When the vision quest is over, the characters will wake up and then proceed with their decision to answer their god's call, or to continue on with the lives as before. Various situations were presented to the characters to instruct them or make them question their previous attitudes and morals, with the end result of helping them change to be more in line with their god's requirement for clerichood. Jana Many Horses received viewpoints about vengeance and was very close to meeting The Rider and given her call. Bas Calinban was finding out about time; how past, present, and future relate or don't relate. He was about to meet an alternate version of himself, and then his god of longevity (or time). The others needed more work. Mallaoriana would meet a god of music. I needed more background on Edam and Avdivak to come up with a god for each of them. If you have questions about how certain plots or subplots were working, ask and I'll answer as time permits. It was interesting to me that none of the characters ever used their "immediate recall" device to be returned immediately to their bodies back at the bath house. Remember Melanie telling you that if things ever got too tough for you, just grab hold of your specially woven, multicolored belt and say: "There's no place like home, there's no place like home." No Wizard of Oz fans on the team, I suppose. After the players make their decision to accept the call to clerichood or reject it, they would have awakened in their room with the multicolored belts as a reminder that what they experienced on their vision quest was real and not some delusion. If some mystery still remains, just ask the man behind the curtain; or Dorothy down the rabbit hole; or me. Stephen Stubbs. -- |Fidonet: sstubbs@shout.net |Internet: scott@conchbbs.com | | Standard disclaimer: The views of this user are strictly his own. --- # Origin: (1:106/357.99) * Origin: ConchGate (1:106/357.0) .