I’m a bit confused by the idea of Auras, which in my understanding have no mechanical effect. I get that they have a roleplaying effect, but no more than any player can just decide “today my character got out of bed with an urge to chastise fools” or whatever, and then roleplay accordingly. It seems to me that the whole point of roleplaying games is to throw off the shackles of real life caution and conformity - any hero is already operating under a self imposed aura- is in-game permission really required? Do players really expend resources on something they can talk themselves into for free? I guess it can be amusing when an aura pushes someone to play against type, but that seems like kind of an edge case?
My understanding is that Auras are EXTERNAL spiritual effects which affect the way a character behaves.
You can choose to have an Aura placed on your character by a priest, to help your character act in a way more aligned to one of the Paths of Virtue, or an Aura could be caused by an item or place.
I don’t believe it’s just a “feeling” that you choose to have your character wake up with.
As I understand it, the purpose of Auras is to set a mood, and to an extent, enforce it.
There is often a mechanical effect of some sort as well.
Most obviously with some location auras
e.g. Chamber of Delights:
RP effect: folk are chatty and relaxed and convivial.
Mechanical effect: 15 minutes of role-playing in there regenerates all personal mana.
Now you could look at this strictly mechanically:
My character then went to this enchanted area with the mana regen aura and acted in accordance with it and regenerated all mana, and left.
Or perhaps a story perspective:
I staggered into the tent, which was enchanted to be a Chamber of Delights, and my worries fell away for a time. I sang, I told stories, and I shared a cup of sweet wine with companions, a refreshing break from the troubles I had wrestled with that day. I left some time later, my blood fizzing with enthusiasm and newfound power, ready to confront my troubles, bolstered by a memory of song.
Or even with the RP effect used mechanically:
After H had looked to much at the constellation, she began whining, then screaming, then trying to claw at her own face. We restrained her and bundled her into the tent of Q, which was a Chamber of Delights. H relaxed into her usual self, and was able to tell us how the stars had affected her with some puzzlement as to her previous compulsion. I used my [Circlet of Falling Snow] to resist the pacifying effect of the Chamber, performed a quick divination on H, and determined that she should likely stay in there for about an hour, until the astromantic curse wears off. Please find attached a bill for her drinks and massage treatments.
Or indeed, even if there is no mechanical effect, to set a mood.
“I wish this tent to be a place of concentration and scholarly endeavour. We have much to do this summit, and would not have it fall into raucous parties or screaming arguments. Therefore I am laying down this aura to enforce a mood of calm focus and co-operation. The party tent is over there. This is the tent for plotting big magics.”
Does that help?
Thank you Geoffrey - that is helpful inasmuch as I can see that associating a place with an aura (“Consecration”) coordinates roleplaying in a constructive way. I guess my doubts relate more to auras applied to a particular individual (“Anointing”) or personal item (“Hallowing”).
Ah, for those it’s more towards “I want this marked as particularly special”, but there are a few buffs. Anointings, nevermind being fun role-play, can sometimes be used to resist naty effects, such as the Druj Miasma.
“Blessing all the troops before battle” is not just a religeous ceremony in this game, but can be a mechanical buff.
Likewise on some quests, hallowing an item can be important to that story.
“We reforged the sword, and hallowed it such that it bears it’s masters name in spritiual runes, and returned it to the tomb, and the ghost will haunt this area no more…”
It’s not exactly the same, but I think the concept of ic drugs is similar, as are things like masks / veils. Oftentimes, players’ first reaction to the concept of ic drugs is “huh??? Why would I pay ic money for a piece of paper that tells me to act a certain way and has no mechanical benefit? I could just act weird without the piece of paper?”
I think the fact you have to pay for things makes them more valuable and elusive to seek out, for sure. It also makes it clearer to those around you you’re acting weird for fully ic reasons and not because you are oc angry / frightened
There’s a concept in larp called “permission slips” or “permission to explore” where having an external agent telling you to do things helps separate yourself from your character.
Thank you Jun - that article is fascinating, fully addresses my query, and raises some additional questions for further meditation…