Role-playing Games Stack Exchange is a question and answer site for gamemasters and players of tabletop, paper-and-pencil role-playing games. Join them; it only takes a minute:

Sign up
Here's how it works:
  1. Anybody can ask a question
  2. Anybody can answer
  3. The best answers are voted up and rise to the top

When playing in the Sorcerer setting Dictionary of Mu, when you have 20 player-authored demon entries the end of an epoch is triggered. Does this have to be a world-ending meteorite for the game to be a 'real' game of Sorcerer?

share|improve this question
up vote 2 down vote accepted

Epochs can absolutely be good things. Here's what I am saying. I am not saying the GM should decide what the next epoch means. I am saying you end the game with the player having taken over Black Rock and killed Nimrote. The GM does not then do something catastrophic in order to end the epoch unless it comes organically out of play. You end the session, do advancement and base the next epochal changes to Marr'd based on the players next kicker. Does that make sense?

share|improve this answer

I wouldn't say it has to be world-ending, it just has to be appropriately large that one or more of the player's kickers play a significant development in how the world changes.

On pg. 142 of Dictionary of Mu it says that the end of the an epoch is "defined by the player's kickers."

So I think it certainly could involve an end-of-the-world condition, but I think the more general form is just one of immense change based on the driving force(s) behind the character's individual stories.

share|improve this answer
Can you give an example of a kicker in play and a decent epoch-resolution? – Ry St Aug 28 '10 at 22:35

Your Answer


By posting your answer, you agree to the privacy policy and terms of service.

Not the answer you're looking for? Browse other questions tagged or ask your own question.