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5e needs a Faiths and Avatars style book
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<blockquote data-quote="Umbran" data-source="post: 7451000" data-attributes="member: 177"><p>I don't see as mutual understanding across games really has anything to do with immersion of the players at my table, nor with immersion of players in general.</p><p></p><p>The thing to note is that most folks don't take part in discussions online, and are otherwise not involved in anything across games. The don't need a language of shared worlds, because they don't talk all that much about them with players in other worlds.</p><p></p><p>We need mechanics and lore for things that are going to become plot relevant in our games. If my game does not cross between Greyhawk and Toril, then I don't need to know how events in one world impact those in another. If my PCs are not going to interact with gods directly, then I don't need mechanics for them at all. If most campaigns last a year or year and a half, and get up around 12th level, such a book really won't impact most campaigns - making it kind of a niche product.</p><p></p><p>A book generically discussing the roles of clerics in their own worlds, aside from adventuring, would be useful. And it might be better put speaking in generic terms (clerics with Domain X might have role Y and holidays A, B, and C). Lost Mine of Phandelver includes the concept of an interfaith shrine - a place where clerics of various gods will come and administer to the community at relevant times. Taking turns, in effect. It would be cool to build out structures like that, and discuss the roles they play within their communities. What does a polytheistic religion really look like, when some number of the followers get spells, and others do not?</p></blockquote><p></p>
[QUOTE="Umbran, post: 7451000, member: 177"] I don't see as mutual understanding across games really has anything to do with immersion of the players at my table, nor with immersion of players in general. The thing to note is that most folks don't take part in discussions online, and are otherwise not involved in anything across games. The don't need a language of shared worlds, because they don't talk all that much about them with players in other worlds. We need mechanics and lore for things that are going to become plot relevant in our games. If my game does not cross between Greyhawk and Toril, then I don't need to know how events in one world impact those in another. If my PCs are not going to interact with gods directly, then I don't need mechanics for them at all. If most campaigns last a year or year and a half, and get up around 12th level, such a book really won't impact most campaigns - making it kind of a niche product. A book generically discussing the roles of clerics in their own worlds, aside from adventuring, would be useful. And it might be better put speaking in generic terms (clerics with Domain X might have role Y and holidays A, B, and C). Lost Mine of Phandelver includes the concept of an interfaith shrine - a place where clerics of various gods will come and administer to the community at relevant times. Taking turns, in effect. It would be cool to build out structures like that, and discuss the roles they play within their communities. What does a polytheistic religion really look like, when some number of the followers get spells, and others do not? [/QUOTE]
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5e needs a Faiths and Avatars style book
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