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<blockquote data-quote="Greenfield" data-source="post: 7313993" data-attributes="member: 6669384"><p>The big thing to remember is that most people (other than priests and temple knights) worship the pantheon, rather than a single deity.</p><p></p><p>The Greek soldier will probably give prayer and sacrifice to Ares, god of war, but might also pray to Athena, goddess of wisdom and courage in battle. When heading home to his wife, or when courting he might pray to Aphrodite, goddess of love. When traveling he'll give a nod to Hermes, the traveler, and when gambling he'll pray to "Lady Luck" herself, Fortuna.</p><p></p><p>The shepherd may pray to Pan, guardian of flock and field, or to Artemis, goddess of the hunt, when someone is out tracking down the wolves that ravage his flock.</p><p></p><p>Faith is opportunistic in polytheistic settings, after all.</p><p></p><p>So keep that sort of thing in mind, not simply when designing the pantheon, but also when populating your world. Some might carry no holy symbol, others might carry several, depending on how religious they are, and how rich. (Those things cost money in the game world, after all.)</p><p></p><p><Tangent>In our Grecco/Roman campaign our characters were once tasked with the job of spreading the word of the afterlife to the one country that didn't believe in it: China, or "Far Chin" as we knew it. It was to help settle a holy war.</p><p></p><p>When we had to explain our mission to some priests there, they asked in amazement, "Are your gods children, that they are so petty and jealous?"</p><p></p><p>One player, role playing, gave a look of total confusion as he answered: "Well, yes, sometimes. Aren't yours?"</p><p></Tangent></p><p></p><p>The reason for the side trip there was to remind you/us that there can be more to a deity than an aspect and some domains. You can set the underlying flavor of the entire campaign by giving some of the gods distinctive personality traits. You can even slant the entire pantheon in creative ways, as the Greek gods were, if that helps make good story. Remember, in the end, good story is what its all abaout.</p><p></p><p>That's what the players keep coming back for.</p></blockquote><p></p>
[QUOTE="Greenfield, post: 7313993, member: 6669384"] The big thing to remember is that most people (other than priests and temple knights) worship the pantheon, rather than a single deity. The Greek soldier will probably give prayer and sacrifice to Ares, god of war, but might also pray to Athena, goddess of wisdom and courage in battle. When heading home to his wife, or when courting he might pray to Aphrodite, goddess of love. When traveling he'll give a nod to Hermes, the traveler, and when gambling he'll pray to "Lady Luck" herself, Fortuna. The shepherd may pray to Pan, guardian of flock and field, or to Artemis, goddess of the hunt, when someone is out tracking down the wolves that ravage his flock. Faith is opportunistic in polytheistic settings, after all. So keep that sort of thing in mind, not simply when designing the pantheon, but also when populating your world. Some might carry no holy symbol, others might carry several, depending on how religious they are, and how rich. (Those things cost money in the game world, after all.) <Tangent>In our Grecco/Roman campaign our characters were once tasked with the job of spreading the word of the afterlife to the one country that didn't believe in it: China, or "Far Chin" as we knew it. It was to help settle a holy war. When we had to explain our mission to some priests there, they asked in amazement, "Are your gods children, that they are so petty and jealous?" One player, role playing, gave a look of total confusion as he answered: "Well, yes, sometimes. Aren't yours?" </Tangent> The reason for the side trip there was to remind you/us that there can be more to a deity than an aspect and some domains. You can set the underlying flavor of the entire campaign by giving some of the gods distinctive personality traits. You can even slant the entire pantheon in creative ways, as the Greek gods were, if that helps make good story. Remember, in the end, good story is what its all abaout. That's what the players keep coming back for. [/QUOTE]
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