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Story Hour
The Risen Goddess (Updated 3.10.08)
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<blockquote data-quote="Barastrondo" data-source="post: 553480" data-attributes="member: 3820"><p>Here's what <em>I</em> like about this latest wrinkle.</p><p></p><p>One of the things I like best about fantasy, and D&D in particular, is the chance to mess around with religion, specifically pantheism. It's just so much fun (speaking as a worldbuilder) to try and devise a system of how the gods interact, and that extends into preventing plenty of opportunity for conflict on the mortal realm. </p><p></p><p>One of the things that I've generally found somewhat disappointing about the Forgotten Realms deities is that the evil gods tend to be very disorganized, treacherous and overall inefficient, whereas the good gods tend to cooperate well and support one another. That's sensible on a "good is good and evil is bad" level, but it does tend to beg the question of why the good gods haven't just done away with the evil ones by now. They (seemingly) have more worshippers, they're better organized, they don't betray each other, and they're of an equivalent power level (if not stronger) — they should be totally dominant, and that's just not as interesting. If evil isn't as strong and effective as good, it's not really as much fun to oppose it; it's certainly not worth the same bragging rights. The solution has generally been to "make more powerful bad guys," but that's not really satisfying.</p><p></p><p>Hence, why this latest plot twist appeals to me so much. The gods of good demonstrate some fallibility, as do their followers. It totally makes sense, and it helps make the overall structure of Faerunian religion make a little more sense in the process. Because if this sort of thing is happening all the time — then <em>that's</em> why evil is still in the running. Very gratifying. </p><p></p><p>Of course, even that isn't as amusing as the implications of Thelbar giving Taran a mental-boost item and telling him "I expect you to wear it <em>at all times</em>."</p><p></p><p>("Thanks, bro. This is really… HEY!")</p></blockquote><p></p>
[QUOTE="Barastrondo, post: 553480, member: 3820"] Here's what [I]I[/I] like about this latest wrinkle. One of the things I like best about fantasy, and D&D in particular, is the chance to mess around with religion, specifically pantheism. It's just so much fun (speaking as a worldbuilder) to try and devise a system of how the gods interact, and that extends into preventing plenty of opportunity for conflict on the mortal realm. One of the things that I've generally found somewhat disappointing about the Forgotten Realms deities is that the evil gods tend to be very disorganized, treacherous and overall inefficient, whereas the good gods tend to cooperate well and support one another. That's sensible on a "good is good and evil is bad" level, but it does tend to beg the question of why the good gods haven't just done away with the evil ones by now. They (seemingly) have more worshippers, they're better organized, they don't betray each other, and they're of an equivalent power level (if not stronger) — they should be totally dominant, and that's just not as interesting. If evil isn't as strong and effective as good, it's not really as much fun to oppose it; it's certainly not worth the same bragging rights. The solution has generally been to "make more powerful bad guys," but that's not really satisfying. Hence, why this latest plot twist appeals to me so much. The gods of good demonstrate some fallibility, as do their followers. It totally makes sense, and it helps make the overall structure of Faerunian religion make a little more sense in the process. Because if this sort of thing is happening all the time — then [I]that's[/I] why evil is still in the running. Very gratifying. Of course, even that isn't as amusing as the implications of Thelbar giving Taran a mental-boost item and telling him "I expect you to wear it [I]at all times[/I]." ("Thanks, bro. This is really… HEY!") [/QUOTE]
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