Making Religion Matter in Fantasy RPGs

Religion is a powerful force in any culture and difficult to ignore when creating a gaming setting. Here's some things to consider when incorporating religions into your campaign.

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Religion is a powerful force in any culture and difficult to ignore when creating a gaming setting. Here's some things to consider when incorporating religions into your campaign.

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The Question of Gods​

When we look at religion from a gaming perspective, the most interesting thing about it is that in many settings, the existence of deities is not in question. One of the most common arguments over religion is whether there even is a god of any form. But in many fantasy games especially, deities offer proof of their existence on a daily basis. Their power is channelled through clerics and priests and a fair few have actually been seen manifesting in the material realm. This makes it pretty hard to be an atheist in a D&D game.

While the adherents of any faith believe the existence of their deity is a given fact, having actual proof changes the way that religion is seen by outsiders. In many ancient cultures, people believed in not only their gods, but the gods of other cultures. So to win a war or conquer another culture was proof your gods were more powerful than theirs. While winning a war against another culture can make you pretty confident, winning one against another culture’s gods can make you arrogant. Add to that the fact you had warrior priests manifesting divine power on the battlefield, you are pretty soon going to start thinking that not only is winning inevitable, but that it is also a divine destiny. Again, these are all attitudes plenty of believers have had in ancient days, but in many fantasy worlds they might actually be right.

Magic vs. Prayer​

If a world has magic, it might be argued that this power is just another form of magic. Wizards might scoff at clerics, telling them they are just dabblers who haven’t learned true magic. But this gets trickier if there are things the clerics can do with their magic that the wizards can’t do with theirs. Some wizards might spend their lives trying to duplicate the effects of clerics, and what happens if one of them does?

The reverse is also interesting. Clerics might potentially manifest any form of magical power if it suits their deity. So if the priest of fire can not only heal but throw fireballs around, is it the wizards that need to get themselves some religion to become true practitioners of the art? Maybe the addition of faith is the only way to really gain the true power of magic?

Are the Gods Real?​

While divine power might be unarguably real, the source of it might still be in contention. A priest might be connecting to some more primal force than magicians, or tapping into some force of humanity. What priests think is a connection to the divine might actually just be another form of magic. As such, it could have some unexpected side effects.

Let’s say this divine power draws from the life force of sentient beings. As it does so in a very broad way, this effect is barely noticed in most populations. A tiny amount of life from the population as a whole powers each spell. But once the cleric goes somewhere remote they might find their magic starts draining the life from those nearby. In remote areas, clerics might be feared rather than revered, and the moment they try to prove they are right by manifesting the true power of their deity, they (and the townsfolk) are in for a very nasty surprise.

Can You Not Believe in Them?​

There are ways to still play an atheist character in a fantasy game. However, it does require more thought beyond "well I don’t believe in it." That's a sure way to make your character look foolish, especially after they have just been healed by a cleric.

What will also make things much tougher is having a character that refuses to benefit from the power of religion due to their beliefs. They might insist that if they don’t know what in this healing magic, they don’t want any part of it, especially if the priest can’t really explain it outside the terms of their faith. That this healing works will not be in doubt. So are they being principled or a fool? If the explanation for magical healing isn’t "this is just healing energy" but "it’s the power of my deity, entering your body and changing it for the better" the character might be more reticent about a few more hit points.

When it comes to deities manifesting on the material plane, it’s a little harder to ignore them. But this isn’t always evidence of the divine. A manifesting deity is undoubtedly a powerful being, one able to crush armies and level cities, but does that make them divine? While the power of a deity is not in dispute, the definition of what is actually divine in nature is a lot muddier. This is ironically harder in a fantasy world where lich-kings, dragons and powerful wizards can do all the same things many deities are supposed to do.

What Are Gods?​

So we come back to the question: Whether you are a cleric, adherent or atheist, of what actually is god? What quality of them demands or inspires worship beyond the fact they are powerful? Plenty of philosophers are still trying to figure that one out. While in a fantasy game their existence and power may not be in question, whether they are holy or even worthy of trust and faith might be much harder to divine.
 

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Andrew Peregrine

Andrew Peregrine

But this is my point: as a player I accept your word about the way the world works. What a PC believes, says or does is frequently different from what I believe, say or do. It is absolutely not "the player is directly telling the DM that the DM is wrong about the setting. "



Agnostic: a person who holds that the existence of the ultimate cause, as God, and the essential nature of things are unknown and unknowable, or that human knowledge is limited to experience.

Atheist: a person who denies or disbelieves the existence of a supreme being or beings.

My PC believed gods were an illusion, not that what they were was unknowable.

What would have to happen in the campaign for your character to change their opinion? If it's a character's belief - and not your own expressed through the lens of the campaign - then it can be changed within the story. Curious what the framework would be here, as a thought exercise.
 

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He was never argumentative, he didn't really care what other people thought. Why do people assume an atheist will be militant?
I don't assume such, it's an example of how a player, not character, can be antagonistic. Also, I've had it happen at my table. Things were sorted agreeably after a between game conversation.

As far as not providing healing, that would be a jerk move. The PC primarily started out as a thought experiment but it became an interesting hook with and a differentiator from my other PCs.

Canon for the Iron Kingdoms setting. If you are not of the cleric's religion their healing spells don't work as well. This would be a consequence of differing religions not simply atheism, but it's hardly a unique concept.

If you are tell me that my PC can't be an atheist then you're telling me I do not have final say on what my PC thinks. That's a major red flag in my book.
Again, personally and in my setting, your character can be an atheist if you wish. There will be social consequences, and the character will like be regarded as insane. Whining about in-game consequences would be a red flag in my book.

In Eberron, again, it would be more reasonable since the gods are explicity distant and unknowable.
 

Voadam

Legend
What would have to happen in the campaign for your character to change their opinion? If it's a character's belief - and not your own expressed through the lens of the campaign - then it can be changed within the story. Curious what the framework would be here, as a thought exercise.
It might be something that could change through the story, or it might be a core hook of the character to hang onto to. It is also possibly something that could be explored through play to see how the character develops or changes based on whatever happens without predetermining possible courses.
 

Voadam

Legend
Canon for the Iron Kingdoms setting. If you are not of the cleric's religion their healing spells don't work as well. This would be a consequence of differing religions not simply atheism, but it's hardly a unique concept.
That seems fairly campaign specific and far from the D&D default.
 

Cadence

Legend
Supporter
Canon for the Iron Kingdoms setting. If you are not of the cleric's religion their healing spells don't work as well. This would be a consequence of differing religions not simply atheism, but it's hardly a unique concept.

Never played that setting. Do clerics usually travel with the party like in other D&D settings? Are all of the party members usually of the same religion? Or is a chunk of the party just not healable? Do those of other religions protect the clerics of faiths that don't match theirs?
 

Never played that setting. Do clerics usually travel with the party like in other D&D settings? Are all of the party members usually of the same religion? Or is a chunk of the party just not healable? Do those of other religions protect the clerics of faiths that don't match theirs?
It's complex...
Yes, there are travelling PC clerics.
Party members tend to be of similar faiths / cultures, although the penalty of being healed by different religions varies a touch. IIRC, Morrow is fairly generous with healing, but Menoth is quite stern. Religions may assist or protect other faiths depending on relationship.
 

Canon for the Iron Kingdoms setting. If you are not of the cleric's religion their healing spells don't work as well. This would be a consequence of differing religions not simply atheism, but it's hardly a unique concept.
That seems fairly campaign specific and far from the D&D default.

While I agree it's far from the D&D default, I think it's because the default is seeing gods and divine magic through a monotheistic lens. I a cleric cures you, you are cured, because that's the power of the god acting and the cleric just prayed for something to happen and a miracle... happens.

I feel the Iron Kingdom's way (and I don't know that setting, but it's interesting) is more close to ancient polytheism. "We'll do a healing ritual and to be healed, you're expected to participate. If you want the god to heal you, then you need to put your toga on your head at the prescribed time... if you don't, the ritual might be botched and you might not be healed or you might even anger the god and instead of closing your wound you'll get necrosis... or actually, we don't know what might happen because people just put their damn toga on the head so it works and we don't want to risk doing an experiment while your arm is bleeding profusely".
 

Canon for the Iron Kingdoms setting. If you are not of the cleric's religion their healing spells don't work as well. This would be a consequence of differing religions not simply atheism, but it's hardly a unique concept.

That seems fairly campaign specific and far from the D&D default.

Shrug If you don't believe in the gods, why should they help you?

More importantly, it's not something I just pulled out of my hat. It's a concept that's been out there for quite a while.
 

Cadence

Legend
Supporter
It's complex...
Yes, there are travelling PC clerics.
Party members tend to be of similar faiths / cultures, although the penalty of being healed by different religions varies a touch. IIRC, Morrow is fairly generous with healing, but Menoth is quite stern. Religions may assist or protect other faiths depending on relationship.

The flexibility feels like it makes a big difference. A priest of Menoth sounds like they'd be a self-buffer a lot more than a traditional cleric. On the other hand, having clerics not willy nilly put up with just anything seems appropriate in a lot of cases.
 


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