Micah Sweet
Level Up & OSR Enthusiast
The example you provided didn't serve your point. That's all I was saying.
But that's not unfair, within the fiction. Within the fiction heresy is wrong, and the divinity is punishing the heretic!
Who cares about what Gygax had to say about anything? Gygax is like Aristotle: an influential figure that got things started, but basically wrong about everything.Well, Gygax's DMG has very clear rules about how clerical spells are granted. It doesn't leave it open to be determined by the group.
no, they are an idiot for making a fundamental and very important decision without having verified the information they base it on. You do not take these kinds of actions on a gut feelThey're only an idiot if non-idiotic play means cautious, low-stakes action declaration to scope out what the GM's ideas are about the nature of the setting, the current situation, etc.
But that's not the only way to approach FRPGing, and it doesn't need to be the only way to approach D&D play either.
I just find it curious that @Micah Sweet proclaims a strong affinity for Gygax's AD&D, but also complains about the DMG expressing a strong view on how clerical magic works.Who cares about what Gygax had to say about anything? Gygax is like Aristotle: an influential figure that got things started, but basically wrong about everything.
Why not? I mean, Conan relies on gut feel a lot. So does Frodo, with Aragorn and Faramir.no, they are an idiot for making a fundamental and very important decision without having verified the information they base it on. You do not take these kinds of actions on a gut feel
But that's boring. Heretics and uncertainty about what gods want make for interesting stories.
I guess it boils down to my belief that gods, as such, aren't interesting pieces of game scenery. Religion is, but religion is something created by people. And religion is much more interesting when you have differing interpretations.
Who cares about what Gygax had to say about anything? Gygax is like Aristotle: an influential figure that got things started, but basically wrong about everything.
Aside from the setting doesn't really let you play an "against the gods" storyline, since the gods have a monopoly on power (and a past history of dropping asteroids on the heads of any uppity mortals).Yeah, which tracks with a lot of myth's and religions throughout our history.
I guess what you are saying is that if a player wants to roleplay a crisis of faith, that should come from the player, not the DM. I believe Critical Role did this."Hurray!" ~ cleric players who want to roleplay someone of faith and the struggle thereof instead of someone who needs to do exactly what the DM tells them to keep having their character be viable in the game.
If people want to do it, fine, I guess. But the game doesn't need to enable or encourage it.
Can't we separate the fiction from the play here? In the fiction, the cleric needs to care about their god. (Assuming we ignore the DMG text that has been quoted.)
At the table, this means the player plays their PC as needing to care about their god.
If the player won't do this unless they are worried about the GM depriving them of character features, that tells me something about the dynamics of play at that table. But doesn't tell me about the thematic archetypes of the game.
EDIT:
The same point applies to this: the metaphysics and possibilities within the fiction don't require a rule that one participant at the table has the power to remove or very significantly downgrade another participant's game piece.
Like I said, It does, as it tells us something about metaphysics and the relationship between the god and the cleric.In that case, the DMG wording doesn't seem to matter, does it?