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D&D Older Editions, OSR, & D&D Variants
4e Races and Classes: "Why we changed the gods"
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<blockquote data-quote="Majoru Oakheart" data-source="post: 3949275" data-attributes="member: 5143"><p>I disagree. I can, and likely will run a campaign entirely from the fluff in the PHB, DMG, and MM.</p><p></p><p>I mean it's not that difficult at all.</p><p></p><p>The PCs start in the starting town in the DMG. They are given the choice to worship the gods in the PHB. They hear that there is a cave nearby which apparently contains the riches of a lost empire but no one has been foolish enough to enter it in decades and the last person to try never came out.</p><p></p><p>They go inside where they find ancient traps, strange magic, and horrible beasts and come out with treasure and a map that must be hundreds of years old. On it is a prophecy saying that Bane will awaken and walk the world and wreak havoc on the world on the day that this map is again seen by mortal eyes but that he can be stopped by finding the artifact created by a powerful mage and the map leads to its location.</p><p></p><p>There you have a basis for an entire campaign and all I had to do was make up one dungeon without creating any new fluff or gods at all.</p><p></p><p>The only reason I'd even need to mention a god of agriculture at all is if one of the players decided specifically that he wanted to play a character who worshiped agriculture(unlikely to say the least) or started asking around town to see where all the farmers worshiped their god of agriculture.</p><p></p><p>I even think that things like agriculture will be part of the gods' portfolios in the PHB. I think they point they were making is that a god of Magic, Weather, Nature, and Agriculture (in a world where people believe that magic comes nature) is a much better god for a world than having one god for each of those things. It allows the players to easily remember which god is which and have a GOOD reason for a cleric of all of of the gods to be a member of an adventuring group.</p><p></p><p>I mean, I can come up with a reason to have an agricultural god's cleric adventuring but it will either sound forced or require me to tie the entire plot of my game to that one character.</p><p></p><p>On the other hand, it's easy for me to say "You worship a god of magic. Part of the mandate of the god is to uncover ancient magic. You want to find dungeons and places of power. You also want to make contacts to learn new magic. You also want to use magic whenever possible. You get much more opportunity out adventuring than you do sitting at home."</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 3949275, member: 5143"] I disagree. I can, and likely will run a campaign entirely from the fluff in the PHB, DMG, and MM. I mean it's not that difficult at all. The PCs start in the starting town in the DMG. They are given the choice to worship the gods in the PHB. They hear that there is a cave nearby which apparently contains the riches of a lost empire but no one has been foolish enough to enter it in decades and the last person to try never came out. They go inside where they find ancient traps, strange magic, and horrible beasts and come out with treasure and a map that must be hundreds of years old. On it is a prophecy saying that Bane will awaken and walk the world and wreak havoc on the world on the day that this map is again seen by mortal eyes but that he can be stopped by finding the artifact created by a powerful mage and the map leads to its location. There you have a basis for an entire campaign and all I had to do was make up one dungeon without creating any new fluff or gods at all. The only reason I'd even need to mention a god of agriculture at all is if one of the players decided specifically that he wanted to play a character who worshiped agriculture(unlikely to say the least) or started asking around town to see where all the farmers worshiped their god of agriculture. I even think that things like agriculture will be part of the gods' portfolios in the PHB. I think they point they were making is that a god of Magic, Weather, Nature, and Agriculture (in a world where people believe that magic comes nature) is a much better god for a world than having one god for each of those things. It allows the players to easily remember which god is which and have a GOOD reason for a cleric of all of of the gods to be a member of an adventuring group. I mean, I can come up with a reason to have an agricultural god's cleric adventuring but it will either sound forced or require me to tie the entire plot of my game to that one character. On the other hand, it's easy for me to say "You worship a god of magic. Part of the mandate of the god is to uncover ancient magic. You want to find dungeons and places of power. You also want to make contacts to learn new magic. You also want to use magic whenever possible. You get much more opportunity out adventuring than you do sitting at home." [/QUOTE]
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4e Races and Classes: "Why we changed the gods"
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