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<blockquote data-quote="ptolemy18" data-source="post: 2061500" data-attributes="member: 24970"><p>That's certainly possible with some campaign settings. EGYPTIAN ADVENTURES in particular makes it explicit that the gods NEVER interfere with mortal affairs (or at least, almost never) and thus it's possible to have Lawful Good and Chaotic Evil priests of the same god ("No, you're wrong, Set is all about justice and honor!" "No, Set is about evil and vengeance!" (RELIGIOUS ARGUMENT ENSUES))</p><p></p><p>That's the kind of setting I generally prefer to play in. In an extreme case, one of the "secrets" might be that the gods don't exist at all, and divine spellcasters are just another type of arcane spellcasters who don't realize where their own powers come from.</p><p></p><p>However, I think the "default" idea of D&D3.0/3.5's Greyhawk (and Forgotten Realms, etc., although I don't know as much about that world) is that the gods are pretty active in the world. When high-level priests can use Plane Shift to go to their god's home plane, or summon a Greater Celestial Ally who will just tell them "Hey, man, Hieroneous thinks you're a heretic," then the existence of agnosticism, atheism and serious religious arguments "within the faith" is less plausible.</p><p></p><p>I prefer the "gods are more mysterious" type of world, personally.</p><p></p><p>Jason</p></blockquote><p></p>
[QUOTE="ptolemy18, post: 2061500, member: 24970"] That's certainly possible with some campaign settings. EGYPTIAN ADVENTURES in particular makes it explicit that the gods NEVER interfere with mortal affairs (or at least, almost never) and thus it's possible to have Lawful Good and Chaotic Evil priests of the same god ("No, you're wrong, Set is all about justice and honor!" "No, Set is about evil and vengeance!" (RELIGIOUS ARGUMENT ENSUES)) That's the kind of setting I generally prefer to play in. In an extreme case, one of the "secrets" might be that the gods don't exist at all, and divine spellcasters are just another type of arcane spellcasters who don't realize where their own powers come from. However, I think the "default" idea of D&D3.0/3.5's Greyhawk (and Forgotten Realms, etc., although I don't know as much about that world) is that the gods are pretty active in the world. When high-level priests can use Plane Shift to go to their god's home plane, or summon a Greater Celestial Ally who will just tell them "Hey, man, Hieroneous thinks you're a heretic," then the existence of agnosticism, atheism and serious religious arguments "within the faith" is less plausible. I prefer the "gods are more mysterious" type of world, personally. Jason [/QUOTE]
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