Becoming A Deity


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The Climax of my Dark*Matter campaign involved the characters destroying the world and remaking it to suit their own purposes.

And one of the characters in that campaign was merely a godlike being in the shell of a mortal woman--As the campaign approached the climax, she became more and more likely to break out of that shell and become something that would be able (and likely willing) to destroy the rest of the party with a mere thought.

In fact, she had a 50/50 chance of doing so during the climactic unmaking/remaking. But her player rolled well, and the world was remade in such a way that she was merely a mortal woman (albeit a mortal woman who was likely to become the next US President).

Dark*Matter can be like that.
 

I DMed a character in second edition Forgotten Realms. He was an Elven Mage/Cleric of Mystra looking to make a really powerful magic sword for himself. He went through all of the steps to make it and I had the very last step as performing a retributive strike of a Staff of Magi over it. =) He made the appropriate rolls and boom: the place was leveled, the sword was made, and he was at the feet of Mystra. He had a year and a day to get his affairs in order - he had a wife who was recently pregnant.... =) His daughter character ended up worshipping him, but did not know that he was her father.
 



I ran a campaign where the gods got outplayed and destroyed by the Lords of the Abyss. After defeating said Lords of the Abyss, the PCs ended up in an empty paradise, where they became the new deities and the campaign wrapped up there.

I have not yet run or played in a game where the PCs continued play as gods.
 

Maybe soon?

A current game I'm starting has the players switching between two systems. The idea is that they start as a group of standard psuedo-medieval villagers in a distinctly non-magical world, and find a gate that takes them to D&D-land (for lack of better name at the moment). They'll be switching back and forth as the game goes, with their D&D-land powers slowly bleeding out to give them abilities in mundane-land. Plotwise, two people - one from each world - are trying to force the worlds to merge into each other, plotting to grant themselves complete domination over the combined world. My idea is to set the players up to decide on if this is a good or bad thing, and how to act fro there. If they decide it's a good thing but the two people doing it are evil (and they are evil ;p), there's a good chance they'll usurp them and become godlike powers of the newly combined world.
 

Diamond Cross said:
Have you actually had a campaign where your character(s) actually became a deity?

Yes, played the same character over a span of about 15 years, from 3rd-level up to 117th-level Lesser God (1st-2nd Edition).

Immortality

I was so enamoured with immortal level gaming I started writing books for 3.5 immortal games.

Immortals Handbook: ASCENSION - Eternity Publishing | RPGNow.com

What were your experiences?

Too many to mention, but involving lots of world hopping (about a dozen different gameworlds we roleplayed over, each with a different sort of vibe), lots of genre-crossovers (modern-cyberpunk, future, videogame), lots of politicking, lots of doomsday scenarios (upon reflection), plenty of pantheon interaction.

Eventually worrying about the consequences of my divine actions as regards their impact upon my worshippers and servants. One of the keys of our immortal campaign was the Worship Points you gained from worshippers (which gave you your divine power). Which was something that would ebb and flow. So it wasn't always enough to be powerful, and the DM could really punish bad decisions by having events on the periphery of your control really damage your worship base.
 

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