Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
By The Book: New Religions, Schisms and Bigotry
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="WayneLigon" data-source="post: 3567507" data-attributes="member: 3649"><p>The history of how such stuff was managed is bascially a history of how we looked at D&D.</p><p></p><p>In the past I'd almost wholly ignored it. We'd had arcs and campaigns based on most other aspects of human society but almost entirely ignored how society interacts with religion. If you have a known pantheon of, say, 5 gods and your typical 1-5 dark gods then obviously any 'new' religion is false or actively evil.</p><p></p><p>Not really any arguement about that since for so long a time we assumed that those big cathedrals and churches and abbeys were packed full of cleric-classed people. Clerics were, per capita, the most-represented character class by far. You get someone to 10th level or so and boom, they can talk directly to their deity. Get 'em high enough level and they can either go talk to him, or bring him down to earth for a little chat. </p><p></p><p>Oh, you'd get your occassional evil priest, seduced by his station or by the dark gods. Some Detect Evil or other divination usually put that out of the picture pretty quick. But the idea that an entire religion would arise or fall or really change in much of any way was silly. If they deviated too far, they stop getting spells or the god himself would come down and put a stop to that, some members of the church would erupt in blue fire or have their heads explode and that would be that.</p><p></p><p>There might have been some friendly rivalry between some religions in the same pantheon, but that was about the extent of it. When you have the threat of the dark gods and the monsterous humanoids, any difference between CG church and LG church seems to fade into the background.</p><p></p><p>Then around 1985-1990, things started to change. A long time away from concentrating on D&D -- and some growing up on our parts -- showed us how other games handled such things and that we didn't have to do things so in line with the rules as written. We started to pay attention to the nature of the gods and make some notes on just what they wanted. The concepts of older groups of dieties, younger deities, rival gods from other cultures, all this began to percolate in. We paid more attention to how the gods were handled in various works of fiction, and how that interacted with basic human nature.</p><p></p><p>First, we broke from the (erroneous, anyway) idea that the various divination spells were basically infallible. The ones that were became not so much so. We broke from the idea of gods that were so directly involved in their clerics lives that they'd come down and fix things if things got too out of whack.</p><p></p><p>About 1995 we're getting into Eberron territory, where the gods are nebulous things that might not even really exist, or are so removed from the world that they themselves really don't much care what happens to it unless something monstrous happens that directly affects them. They empower clerics and paladins to be their eyes and ears and arms on the material world. Because those agents are human, they are subject to the full range of human foible and nobility.</p></blockquote><p></p>
[QUOTE="WayneLigon, post: 3567507, member: 3649"] The history of how such stuff was managed is bascially a history of how we looked at D&D. In the past I'd almost wholly ignored it. We'd had arcs and campaigns based on most other aspects of human society but almost entirely ignored how society interacts with religion. If you have a known pantheon of, say, 5 gods and your typical 1-5 dark gods then obviously any 'new' religion is false or actively evil. Not really any arguement about that since for so long a time we assumed that those big cathedrals and churches and abbeys were packed full of cleric-classed people. Clerics were, per capita, the most-represented character class by far. You get someone to 10th level or so and boom, they can talk directly to their deity. Get 'em high enough level and they can either go talk to him, or bring him down to earth for a little chat. Oh, you'd get your occassional evil priest, seduced by his station or by the dark gods. Some Detect Evil or other divination usually put that out of the picture pretty quick. But the idea that an entire religion would arise or fall or really change in much of any way was silly. If they deviated too far, they stop getting spells or the god himself would come down and put a stop to that, some members of the church would erupt in blue fire or have their heads explode and that would be that. There might have been some friendly rivalry between some religions in the same pantheon, but that was about the extent of it. When you have the threat of the dark gods and the monsterous humanoids, any difference between CG church and LG church seems to fade into the background. Then around 1985-1990, things started to change. A long time away from concentrating on D&D -- and some growing up on our parts -- showed us how other games handled such things and that we didn't have to do things so in line with the rules as written. We started to pay attention to the nature of the gods and make some notes on just what they wanted. The concepts of older groups of dieties, younger deities, rival gods from other cultures, all this began to percolate in. We paid more attention to how the gods were handled in various works of fiction, and how that interacted with basic human nature. First, we broke from the (erroneous, anyway) idea that the various divination spells were basically infallible. The ones that were became not so much so. We broke from the idea of gods that were so directly involved in their clerics lives that they'd come down and fix things if things got too out of whack. About 1995 we're getting into Eberron territory, where the gods are nebulous things that might not even really exist, or are so removed from the world that they themselves really don't much care what happens to it unless something monstrous happens that directly affects them. They empower clerics and paladins to be their eyes and ears and arms on the material world. Because those agents are human, they are subject to the full range of human foible and nobility. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
By The Book: New Religions, Schisms and Bigotry
Top