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*TTRPGs General
Create Compelling Deities With The Primal Order
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<blockquote data-quote="Steffen Haeuser" data-source="post: 7730830" data-attributes="member: 6916222"><p>Sounds interesting, though I have to admit I do not like this "primal energy" approach. Sounds much too "technical" to me, taking away the mysticism. I was always a bit taking the approach they took in german RPG system Midgard - the power of the gods comes from the beliefs of the mortals believing into them. The more believer the more powerful (though if I remember right the fanatism played also a role, very fanatic cults could cause the god to be powerful with less followers). They also had something like primal energy in that system - but that was strictly for arcane magic, it was how arcane magic works (casters open a portal into the arcane space and take energy from there - the technical stuff fits better there).</p><p></p><p>Interesting was the campaign world of Myrkgard (Dark Midgard) where a "dark emperor" kind of ruler made himselves the "god" of the Myrkgard world, and due to the beliefs of most people he in fact got godlike powers (godlike, not equal to a true god, if I remember right). Cleric spells on the other hand were weaker in this world, if I remember right (but not sure on this anymore).</p><p></p><p>Another interesting concept on gods I found in the (recent) D&D campaign of Primeval Thule. Basically they say "The outer planes are not a DESTINATION. They are a SOURCE." That means it is possible for stuff from there come to the primary worlds, but it is not possible to travel there. Does wonders for more "down-to-earth" adventures. And no "go to his homeplane and slay him there" at Thule.</p></blockquote><p></p>
[QUOTE="Steffen Haeuser, post: 7730830, member: 6916222"] Sounds interesting, though I have to admit I do not like this "primal energy" approach. Sounds much too "technical" to me, taking away the mysticism. I was always a bit taking the approach they took in german RPG system Midgard - the power of the gods comes from the beliefs of the mortals believing into them. The more believer the more powerful (though if I remember right the fanatism played also a role, very fanatic cults could cause the god to be powerful with less followers). They also had something like primal energy in that system - but that was strictly for arcane magic, it was how arcane magic works (casters open a portal into the arcane space and take energy from there - the technical stuff fits better there). Interesting was the campaign world of Myrkgard (Dark Midgard) where a "dark emperor" kind of ruler made himselves the "god" of the Myrkgard world, and due to the beliefs of most people he in fact got godlike powers (godlike, not equal to a true god, if I remember right). Cleric spells on the other hand were weaker in this world, if I remember right (but not sure on this anymore). Another interesting concept on gods I found in the (recent) D&D campaign of Primeval Thule. Basically they say "The outer planes are not a DESTINATION. They are a SOURCE." That means it is possible for stuff from there come to the primary worlds, but it is not possible to travel there. Does wonders for more "down-to-earth" adventures. And no "go to his homeplane and slay him there" at Thule. [/QUOTE]
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