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Defining Religions in Your Campaign
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<blockquote data-quote="jgsugden" data-source="post: 8550655" data-attributes="member: 2629"><p>Good post, but I'm not sure why you can't serve those goals with the cleric as established. The issues you have identified seem to not be about the cleric mechanics, and more with the spirituality within a campaign setting and a preconception of how divinity, spiritualism, etc... work in a game. However, I belive these to both be highly adaptable. In other words, I don't see anything preventing you from exploring the concepts you raise in a campaign setting and using the cleric as a compatible element within that structure.</p><p></p><p>The mechanics of the class seem to work for monotheism, polytheism, animism, rastafarianism, polysporinism, and all the isms (except one which would be <em>j</em> ust dirty - but then again, probably for that one as well). You might want to lean away from some options, but you can build a cleric that relates to real world religion (although I stand by the belief that direct appropriation can be problematic/offensive and we should instead look to the real world for inspiration) using the core mechanics of the cleric. </p><p></p><p>Or am I missing something? Are there specific mechanics you'd like to suggest to demonstrate what you see lacking?</p></blockquote><p></p>
[QUOTE="jgsugden, post: 8550655, member: 2629"] Good post, but I'm not sure why you can't serve those goals with the cleric as established. The issues you have identified seem to not be about the cleric mechanics, and more with the spirituality within a campaign setting and a preconception of how divinity, spiritualism, etc... work in a game. However, I belive these to both be highly adaptable. In other words, I don't see anything preventing you from exploring the concepts you raise in a campaign setting and using the cleric as a compatible element within that structure. The mechanics of the class seem to work for monotheism, polytheism, animism, rastafarianism, polysporinism, and all the isms (except one which would be [I]j[/I] ust dirty - but then again, probably for that one as well). You might want to lean away from some options, but you can build a cleric that relates to real world religion (although I stand by the belief that direct appropriation can be problematic/offensive and we should instead look to the real world for inspiration) using the core mechanics of the cleric. Or am I missing something? Are there specific mechanics you'd like to suggest to demonstrate what you see lacking? [/QUOTE]
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