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'Embedded Agnosticism' in a Campaign World
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<blockquote data-quote="DMScott" data-source="post: 1220864" data-attributes="member: 11734"><p>Still is. Glorantha is still going, there's a new rules set called "HeroQuest":</p><p></p><p><a href="http://www.glorantha.com/" target="_blank">http://www.glorantha.com/</a></p><p></p><p>It's a pretty interesting system.</p><p></p><p>As for the main topic, I'm currently running a side campaign using Arcana Unearthed that I think of as my "Fantasy Earth" game - the cosmology is unknown to the players, and given that AU has no divine magic and restricted access to extraplanar spells most of it is unknowable in an objective sense, people rely on faith. There are multiple religions, each of which may or may not be true, and outsiders aren't much help in sorting out the truth - they are each associated with a religion and push the "party line". People raised from the dead have trouble adequately describing their experiences, if any, and tend to frame those experiences in terms of their faith. </p><p></p><p>The Summon Monster spells in AU are replaced with "Conjure Energy Creature", which creates a creature formed from magical energy for the duration of the spell. You could easily port those to D&D. </p><p></p><p>Other aspects of my game taken from real world history:</p><p></p><p>- no alignments, so no absolute morality.</p><p></p><p>- no "enemy" races - by which I mean, I don't have any intelligent humanoid more-or-less-civilized races whose role is to provide villains (such as orcs/goblins/hobgoblins/etc. in standard D&D). Enemies are determined by socio-political concerns in a given area.</p><p></p><p>- fairly political religious organizations. Generally the higher you rise within a religious hierarchy, the more you deal with temporal concerns and relationships.</p><p></p><p>I've also got the same sort of undead/living conflict as you're looking at setting up. The lack of alignments helps me muddy the waters a bit - some rulers in pragmatic civilized cultures may see undead as useful tools in their conflicts. This goes with my general trend of presenting a lot of shades of gray, and seeing what colours the players paint in response. It's a lot of fun to run.</p></blockquote><p></p>
[QUOTE="DMScott, post: 1220864, member: 11734"] Still is. Glorantha is still going, there's a new rules set called "HeroQuest": [url]http://www.glorantha.com/[/url] It's a pretty interesting system. As for the main topic, I'm currently running a side campaign using Arcana Unearthed that I think of as my "Fantasy Earth" game - the cosmology is unknown to the players, and given that AU has no divine magic and restricted access to extraplanar spells most of it is unknowable in an objective sense, people rely on faith. There are multiple religions, each of which may or may not be true, and outsiders aren't much help in sorting out the truth - they are each associated with a religion and push the "party line". People raised from the dead have trouble adequately describing their experiences, if any, and tend to frame those experiences in terms of their faith. The Summon Monster spells in AU are replaced with "Conjure Energy Creature", which creates a creature formed from magical energy for the duration of the spell. You could easily port those to D&D. Other aspects of my game taken from real world history: - no alignments, so no absolute morality. - no "enemy" races - by which I mean, I don't have any intelligent humanoid more-or-less-civilized races whose role is to provide villains (such as orcs/goblins/hobgoblins/etc. in standard D&D). Enemies are determined by socio-political concerns in a given area. - fairly political religious organizations. Generally the higher you rise within a religious hierarchy, the more you deal with temporal concerns and relationships. I've also got the same sort of undead/living conflict as you're looking at setting up. The lack of alignments helps me muddy the waters a bit - some rulers in pragmatic civilized cultures may see undead as useful tools in their conflicts. This goes with my general trend of presenting a lot of shades of gray, and seeing what colours the players paint in response. It's a lot of fun to run. [/QUOTE]
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