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feeling dissatisfied - need some advice
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<blockquote data-quote="steeldragons" data-source="post: 6879339" data-attributes="member: 92511"><p>I'm confused what it is you have to change...Or what your #2 issue has to do with stopping their patron from sending them further afield.</p><p></p><p>The gods are distant. Ok, so the gods are distant. You can't tell the cleric and paladin (or any of the other PCs, for that matter) that that is what they believe. They're the faithful. They "know" their deity is on "their" side. Good for the players and their RP investment in their characters' spiritual side. If the other players want to have their characters accept the cleric and paladin's characters as "proof" of the deities existence, that's for the players to decide.</p><p></p><p>You CAN have NPCs disagree with them. Laugh at, bully or otherwise persecute them. Debate, refuse to do business with them, talk smack behind their backs. Ignore them as lunatics if they want to get preachy about the reality of the gods, "Pfft. Who believes THAT anymore?" Treat them as charlatans or pariahs.</p><p></p><p>You CAN still run the campaign world the way you want to. You can have villages, kingdoms/nations, entire temples or church hierarchies (of their own deities, even, possibly) condemning and hunting them down as heretics for their "clearly supernatural and unholy associations" which fly in the face of the accepted/given religion.</p><p></p><p>All I'm seeing here is tons of fun potential for the DM of the setting...and plot hooks. SCADS of juicy plot hooks!</p></blockquote><p></p>
[QUOTE="steeldragons, post: 6879339, member: 92511"] I'm confused what it is you have to change...Or what your #2 issue has to do with stopping their patron from sending them further afield. The gods are distant. Ok, so the gods are distant. You can't tell the cleric and paladin (or any of the other PCs, for that matter) that that is what they believe. They're the faithful. They "know" their deity is on "their" side. Good for the players and their RP investment in their characters' spiritual side. If the other players want to have their characters accept the cleric and paladin's characters as "proof" of the deities existence, that's for the players to decide. You CAN have NPCs disagree with them. Laugh at, bully or otherwise persecute them. Debate, refuse to do business with them, talk smack behind their backs. Ignore them as lunatics if they want to get preachy about the reality of the gods, "Pfft. Who believes THAT anymore?" Treat them as charlatans or pariahs. You CAN still run the campaign world the way you want to. You can have villages, kingdoms/nations, entire temples or church hierarchies (of their own deities, even, possibly) condemning and hunting them down as heretics for their "clearly supernatural and unholy associations" which fly in the face of the accepted/given religion. All I'm seeing here is tons of fun potential for the DM of the setting...and plot hooks. SCADS of juicy plot hooks! [/QUOTE]
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