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Gods and their temples in your games
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<blockquote data-quote="Li Shenron" data-source="post: 6075077" data-attributes="member: 1465"><p>Not always in the same way, I usually change something every campaign at least a little bit, so take these ideas below as the most common in my games but not always the case. However, I also usually don't start thinking about it until we're into the campaign a few levels, in the meantime leaving things on the background.</p><p></p><p></p><p></p><p>Killing a god is not on my gaming table. If this impossibility bothers a player, he's free to believe he can kill gods, anyway my games will never reach the level required for that (and if we ever do, they'd be their avatars rather than gods themselves).</p><p></p><p>2 setups I have used for <em>gods </em>in my campaigns have been "gods as concepts" and the more traditional "gods as a pagan pantheon". In the first case it just doesn't make sense to think a god can be killed, because you'd have to erase his concept from existence, e.g. to kill the god of war you'd need to make sure all wars in the universe will end.</p><p></p><p></p><p></p><p>Usually yes, especially when using "gods as a pagan pantheon" (such as in ancient Greek religion). Essentially the common folks worship many if not all good/neutral gods depending on the circumstances, so these churches normally cooperate rather than compete.</p><p></p><p></p><p></p><p>No.</p><p></p><p></p><p></p><p>Yes. Clerics must be consistent with their ethos. If you don't want to play a consistent character, don't play ethos-based classes.</p><p></p><p></p><p></p><p>These are actually nice ideas...</p><p></p><p>I've never had a god directly show up in the game, but I like using manifestations such as omens, weather, small miracles or favored animals showing up and do something (FR's Faith & Pantheons had good examples). The farthest I can go is have an avatar directly show up and speak.</p><p></p><p></p><p></p><p>Mine neither, but I like having them being able to sense a lot of things. For example, if there is a war battle, the god of battle is likely to be aware of that and maybe "see" through it.</p><p></p><p></p><p></p><p>Power from worship is a concept that comes and goes in our campaigns... sometimes I've made it more explicit, but I prefer that a god's power is more generally fueled by how strong its concept/ethos is in the world. A god of death doesn't gather any significant boost if he can rally ten thousands people praying in his name, but he definitely gets more powerful in times of wars, famine, plague and murder.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6075077, member: 1465"] Not always in the same way, I usually change something every campaign at least a little bit, so take these ideas below as the most common in my games but not always the case. However, I also usually don't start thinking about it until we're into the campaign a few levels, in the meantime leaving things on the background. Killing a god is not on my gaming table. If this impossibility bothers a player, he's free to believe he can kill gods, anyway my games will never reach the level required for that (and if we ever do, they'd be their avatars rather than gods themselves). 2 setups I have used for [I]gods [/I]in my campaigns have been "gods as concepts" and the more traditional "gods as a pagan pantheon". In the first case it just doesn't make sense to think a god can be killed, because you'd have to erase his concept from existence, e.g. to kill the god of war you'd need to make sure all wars in the universe will end. Usually yes, especially when using "gods as a pagan pantheon" (such as in ancient Greek religion). Essentially the common folks worship many if not all good/neutral gods depending on the circumstances, so these churches normally cooperate rather than compete. No. Yes. Clerics must be consistent with their ethos. If you don't want to play a consistent character, don't play ethos-based classes. These are actually nice ideas... I've never had a god directly show up in the game, but I like using manifestations such as omens, weather, small miracles or favored animals showing up and do something (FR's Faith & Pantheons had good examples). The farthest I can go is have an avatar directly show up and speak. Mine neither, but I like having them being able to sense a lot of things. For example, if there is a war battle, the god of battle is likely to be aware of that and maybe "see" through it. Power from worship is a concept that comes and goes in our campaigns... sometimes I've made it more explicit, but I prefer that a god's power is more generally fueled by how strong its concept/ethos is in the world. A god of death doesn't gather any significant boost if he can rally ten thousands people praying in his name, but he definitely gets more powerful in times of wars, famine, plague and murder. [/QUOTE]
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