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Gods, huh, what are they good for?
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<blockquote data-quote="Jeremy E Grenemyer" data-source="post: 9850848" data-attributes="member: 12388"><p>I love the Scarred Lands. It's such a delicious and lethal and harsh setting.</p><p></p><p>---</p><p></p><p>OK, for me deities are all about <em>something is going to happen</em>.</p><p></p><p>Every day, every week, every month, every festival day, every holiday, every change of the seasons and the year.</p><p></p><p>My job as the DM is to pass this info on to the players, so they develop a sense of what's going on in the campaign world. This helps with immersion and with dropping opportunities for players to take advantage of situations in the campaign.</p><p></p><p>Since I play mostly in the Forgotten Realms, this means:</p><p></p><p>A cleric of Tyr, the Even-Handed, won't remain long at a temple if their reputation begins to precede them. Instead they will either experience a dream vision from Tyr warning them to cool it down, or discover orders have been issued for the cleric to quietly (and quickly) leave their temple for a remote location in some other region of the Realms.</p><ul> <li data-xf-list-type="ul">If this is an NPC the players know, they may be surprised to learn the cleric they relied on has disappeared. They may want to investigate why.</li> <li data-xf-list-type="ul">If this is a PC, then I have an excuse to move the players out of whatever region they were adventuring in. This is useful when they move from one Tier to another.</li> </ul><p>Like Tyr, the Queen of the Deeps (aka Umberlee), as Ed Greenwood writes, "suffers none of her clergy to become famous." They are to be feared, never loved by the people. The only thing she hates more are ship captains that don’t make offerings to her. </p><ul> <li data-xf-list-type="ul">This is practically a demand for me to put players on a ship sailing between parts of the Realms with a ship captain low on coins, high on greed, and foolish enough not to make offerings to the goddess before departure. Wise players will remember what to do on their next voyage, so as to avoid Umberlee's rage (and the endless numbers of dead sailors she can summon up by night to swarm a ship like ants on a carcass).</li> </ul><p>If my players come up with a ridiculous investment proposition, there's a chance a priest of Lathander may show up to invest in it--and then perhaps bend the law a little to see the players succeed, but not be around when certain investors (and lawgivers) come to investigate.</p><p></p><p>I use deities to help me move a campaign ever forward. Each day mortals make choices, the deities and their worshippers react, and something happens.</p></blockquote><p></p>
[QUOTE="Jeremy E Grenemyer, post: 9850848, member: 12388"] I love the Scarred Lands. It's such a delicious and lethal and harsh setting. --- OK, for me deities are all about [I]something is going to happen[/I]. Every day, every week, every month, every festival day, every holiday, every change of the seasons and the year. My job as the DM is to pass this info on to the players, so they develop a sense of what's going on in the campaign world. This helps with immersion and with dropping opportunities for players to take advantage of situations in the campaign. Since I play mostly in the Forgotten Realms, this means: A cleric of Tyr, the Even-Handed, won't remain long at a temple if their reputation begins to precede them. Instead they will either experience a dream vision from Tyr warning them to cool it down, or discover orders have been issued for the cleric to quietly (and quickly) leave their temple for a remote location in some other region of the Realms. [LIST] [*]If this is an NPC the players know, they may be surprised to learn the cleric they relied on has disappeared. They may want to investigate why. [*]If this is a PC, then I have an excuse to move the players out of whatever region they were adventuring in. This is useful when they move from one Tier to another. [/LIST] Like Tyr, the Queen of the Deeps (aka Umberlee), as Ed Greenwood writes, "suffers none of her clergy to become famous." They are to be feared, never loved by the people. The only thing she hates more are ship captains that don’t make offerings to her. [LIST] [*]This is practically a demand for me to put players on a ship sailing between parts of the Realms with a ship captain low on coins, high on greed, and foolish enough not to make offerings to the goddess before departure. Wise players will remember what to do on their next voyage, so as to avoid Umberlee's rage (and the endless numbers of dead sailors she can summon up by night to swarm a ship like ants on a carcass). [/LIST] If my players come up with a ridiculous investment proposition, there's a chance a priest of Lathander may show up to invest in it--and then perhaps bend the law a little to see the players succeed, but not be around when certain investors (and lawgivers) come to investigate. I use deities to help me move a campaign ever forward. Each day mortals make choices, the deities and their worshippers react, and something happens. [/QUOTE]
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