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How does a god guide his followers?
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<blockquote data-quote="CRGreathouse" data-source="post: 6182835" data-attributes="member: 474"><p>If your DM has a name resembling my handle and your character worships Zerad, get out!</p><p></p><p>.</p><p>.</p><p>.</p><p></p><p>I'm running a campaign (D&D 3.5 + house rules, but that shouldn't matter much) in which all the PCs come from the same town, which is a cult town of the goddess Zerad (she of the north wind, basically like Boreas from Greek myth). There isn't anything resembling a priesthood as such -- like in Rome the public officials serve that function, but without any special connection to the divine. (They're more like the designated representative of the town to the goddess and vice versa.)</p><p></p><p>Usually my campaigns are very open-ended: the characters explore the world, accept or reject quests as they see fit, and generally do whatever they want. This anti-railroading is a lot of work as DM but it produces satisfying results for all involved. This time the players wanted to shake things up and do a more traditional campaign where there is a roughly linear plotline and they are guided by their town's patron.</p><p></p><p>So far this has worked reasonably well, but I'm running out of ways to guide the party. We started with a direct intervention (a Biblically-inspired rescue from the jail), had some vivid dreams, and even a case of the winds directing them in the desired direction. But I'm running out of good ideas. Dreams are fun and allow the appropriate player a 'reveal' moment which is amusing, but I don't want to rely too heavily on them since I don't want Zerad to step too much on the toes of the goddess of dreams.</p><p></p><p>So, what other ways can I have a divine being communicate, directly or indirectly, with the players? Suppose that they matter enough to merit this, for whatever reason -- for one thing, the scope of the goddess is small.</p></blockquote><p></p>
[QUOTE="CRGreathouse, post: 6182835, member: 474"] If your DM has a name resembling my handle and your character worships Zerad, get out! . . . I'm running a campaign (D&D 3.5 + house rules, but that shouldn't matter much) in which all the PCs come from the same town, which is a cult town of the goddess Zerad (she of the north wind, basically like Boreas from Greek myth). There isn't anything resembling a priesthood as such -- like in Rome the public officials serve that function, but without any special connection to the divine. (They're more like the designated representative of the town to the goddess and vice versa.) Usually my campaigns are very open-ended: the characters explore the world, accept or reject quests as they see fit, and generally do whatever they want. This anti-railroading is a lot of work as DM but it produces satisfying results for all involved. This time the players wanted to shake things up and do a more traditional campaign where there is a roughly linear plotline and they are guided by their town's patron. So far this has worked reasonably well, but I'm running out of ways to guide the party. We started with a direct intervention (a Biblically-inspired rescue from the jail), had some vivid dreams, and even a case of the winds directing them in the desired direction. But I'm running out of good ideas. Dreams are fun and allow the appropriate player a 'reveal' moment which is amusing, but I don't want to rely too heavily on them since I don't want Zerad to step too much on the toes of the goddess of dreams. So, what other ways can I have a divine being communicate, directly or indirectly, with the players? Suppose that they matter enough to merit this, for whatever reason -- for one thing, the scope of the goddess is small. [/QUOTE]
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How does a god guide his followers?
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