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How Might D&D Religions Differ From Real Life Religions?
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<blockquote data-quote="WayneLigon" data-source="post: 4671824" data-attributes="member: 3649"><p>Of course there are infinite variations on D&D worlds, so this mainly applies to the 'default D&D world' that you can extropolate from the rules. </p><p></p><p><strong>What features of real life religions couldn't apply to D&D religions?</strong></p><p></p><p>Doubt, for one.</p><p> </p><p>There's <em>Detect Evil</em>. You never again have to worry about if someone is truly <em>evil</em>, only if they are insane, under some form of mind control, or just marginally bad. And you can cure the insane or the controlled. </p><p></p><p>It's only because it would remove the game too far from the realm of what we know that there are many actually Evil people at all in a D&D world. I mean, if you <em>knew </em>someone was <em>Evil</em>, would you honestly have anything to do with them even if they've been nothing but nice to you? I think not.</p><p></p><p>Sure there are ways around it, but they either don't last long or they're just as much a giveaway eventually.</p><p></p><p>Likewise, you can tell if someone is truly a Good person. They would naturally gravitate to positions of trust and honor. You can tell if someone is Lawful or Chaotic, as well. You don't want the chaotic type in a position of true responsibility (not that they'd accept anyway, but still...).</p><p></p><p>There's a fascinating <em>and cheap </em>magic item called the Phylactery of Faithfulness. It tells you if you're about to do something that could jeapordize your alignment, or your standing with your diety, <em>before you do it</em>. Can you imagine the boatloads of sorrow, stress, tears, anger and sadness that item could prevent? "Bob, that's stealing; you're in danger of falling from the path of Good if you do it." "I'm about to kill a man, and... the phylactery isn't saying anything. God must approve!" "Cera the Merciful doesn't like what you're doing there, Sally. You're in danger of displeasing Her."</p><p></p><p>There are no real questions about the afterlife. Sufficiently high level priests can go there, and take others with them. They can look around, take souveniers, speak to the servants of their God and get answers, see loved ones and ask how things are going, etc.</p><p></p><p>You know there is a Hell, and that bad people go there. You know there are in fact such things as demons and all sorts of other horrible monsters that can make you a bad person, even if you didn't want to be one. You can be destroyed by a demon or evil spell or such and have your soul taken to Hell even if you've never done a single bad thing in your life.</p><p></p><p><strong>What features probably wouldn't apply?</strong></p><p></p><p>There probably are not nearly as many 'sects'. Any sect that drifts too far afield from the view of the god loses it's power, or has an Archon show up to correct them. Your chaotic religions will have more, perhaps, and your lawful ones very few disagreements.</p></blockquote><p></p>
[QUOTE="WayneLigon, post: 4671824, member: 3649"] Of course there are infinite variations on D&D worlds, so this mainly applies to the 'default D&D world' that you can extropolate from the rules. [B]What features of real life religions couldn't apply to D&D religions?[/B] Doubt, for one. There's [I]Detect Evil[/I]. You never again have to worry about if someone is truly [I]evil[/I], only if they are insane, under some form of mind control, or just marginally bad. And you can cure the insane or the controlled. It's only because it would remove the game too far from the realm of what we know that there are many actually Evil people at all in a D&D world. I mean, if you [I]knew [/I]someone was [I]Evil[/I], would you honestly have anything to do with them even if they've been nothing but nice to you? I think not. Sure there are ways around it, but they either don't last long or they're just as much a giveaway eventually. Likewise, you can tell if someone is truly a Good person. They would naturally gravitate to positions of trust and honor. You can tell if someone is Lawful or Chaotic, as well. You don't want the chaotic type in a position of true responsibility (not that they'd accept anyway, but still...). There's a fascinating [I]and cheap [/I]magic item called the Phylactery of Faithfulness. It tells you if you're about to do something that could jeapordize your alignment, or your standing with your diety, [I]before you do it[/I]. Can you imagine the boatloads of sorrow, stress, tears, anger and sadness that item could prevent? "Bob, that's stealing; you're in danger of falling from the path of Good if you do it." "I'm about to kill a man, and... the phylactery isn't saying anything. God must approve!" "Cera the Merciful doesn't like what you're doing there, Sally. You're in danger of displeasing Her." There are no real questions about the afterlife. Sufficiently high level priests can go there, and take others with them. They can look around, take souveniers, speak to the servants of their God and get answers, see loved ones and ask how things are going, etc. You know there is a Hell, and that bad people go there. You know there are in fact such things as demons and all sorts of other horrible monsters that can make you a bad person, even if you didn't want to be one. You can be destroyed by a demon or evil spell or such and have your soul taken to Hell even if you've never done a single bad thing in your life. [B]What features probably wouldn't apply?[/B] There probably are not nearly as many 'sects'. Any sect that drifts too far afield from the view of the god loses it's power, or has an Archon show up to correct them. Your chaotic religions will have more, perhaps, and your lawful ones very few disagreements. [/QUOTE]
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