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Importance of Religion in the Campain
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<blockquote data-quote="the Jester" data-source="post: 2296400" data-attributes="member: 1210"><p>The very first thing I thought about when I created my current campaign world was religion. The entire 'first arc' of the campaign involved the Jesus-figure of the campaign growing into his role. Strong religious themes run through a variety of other major plot threads; the entire campaign setting is in the midst of what is, essentially, a religious war provoked by the resurgance of an ancient religion that was forgotten/essentially dead.</p><p></p><p>To make religion a more important factor in-game, I suggest using religious holidays and such ("we're invited to a ball on Boccob's Birthday"), using churches as much more than a simple "place to buy healing", and illustrating the piety of commoner and expert npcs. I generally have problems with religions that will raise the dead of other faiths willy-nilly or without a <em>very good</em> rason; I find it... problematic to justify. Never forget that if a cleric violates his ethos he can lose his powers and spells just like a paladin (though it's obviously easier for a strict paladin to fall than a cleric of an easy-going god). </p><p></p><p>If you make a list of the top 'pillars' of each major religion in the campaign, and occasionally use them as major motivations for npcs ("hello, stranger- alms for the poor?", or "WAIT! You must not pass into the city without a hat on during the day, or the gods will curse us!"), you'll be drawing the pcs a picture of faith in the land. Prolly this is better than telling them- seeing the religion in action is often more vivid and tends to draw the pcs in more than a one-paragraph writeup about it. </p><p></p><p>Hope this provokes an idea or two for ya! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="the Jester, post: 2296400, member: 1210"] The very first thing I thought about when I created my current campaign world was religion. The entire 'first arc' of the campaign involved the Jesus-figure of the campaign growing into his role. Strong religious themes run through a variety of other major plot threads; the entire campaign setting is in the midst of what is, essentially, a religious war provoked by the resurgance of an ancient religion that was forgotten/essentially dead. To make religion a more important factor in-game, I suggest using religious holidays and such ("we're invited to a ball on Boccob's Birthday"), using churches as much more than a simple "place to buy healing", and illustrating the piety of commoner and expert npcs. I generally have problems with religions that will raise the dead of other faiths willy-nilly or without a [i]very good[/i] rason; I find it... problematic to justify. Never forget that if a cleric violates his ethos he can lose his powers and spells just like a paladin (though it's obviously easier for a strict paladin to fall than a cleric of an easy-going god). If you make a list of the top 'pillars' of each major religion in the campaign, and occasionally use them as major motivations for npcs ("hello, stranger- alms for the poor?", or "WAIT! You must not pass into the city without a hat on during the day, or the gods will curse us!"), you'll be drawing the pcs a picture of faith in the land. Prolly this is better than telling them- seeing the religion in action is often more vivid and tends to draw the pcs in more than a one-paragraph writeup about it. Hope this provokes an idea or two for ya! :D [/QUOTE]
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