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Introducing fantasy RPGs to religious players
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<blockquote data-quote="wingsandsword" data-source="post: 2432409" data-attributes="member: 14159"><p>This is potentially touchy, but I'll try and approach it with respect.</p><p></p><p>In my experience, deeply religious potential players, who are open minded enough to actually try and play, but object to things like polytheism, religions other than their own, arcane magic, or cosmological or fundamental setting implications that violate tenets of their faith are very difficult to get into gaming.</p><p></p><p>I don't know WFRP, but if I wanted to introduce a religious player who was very conservative and devout with their beliefs to the point that the typical fantasy milieu would object, I would be very careful about how I would start them out. A campaign set in Middle Earth, with a cosmology/history that was created to be compatible with Abrahamic faiths is an option. A quasi-historic game set in a fantastic historic Earth with at least token mention of their faith (admittedly a "cinematic" version) might be an option if the player wouldn't take such depictions as blasphemy. A quasi-historic game set during the late Roman Empire would also be an option, when Christianity was gaining legitimacy but other faiths existed, so there is a monotheistic faith available to PC's, but the PC gets used to the idea of priests of other deities. You could throw in the chance to defeat lots of fiends and traditional foes from literature like vampires, play up the "fighting evil" aspect, make it clear that the game rewards virtue (introduce the player to the Paladin maybe) and evil is to be destroyed.</p><p></p><p>If they get used to the fantasy, and see it's all a game that incorporates openly fictional deities that are purely literary constructs, and not any kind of polytheistic worship then you might move up to incorporating more fantastic elements like arcane magic and polytheistic cultures.</p><p></p><p>I play in a major fantasy LARP that bans religions from the game for this purpose (<a href="http://www.nerolarp.com" target="_blank">www.nerolarp.com</a>) (also, having no religions in a big fantasy larp gives them big proof against concerned parents or interested local authorities who are wondering what's going on at our campsites). While religion is banned, there are meta-religious subjects like afterlives, immortal and nigh-invincible elementals and planar beings, and ressurrection spells, but players don't openly venerate planar beings (nor would they be allowed to), but characters often devote themselves at least abstractly to an element, trying to uphold the principle of Life, or Death, or Fire, or Dream or a similar concept (usually just for roleplaying purposes). Without a name, a symbol, organized churches, or other religious indicators, it gives characters many of the benefits of a religion, without the negative consequences.</p></blockquote><p></p>
[QUOTE="wingsandsword, post: 2432409, member: 14159"] This is potentially touchy, but I'll try and approach it with respect. In my experience, deeply religious potential players, who are open minded enough to actually try and play, but object to things like polytheism, religions other than their own, arcane magic, or cosmological or fundamental setting implications that violate tenets of their faith are very difficult to get into gaming. I don't know WFRP, but if I wanted to introduce a religious player who was very conservative and devout with their beliefs to the point that the typical fantasy milieu would object, I would be very careful about how I would start them out. A campaign set in Middle Earth, with a cosmology/history that was created to be compatible with Abrahamic faiths is an option. A quasi-historic game set in a fantastic historic Earth with at least token mention of their faith (admittedly a "cinematic" version) might be an option if the player wouldn't take such depictions as blasphemy. A quasi-historic game set during the late Roman Empire would also be an option, when Christianity was gaining legitimacy but other faiths existed, so there is a monotheistic faith available to PC's, but the PC gets used to the idea of priests of other deities. You could throw in the chance to defeat lots of fiends and traditional foes from literature like vampires, play up the "fighting evil" aspect, make it clear that the game rewards virtue (introduce the player to the Paladin maybe) and evil is to be destroyed. If they get used to the fantasy, and see it's all a game that incorporates openly fictional deities that are purely literary constructs, and not any kind of polytheistic worship then you might move up to incorporating more fantastic elements like arcane magic and polytheistic cultures. I play in a major fantasy LARP that bans religions from the game for this purpose ([url]www.nerolarp.com[/url]) (also, having no religions in a big fantasy larp gives them big proof against concerned parents or interested local authorities who are wondering what's going on at our campsites). While religion is banned, there are meta-religious subjects like afterlives, immortal and nigh-invincible elementals and planar beings, and ressurrection spells, but players don't openly venerate planar beings (nor would they be allowed to), but characters often devote themselves at least abstractly to an element, trying to uphold the principle of Life, or Death, or Fire, or Dream or a similar concept (usually just for roleplaying purposes). Without a name, a symbol, organized churches, or other religious indicators, it gives characters many of the benefits of a religion, without the negative consequences. [/QUOTE]
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