male playing female PC

Pielorinho said:

Furthermore, IMC, not worshipping the Gods was a sign of antisocialism: just as you obey the laws, say "excuse me" when you bump into someone, and don't talk smack about someone's mama, you don't dis the Gods. I told her I'd let her play a non-worshipping PC, but that she really needed to think about whether she wanted to, because people (including other PCs) would react to her with horrified disgust and contempt.

This is an interesting perspective... I hope that in your world, 'the gods' are a more unified pantheon than the D&D standard. In an ancient greek or rome setting, this would make sense (in fact one of the greek semi-tragedies was about a man punished because he choose not to honor one specific member of a pantheon). However, the default D&D setting always struck me as more Small Gods/old testamate style - there are a lot of gods, most of them don't like each other, and some one who worshiped no god at all would be less of a threat than someone who worshiped an opposing god to yours. You don't worship "the gods" in D&D, you worship A god.

I almost look at it more like political allegeinces. You can be "same allegience" which is good, "allied allegience" which is ok, or "opposed allegeince" which would be bad. But a person of "no allegience" would certainly be less offensive than opposing. Think carefully before you can create a world where you're more friendly to someone whose god put your god's eye out than someone who doesn't worship your god or any other.

Kahuna Burger
 

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mistergone said:

Uh, okay, maybe in your ideal magical realm of frainbows and rivers of beer, sure, they get all the same decency and courtesy as everyone else. >Backs slowly away<

Hmmm... they say nature abhores a vacuum, perhaps so do messageboards. Does the toning down of Hong into a more serious poster actually bring into existance a mistergone, or merely give him more room to be noticed? I must dwell on this...

Kahuna Burger
 

Kahuna Burger said:
This is an interesting perspective... I hope that in your world, 'the gods' are a more unified pantheon than the D&D standard. In an ancient greek or rome setting, this would make sense (in fact one of the greek semi-tragedies was about a man punished because he choose not to honor one specific member of a pantheon).

I failed my save against hijacking the thread; sorry :D!

My campaign actually uses a mix of Greco-Roman attitudes toward the Gods with Zoroastrian attitudes. People are expected to pay homage to a dozen different Gods every day, from the God of Justice when they feel wronged by someone, to the God of Prosperity when they complete a business transaction, to the God of the Sea when they take a ferry across a river, to the God of the Sun when they first leave the house in the morning.

But evil Gods aren't called Gods: they're called Demons, and demon-worshipping is illegal. A lot of the campaign's conflict comes about from groups that worship the Demon of Vengeance, or the Demon of Treachery, or the Demon of Starvation.

Even someone whose primary devotion is to Dehakka, scorpion-tailed Demon of Vengeance, might still find themselves muttering a prayer to Mithras when they first see the sun in the morning. It's going to be ingrained in them since childhood that that's simply the way things are done, and you'd no more leave the house without saying the prayer to Mithras than you would strip naked in the middle of the Sultan's Court and dance the hokey-pokey.

Daniel
 

Pielorinho said:

My campaign actually uses a mix of Greco-Roman attitudes toward the Gods with Zoroastrian attitudes. People are expected to pay homage to a dozen different Gods every day, from the God of Justice when they feel wronged by someone, to the God of Prosperity when they complete a business transaction, to the God of the Sea when they take a ferry across a river, to the God of the Sun when they first leave the house in the morning.

But evil Gods aren't called Gods: they're called Demons, and demon-worshipping is illegal. A lot of the campaign's conflict comes about from groups that worship the Demon of Vengeance, or the Demon of Treachery, or the Demon of Starvation.

Even someone whose primary devotion is to Dehakka, scorpion-tailed Demon of Vengeance, might still find themselves muttering a prayer to Mithras when they first see the sun in the morning. It's going to be ingrained in them since childhood that that's simply the way things are done, and you'd no more leave the house without saying the prayer to Mithras than you would strip naked in the middle of the Sultan's Court and dance the hokey-pokey.

OK, your world does certainly support your rulings, and is probably an easier one to moderate. (I think the consequences of a multi-godded non pantheonic theology are far more complicated than was considered by the D&D designers or most players/dms)

Not to be too nitpicky though, but I'm interested that you keep comparing lack of religious practice to overt public actions. Is the prayer so open that failing to say it would cause offense in all who saw? (A lot of people do manage to let go of very deeply ingrained childhood rituals, but I'm more interested in the social consequences.) I'm not suggesting that one sneer at the sun and spit each morning, but how much is conformity in small observances enforced?

Kahuna Burger
 

Kahuna Burger said:
Not to be too nitpicky though, but I'm interested that you keep comparing lack of religious practice to overt public actions. Is the prayer so open that failing to say it would cause offense in all who saw? (A lot of people do manage to let go of very deeply ingrained childhood rituals, but I'm more interested in the social consequences.) I'm not suggesting that one sneer at the sun and spit each morning, but how much is conformity in small observances enforced?

It's never really come up: no one has been inclined to play a religious heretic in my game. My examples may not be exactly accurate, though. Basically, if someone told me that they weren't observing the myriad little prayers every day, I'd try to point that out to the other PCs and emphasize to them how unnatural and dangerous that looked. If a PC tried to get onto a ship without honoring the God of the Sea, the captain would probably kick the PC off the ship, to avoid endangering her entire crew. A PC who didn't praise the God of Prosperity after a commercial transaction would be looked on as dangerous and (at best) foreign, and would suffer a penalty to charisma checks with that merchant in the future. That sort of thing.

Daniel
 

Pielorinho said:

If a PC tried to get onto a ship without honoring the God of the Sea, the captain would probably kick the PC off the ship, to avoid endangering her entire crew. A PC who didn't praise the God of Prosperity after a commercial transaction would be looked on as dangerous and (at best) foreign, and would suffer a penalty to charisma checks with that merchant in the future. That sort of thing.

So... does it work? ;) These gods I'm assuming are real in your world, how do the observances effect events, if at all?

(hijack now complete)

Kahuna Burger
 

Kahuna Burger said:


So... does it work? ;) These gods I'm assuming are real in your world, how do the observances effect events, if at all?

(hijack now complete)

The Gods are real; though I've not played much with this as a theme to the game, it's a backdrop that I talk to folks about during character preparation. I tell folks that there are anecdotes about ships sinking because of lack of respect to the Sea God (or whatever), and otherwise leave it undefined. Maybe at some point I'll have an adventure in which we explore these themes further.

Mainly, I offered this as an example of how a DM who limits EVERYONE to playing a particular character type (e.g., a theist) isn't doing something wrong in my opinion, whereas a DM who limits individual players based on preconceived notions of their RP limitations is doing something insulting.

Daniel
 

Kahuna Burger writes:

hmmm... Since the term atheism was coined in a defitily premodern age, I'm not sure this is a valid concern historically. You don't need to know the answers, simply feel that "I don't know" is a better one than "g/God(s) did it".

This statement is fair enough, in a sense, but I would argue, etymology aside, that the "atheists" of the past were more "religious" than most self-styles Christians today. While Epicurean belief in an unintentional, ageless, chaotic universe based on conincidence rather than intent goes back to the 6th century BC, I would argue that these views were so marginal outside of an isolated intellectual elite as to be irrelevant to people who were anything other than full-time intellectuals.

Also, outside of the classical period, such views have held little sway in the rest of the history of the West, despite the continued transmission of the views of Democritus and Lucretius down through the ages.

Certainly, the mainstream Platonist and Aristotelian philosophies which sought to compete with polytheism had a more concrete sense of an ordered, intentional universe than mainstream European and North American Christians do today.

One could also, I suppose, make the case that the major Eastern philosophies of Taoism and Confucianism are not per se, polytheistic.

I would argue though that the Greek and Chinese philosophies could only have emerged in a the highly ritualistic and polytheistic cultures that these were. These non-theistic philosophies could only function as a social overlay over polytheism and not as stand-alone belief systems for societies.

Therefore, I go back to my original qualifier -- the only people I allow to be atheistic in my games are Wizards ie. full-time students of the written word. This is because such people appear, from my reading of history, to be the only atheistic pre-modern people.

However a 'pre modern' soceity with working divine magic would certainly put the kibosh on either worldveiw. Regular exposure to both clerics and wizards would certainly lead to one theological worldveiw, and it would be a situation where the old cannard was true - atheism or agnosticism would require far more mental gymnastics than religion.

I was personally very taken with Greg Stafford's Glorantha and the Malkioni sorcerors who believed that they had discovered the scientific laws by which magic worked whereas those practitioners of other types of magic had "lucked-in" through trial and error ritual to harnessing the same powers through ritual, much as we now look back on those who treated the swords which inflicted wounds instead of the wounds themselves as having procedurally lucked-in to not infecting wounds with unhealthy poultices.

On the other hand, failure to WORSHIP any of the known gods would be a completely valid mindset in such a world. (especially amoung adventurers who have seen gods and their followers at their worst). Such a veiw wouldn't be called atheism or agnosticism in the modern uses, but some cultural term (unalligned?) would be common.

Oh yes -- as I mentioned in my original post, I do not require that my players' characters be observant or devout.

I almost look at it more like political allegeinces. You can be "same allegience" which is good, "allied allegience" which is ok, or "opposed allegeince" which would be bad. But a person of "no allegience" would certainly be less offensive than opposing. Think carefully before you can create a world where you're more friendly to someone whose god put your god's eye out than someone who doesn't worship your god or any other.

"Better the infidel than the Pope" as they used to say in Constantinople.

This very much depends on how you set up oppositions in your theology, though. In my lawfully-aligned state-ist religions, the followers of the two gods that hate eachother are knit together through the civil service bureaucracy which has ritualized the two gods' conflict by drawing all inquisitors and prosecutors from the evil god's church and all opposing counsel from the good god's church.

The D&D Players' Handbook gods are truly terrible, though. For me, a formative influence in understanding polytheism in gaming was Greg Stafford's Runequest which is very much focused on organizing the other religions into a hierarchy of evils -- because the evils are organized into a hierarchy, it does allow for normally opposing faiths to band together to deal wiht a greater evil, though.

I must say, Kahuna Burger, it is a always pleasure to read your posts (don't worry I'm not expecting a return of the compliment); it is always a pleasure to see such reasoned argument.
 

OK, here's a new participant in the fray. I've only read the first and last pages, on the theory that so little of substance was said in that third of the thread ... just kidding! I just don't have as much time on my hands as some of you apparently do. :)

I was drawn in because I had a double-take on the original post, to make sure that that wasn't my DM posting it. Because I'd proposed a character very much like that as a substitute for a character I'm retiring ... IMO, most of this type of thing can be handled with a little mutual respect. When I was designing the character, at several points I caught myself mentally referring to her as 'she'. (" ... to him as 'she'?" "... to it as 'she'?" Anyway, you know what I mean.) Finally, I decided to just go with the flow.

My DM gave a facial expression indicating deep concern when I brought that up, and I immediately offered to change the character's gender if he wanted me to. (If you're reading this, Aaron, the offer still stands.) I think that ultimately, some mutual trust and respect can take a gaming group a long way. He's evidently decided to give me the benefit of the doubt on my ability to play this character, and I respect him enough to accept that he doesn't want cross-gender role-playing in his game. There's not ultimately a compromise available-I suppose that, if it doesn't seem to be working out, we could ret-con the character to male. But anyway, we'll see how it goes ...
 

Another quick story, to give folks something to think about.

I and a few friends once wrote a LARP together (yeah, quitcher grimacing). The bulk of the work for the one-night game was coming up with sixty different characters, all of whom had a one-page history. It was a Vampire game

One of the characters I wrote up was a high-class, nineteenth-century courtesan in Atlanta who had gained power by catering to the city's financial and government elite. I intended for her player to be very flirtatious and power-hungry, to use her (vampirically enhanced) sexual allure to accomplish her goals in the game.

My male co-GM axed the character at our next meeting, however, telling me he was a little horrified that I'd even consider making such a sexist character. His game design theory was that characters should be gender-neutral, so that anyone could play them; when I pointed out that a couple of the PCs were already male-gendered (the Vietnam combat vet, the lothario with a string of unknown children), he still insisted that a prostitute character was wholly inappropriate.

So I called in a couple of female friends who'd be playing in the game, and they both said they'd be fine playing such a character -- saw no problem with it at all. We compromised by giving the character to one of these women, so that it wouldn't go to someone who'd have a problem with it.

It got me thinking, though, about how, although most character concepts can be shoehorned into either gender (the reckless fighter, the antisocial druid, the abandoned-as-a-child-and-seeking-revenge paladin), some concepts are inherently gendered (the Vietnam combat vet, the lothario with a string of unknown children, the Civil-War-era-courtesan). When I DM, I hope to give folks as much freedom as possible to design a character they find compelling; limiting gender can eliminate some character concepts entirely.

Daniel
 

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