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monotheism in D&D
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<blockquote data-quote="I'm A Banana" data-source="post: 1419941" data-attributes="member: 2067"><p>In my sub-campaign, I have a comlex, vibrant world based off of monotheism.....I do it by taking a cue from the real world. 3 of the major religions in existence today are monotheistic, and sects, schisms, and ambiguity are rife.......the reason being, because God is mysterious. Interpretations, revelations, etc. can be drastically different from place to place. </p><p></p><p>To reflect that in D&D, you just need to play up the ambiguity of the One True One. IMC, God is unknowable....the best you can do is through the One True's servants, angels, celestials (even fiends, who were, after all, crafted by the One), etc. You cast <em>Commune</em> and you speak with God's Secretary, so to speak, and the demons that infest the land EXCEL at misdirection, deception, and divination-perversion. Mechanically, the spells are largely unchanged -- you still can find out the same information, there is just always a 'corruption chance' now.</p><p></p><p>Clerical magic is not grated by God, but is granted by belief. Even Occultists and Pagans can be clerics, and wield pretty much the same spells (though they call on different outsiders, to be sure). Heck, even Heretics can be Clerics. This makes enemy faiths all the more dangerous, and means that one can never be entirely sure which is Right. The monotheists take the pagan clerics as evidence that the Power of God is Omnipresent; the pagans take it to mean that the Power of God is just the power of their own gods. </p><p></p><p>My campaign has ambiguity and questions from the main sects of the world:</p><p>Starists (drawing from Jewish history and legend)</p><p>Lunists (drawing from Muslim history and legend)</p><p>Solists (drawing from Christian history and legend)</p><p>Pagans (drawing from Hindu history and legend, with a bit of animism)</p><p>Occultists (the ones who worship the Evil!)</p><p></p><p>There are liars, there are decievers, and there are Rights and Wrongs amongst each faith....</p><p></p><p>....and they all come together at the gaping mouth of hell, where the city of Ru Sa-l'em is situated, a point of conflict for all five faiths.</p><p></p><p>Of course, my setting requires players who can stomach real-world religions being used for gaming fodder, but my players (even the devout catholic boy) don't have a big problem with it, and enjoy it a lot.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 1419941, member: 2067"] In my sub-campaign, I have a comlex, vibrant world based off of monotheism.....I do it by taking a cue from the real world. 3 of the major religions in existence today are monotheistic, and sects, schisms, and ambiguity are rife.......the reason being, because God is mysterious. Interpretations, revelations, etc. can be drastically different from place to place. To reflect that in D&D, you just need to play up the ambiguity of the One True One. IMC, God is unknowable....the best you can do is through the One True's servants, angels, celestials (even fiends, who were, after all, crafted by the One), etc. You cast [I]Commune[/I] and you speak with God's Secretary, so to speak, and the demons that infest the land EXCEL at misdirection, deception, and divination-perversion. Mechanically, the spells are largely unchanged -- you still can find out the same information, there is just always a 'corruption chance' now. Clerical magic is not grated by God, but is granted by belief. Even Occultists and Pagans can be clerics, and wield pretty much the same spells (though they call on different outsiders, to be sure). Heck, even Heretics can be Clerics. This makes enemy faiths all the more dangerous, and means that one can never be entirely sure which is Right. The monotheists take the pagan clerics as evidence that the Power of God is Omnipresent; the pagans take it to mean that the Power of God is just the power of their own gods. My campaign has ambiguity and questions from the main sects of the world: Starists (drawing from Jewish history and legend) Lunists (drawing from Muslim history and legend) Solists (drawing from Christian history and legend) Pagans (drawing from Hindu history and legend, with a bit of animism) Occultists (the ones who worship the Evil!) There are liars, there are decievers, and there are Rights and Wrongs amongst each faith.... ....and they all come together at the gaping mouth of hell, where the city of Ru Sa-l'em is situated, a point of conflict for all five faiths. Of course, my setting requires players who can stomach real-world religions being used for gaming fodder, but my players (even the devout catholic boy) don't have a big problem with it, and enjoy it a lot. [/QUOTE]
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