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monotheism in D&D
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<blockquote data-quote="Sepulchrave II" data-source="post: 1420999" data-attributes="member: 4303"><p>I think that it's perfectly possible to have monotheism and polytheism existing side by side in the same game world - even in the same religion, in fact. There are plenty of RL precedents for it. If you go the montheistic route, you shouldn't necessarily discount the possibility of other deities.</p><p></p><p>The problem with most published campaign settings (at least as I see them) is they have an 'absolute' cosmology - i.e. the world began like <em>this</em>, the evil deity is <em>such and such</em>, when you die you go <em>here</em> etc. </p><p></p><p>The reason that it is so hard to represent genuine religious behaviour in a campaign world is because these things are <em>certain</em>. What makes religion so interesting in real life is the fact that <em>we don't know</em> - or, at least, the Truth cannot be empirically demonstated in the same way that it can in most D&D campaigns.</p><p></p><p>My own campaign world is not monotheistic. The country where most of the activity takes place is - broadly speaking, at least. But what the inhabitants <em>believe</em> is not necessarily the Truth from a meta-game perspective. I do not in fact have a "True" cosmology at all. There is no "big secret" - cosmologically speaking - which will be revealed to the characters. I - and my players - have merely detailed a number of conflicting world views, and it is the tension between them which makes them plausible. God(s) is/are still active in the world: this causes paradox, as characters grope for an unknowable truth. Evoking paradox is good because religion <em>is</em> inherently paradoxical.</p></blockquote><p></p>
[QUOTE="Sepulchrave II, post: 1420999, member: 4303"] I think that it's perfectly possible to have monotheism and polytheism existing side by side in the same game world - even in the same religion, in fact. There are plenty of RL precedents for it. If you go the montheistic route, you shouldn't necessarily discount the possibility of other deities. The problem with most published campaign settings (at least as I see them) is they have an 'absolute' cosmology - i.e. the world began like [I]this[/I], the evil deity is [I]such and such[/I], when you die you go [I]here[/I] etc. The reason that it is so hard to represent genuine religious behaviour in a campaign world is because these things are [I]certain[/I]. What makes religion so interesting in real life is the fact that [I]we don't know[/I] - or, at least, the Truth cannot be empirically demonstated in the same way that it can in most D&D campaigns. My own campaign world is not monotheistic. The country where most of the activity takes place is - broadly speaking, at least. But what the inhabitants [I]believe[/I] is not necessarily the Truth from a meta-game perspective. I do not in fact have a "True" cosmology at all. There is no "big secret" - cosmologically speaking - which will be revealed to the characters. I - and my players - have merely detailed a number of conflicting world views, and it is the tension between them which makes them plausible. God(s) is/are still active in the world: this causes paradox, as characters grope for an unknowable truth. Evoking paradox is good because religion [I]is[/I] inherently paradoxical. [/QUOTE]
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