As a companion piece to my dislikes about Sigil, here's a few points about how I see gods in a D&D campaign.
Where do gods get their power?
I particularly dislike "gods get power from their worshippers", despite it being a popular part of D&D. It works best when gods are created by the needs of a society rather than being primal beings who created the world, etc.
The gods wiping out all life/humanity? Yes, that part of Greek mythology as told by Ovid or Hesiod. (Also consider the Flood in various mythologies). Wiping out their (potential) worshippers ain't that smart if their power derives from worshippers. Well, intelligence isn't a prerequisite for being a god, but even a stupid god should try to preserve the source of their power.
My preference is for gods to have power of their own, although it may be derived from sources not innate to the gods. (Thor's hammer accounts for a lot of his power; there is also the possibility of mortals becoming gods, etc.)
What power does a god hold?
Being considered a god implies that you have some power over the mortal realm and are worshipped because of that power. If a town doesn't sacrifice to Demeter, you get the very real result that the crops don't grow, or at least less well. This is a great fun concept to play around with.
Hades holds back the spirits of the dead so they don't invade the mortal realm. What happens if something happens to Hades? Well, it isn't good for the living world!
To put it another way, gods are responsible for the natural laws existing or working.
The Patron Deity
Gods can work as patrons of various activities, peoples or places. This can be instead of being responsible for natural laws, or in addition to it. The gods help inspire people - to discoveries, war, building, etc - and help protect people, from demons or from other gods.
Look at the Iliad, with gods on both sides of the conflict. I contend that if all of the gods had been opposed to Troy, then we wouldn't have had a ten year siege!
A warrior who venerates Ares is likely to gain supernatural aid in fighting. However, although Ares is the paramount warrior deity, he's not the only god who can give such aid. There's an interesting balance here between powers gods hold in an exclusive manner (say, only Demeter can make plants grow) and those that gods hold more than other gods.
My own campaigns - in those ones where the gods matter - use both embodying natural forces and providing patronage, depending on the deity.
What do the gods want?
How human are gods? Do they embody strange philosophical ideals, or are they as flawed as us mortals? I personally prefer the flawed deities idea, where they are as prone to jealousy and spite as the rest of us. (Yes, we're made in their image indeed...)
A god's desires and actions often boil down to the following:
* be adored by mortals
* protect their favoured mortals
* hurt those who offend them
* scheme against their enemies - gods, demons or mortals
* fulfil their duties
Cheers!
Where do gods get their power?
I particularly dislike "gods get power from their worshippers", despite it being a popular part of D&D. It works best when gods are created by the needs of a society rather than being primal beings who created the world, etc.
The gods wiping out all life/humanity? Yes, that part of Greek mythology as told by Ovid or Hesiod. (Also consider the Flood in various mythologies). Wiping out their (potential) worshippers ain't that smart if their power derives from worshippers. Well, intelligence isn't a prerequisite for being a god, but even a stupid god should try to preserve the source of their power.
My preference is for gods to have power of their own, although it may be derived from sources not innate to the gods. (Thor's hammer accounts for a lot of his power; there is also the possibility of mortals becoming gods, etc.)
What power does a god hold?
Being considered a god implies that you have some power over the mortal realm and are worshipped because of that power. If a town doesn't sacrifice to Demeter, you get the very real result that the crops don't grow, or at least less well. This is a great fun concept to play around with.
Hades holds back the spirits of the dead so they don't invade the mortal realm. What happens if something happens to Hades? Well, it isn't good for the living world!
To put it another way, gods are responsible for the natural laws existing or working.
The Patron Deity
Gods can work as patrons of various activities, peoples or places. This can be instead of being responsible for natural laws, or in addition to it. The gods help inspire people - to discoveries, war, building, etc - and help protect people, from demons or from other gods.
Look at the Iliad, with gods on both sides of the conflict. I contend that if all of the gods had been opposed to Troy, then we wouldn't have had a ten year siege!
A warrior who venerates Ares is likely to gain supernatural aid in fighting. However, although Ares is the paramount warrior deity, he's not the only god who can give such aid. There's an interesting balance here between powers gods hold in an exclusive manner (say, only Demeter can make plants grow) and those that gods hold more than other gods.
My own campaigns - in those ones where the gods matter - use both embodying natural forces and providing patronage, depending on the deity.
What do the gods want?
How human are gods? Do they embody strange philosophical ideals, or are they as flawed as us mortals? I personally prefer the flawed deities idea, where they are as prone to jealousy and spite as the rest of us. (Yes, we're made in their image indeed...)
A god's desires and actions often boil down to the following:
* be adored by mortals
* protect their favoured mortals
* hurt those who offend them
* scheme against their enemies - gods, demons or mortals
* fulfil their duties
Cheers!