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Nay-Theists Vs. Flat-Earth Atheists in D&D Worlds
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<blockquote data-quote="billd91" data-source="post: 8256797" data-attributes="member: 3400"><p>Yeah, as someone who generally detests evangelizing religions, I'm not exactly keen to see it come up in a D&D game. Consider it one of those things we see in real life that I don't really want to deal with in my games. </p><p></p><p>But religion in general is only going to be as involved as PCs and the DM make it be involved. It takes a bit of work - it's not just going to "happen" on its own. You've got to make the gods and their church organizations something other than faceless entities that you go to for healing potions or an occasional raise dead like you'd go to the local Pick and Save to get a loaf of bread. And so you've got to plan it or if you come up with it via improv you've got to keep track of it from that point. And then you've got to work it - a lot because your players/fellow players have their own things going on and it'll take repetition for them to get it and for it to sink in unless they're exceptional players, soaking in everything their fellows do (if anything that Critical Role does is worth emulating - it's this - everyone has their own agenda, but they're fans of everyone else's agendas and engaged with them as well).</p></blockquote><p></p>
[QUOTE="billd91, post: 8256797, member: 3400"] Yeah, as someone who generally detests evangelizing religions, I'm not exactly keen to see it come up in a D&D game. Consider it one of those things we see in real life that I don't really want to deal with in my games. But religion in general is only going to be as involved as PCs and the DM make it be involved. It takes a bit of work - it's not just going to "happen" on its own. You've got to make the gods and their church organizations something other than faceless entities that you go to for healing potions or an occasional raise dead like you'd go to the local Pick and Save to get a loaf of bread. And so you've got to plan it or if you come up with it via improv you've got to keep track of it from that point. And then you've got to work it - a lot because your players/fellow players have their own things going on and it'll take repetition for them to get it and for it to sink in unless they're exceptional players, soaking in everything their fellows do (if anything that Critical Role does is worth emulating - it's this - everyone has their own agenda, but they're fans of everyone else's agendas and engaged with them as well). [/QUOTE]
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