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Need advice: Making Religions, Not Just "Here's The Gods. Pick One"
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<blockquote data-quote="Imaculata" data-source="post: 6889759" data-attributes="member: 6801286"><p>In my campaign, religion is not a thing that only occurs when the players attend a church or temple. Religion is everywhere. It plays an important part in the lives of everyone, and I asked each player to decide if their character is religious. Even a simple tavern could have a small shrine dedicated to the god of drinking, and the gods of death and justice could be invoked right before an official duel. </p><p></p><p>In my campaign the figureheads of ships often are in the shape of a deity, and depending on which deity it is, it bestows different powers upon the ship. A figurehead of the god of storms could provide a higher chance for favorable weather, or a bonus to sailing in harsh weather. A figurehead of the god of death, could prevent undead from setting foot on the ship.</p><p></p><p>Religion should be everywhere. And just because none of your players play a cleric or paladin, does not mean that your efforts of writing the religions are wasted. It should be part of the world building and storytelling. I find it incredibly rewarding that when I ask my players who the god of death is, they know his name by heart. His name has become a powerful concept that is edged into their minds. They know several of the gods by name, and what they stand for. They also know all of the evil deities by name, and what they embody. </p><p></p><p>And I think that's because the gods aren't simply fluff in my campaign that is only relevant to a cleric or paladin. It affects everyone and every class, and their knowledge of the gods helps them understand the plot, and the motives of npc's. So as a result, they are more invested, and they care.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 6889759, member: 6801286"] In my campaign, religion is not a thing that only occurs when the players attend a church or temple. Religion is everywhere. It plays an important part in the lives of everyone, and I asked each player to decide if their character is religious. Even a simple tavern could have a small shrine dedicated to the god of drinking, and the gods of death and justice could be invoked right before an official duel. In my campaign the figureheads of ships often are in the shape of a deity, and depending on which deity it is, it bestows different powers upon the ship. A figurehead of the god of storms could provide a higher chance for favorable weather, or a bonus to sailing in harsh weather. A figurehead of the god of death, could prevent undead from setting foot on the ship. Religion should be everywhere. And just because none of your players play a cleric or paladin, does not mean that your efforts of writing the religions are wasted. It should be part of the world building and storytelling. I find it incredibly rewarding that when I ask my players who the god of death is, they know his name by heart. His name has become a powerful concept that is edged into their minds. They know several of the gods by name, and what they stand for. They also know all of the evil deities by name, and what they embody. And I think that's because the gods aren't simply fluff in my campaign that is only relevant to a cleric or paladin. It affects everyone and every class, and their knowledge of the gods helps them understand the plot, and the motives of npc's. So as a result, they are more invested, and they care. [/QUOTE]
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Need advice: Making Religions, Not Just "Here's The Gods. Pick One"
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