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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: 6889765" data-attributes="member: 6801286"><p>Yes, I would definitely not pour all the lore on them at once. It is something that you want to spread out across the campaign. A simple example of this, would be when the players explore a dungeon, and stumble upon an old statue of one of the gods. You describe what it looks like, what its symbols are, and perhaps have the players roll knowledge checks to see if they know the name of the god in case they want to know more. It can simply be set dressing, but it is consistent set dressing that shows up throughout the campaign.</p><p></p><p>When the players arrive on a city square, its not just a generic square, but there's a big temple in the middle, with statues of gods that they recognize. When an npc wishes the players a safe journey, he might invoke a particular god, and that name might show up multiple times. You don't have to force it down their throats, but it can be part of the description that brings the world to life. That is how I prefer to use it.</p><p></p><p></p><p></p><p>Indeed. Which is why churches in my campaign often keep valuable relics, which have an interesting backstory of their own. It is entirely up to the players to treat this relic with respect, or to steal it and sell it. </p><p></p><p>I introduced such a quest to my players a while back, where an excommunicated monk asked them to steal the Holy Book of Saint Germaine for him. He felt that the truth should not be hidden from the public, and he wanted to study the writings of the saint. They were free to sell the rest of the book (the cover was decorated with gold and gems), he just wanted the pages. But my players declined, because it was very dangerous, and they didn't trust the monk, and because it was sacrilege. They didn't want to steal from a church, because they felt bad about it, and it might bring them bad luck.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 6889765, member: 6801286"] Yes, I would definitely not pour all the lore on them at once. It is something that you want to spread out across the campaign. A simple example of this, would be when the players explore a dungeon, and stumble upon an old statue of one of the gods. You describe what it looks like, what its symbols are, and perhaps have the players roll knowledge checks to see if they know the name of the god in case they want to know more. It can simply be set dressing, but it is consistent set dressing that shows up throughout the campaign. When the players arrive on a city square, its not just a generic square, but there's a big temple in the middle, with statues of gods that they recognize. When an npc wishes the players a safe journey, he might invoke a particular god, and that name might show up multiple times. You don't have to force it down their throats, but it can be part of the description that brings the world to life. That is how I prefer to use it. Indeed. Which is why churches in my campaign often keep valuable relics, which have an interesting backstory of their own. It is entirely up to the players to treat this relic with respect, or to steal it and sell it. I introduced such a quest to my players a while back, where an excommunicated monk asked them to steal the Holy Book of Saint Germaine for him. He felt that the truth should not be hidden from the public, and he wanted to study the writings of the saint. They were free to sell the rest of the book (the cover was decorated with gold and gems), he just wanted the pages. But my players declined, because it was very dangerous, and they didn't trust the monk, and because it was sacrilege. They didn't want to steal from a church, because they felt bad about it, and it might bring them bad luck. [/QUOTE]
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