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Real Religion in Adventure Design
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<blockquote data-quote="aco175" data-source="post: 8274956" data-attributes="member: 27385"><p>Are genuine believers the target audience, or do they even play the game? I knew a few believers growing up that were not allowed to play at all, even as a paladin battling devils. It was the 80s though so things may have changed.</p><p></p><p>As for the main topic, I have looked at some parts of religion to use in my games. There may be a sect or secret group or structure. I created a holy city with a pope-like figure in a homebrew. I also loosely had a hierarchy based on real-life church structure. It was not close to actual and only had a few levels to make it more seem like a structure than try to create a real-life structure. Actual church historians would laugh at my poor copy, but it worked for my game and the players that only needed so much.</p><p></p><p>I have done the same with the political structure of the kingdom. I have no idea if the duke is worth more than a count or knight. I do not know if one needs more land or connections or how real world advisors come into the politics. I have a loose idea that I ran with and it works enough for my game. I would think that if I had a more political campaign, I would research more.</p></blockquote><p></p>
[QUOTE="aco175, post: 8274956, member: 27385"] Are genuine believers the target audience, or do they even play the game? I knew a few believers growing up that were not allowed to play at all, even as a paladin battling devils. It was the 80s though so things may have changed. As for the main topic, I have looked at some parts of religion to use in my games. There may be a sect or secret group or structure. I created a holy city with a pope-like figure in a homebrew. I also loosely had a hierarchy based on real-life church structure. It was not close to actual and only had a few levels to make it more seem like a structure than try to create a real-life structure. Actual church historians would laugh at my poor copy, but it worked for my game and the players that only needed so much. I have done the same with the political structure of the kingdom. I have no idea if the duke is worth more than a count or knight. I do not know if one needs more land or connections or how real world advisors come into the politics. I have a loose idea that I ran with and it works enough for my game. I would think that if I had a more political campaign, I would research more. [/QUOTE]
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