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Religions in D&D
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<blockquote data-quote="chaochou" data-source="post: 6224538" data-attributes="member: 99817"><p>Well, there was Chaosium's Runequest. The setting, Glorantha, was built entirely out of the myths of the gods and the more powerful magic in the game was only available through religious belief.</p><p></p><p>The main 'player' book (in many ways the only player book) for RQ2 was Cults of Prax, detailing the 11 major religions, their beliefs, membership structures, training, requirements, feelings about other religions and spells. Cults of Terror gave GMs the same for their less agreeable NPCs.</p><p></p><p>PCs and NPCs in Glorantha were identified primarily by their religious affiliations, and the same was true of the later Gloranthan game HeroWars. The Avalon Hill version (RQIII) was based in a 'mythic europe' had bland religious magic and introduced 'sorcery'.</p><p></p><p>It was the worst version by far, not because some of the rules clean-up wasn't needed, but because the mechanics and setting no longer meshed together seamlessly as they had in the earlier editions. AH did a u-turn about 4 years later and returned to Glorantha, re-releasing classic and OOP material like Pavis and the Big Rubble as well as new stuff, like Sun County - again, all centred on the religion at the Sun Dome Temple outside Pavis.</p><p></p><p>With regards to mainstream fantasy though, how much fantasy literature has religion as a central theme? Conan, Fafhrd and Mouser, Bilbo Baggins, Elric - these are not really 'religious' characters.</p></blockquote><p></p>
[QUOTE="chaochou, post: 6224538, member: 99817"] Well, there was Chaosium's Runequest. The setting, Glorantha, was built entirely out of the myths of the gods and the more powerful magic in the game was only available through religious belief. The main 'player' book (in many ways the only player book) for RQ2 was Cults of Prax, detailing the 11 major religions, their beliefs, membership structures, training, requirements, feelings about other religions and spells. Cults of Terror gave GMs the same for their less agreeable NPCs. PCs and NPCs in Glorantha were identified primarily by their religious affiliations, and the same was true of the later Gloranthan game HeroWars. The Avalon Hill version (RQIII) was based in a 'mythic europe' had bland religious magic and introduced 'sorcery'. It was the worst version by far, not because some of the rules clean-up wasn't needed, but because the mechanics and setting no longer meshed together seamlessly as they had in the earlier editions. AH did a u-turn about 4 years later and returned to Glorantha, re-releasing classic and OOP material like Pavis and the Big Rubble as well as new stuff, like Sun County - again, all centred on the religion at the Sun Dome Temple outside Pavis. With regards to mainstream fantasy though, how much fantasy literature has religion as a central theme? Conan, Fafhrd and Mouser, Bilbo Baggins, Elric - these are not really 'religious' characters. [/QUOTE]
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