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<blockquote data-quote="Jack7" data-source="post: 4644651" data-attributes="member: 54707"><p>I agree with this sentiment entirely in one sense, and that's why we use real world religions in my setting. Just sprung up and imaginary religions tend to be superficial, bland, not focused or well developed, and inspire little confidence or devotion. Plus they have no real background per se, little to nothing that is already known about them, or even misunderstood about them. </p><p></p><p>They tend not to be religions so much as a sort of vague "power source" with gods being channeled for power rather than inspiring worldviews and religious duty and devotion. Game religions tend to have no sense of real importance to most characters (especially those who are not clerics, yet in the real world nobles and others - a lot of Saints started out as soldiers, adventurers, and noblemen - were, and laymen are often as pious and devout as professional clerics) or to the larger world. Such game religions don't often change the way people interact with or view the world, almost none of them have any sense of Irony and weight of conflicting duty (Mercy versus Justice, for instance, built into the same religious organization - it's mostly either Mercy or Justice) they just sort of service minor and local problems. A la:</p><p></p><p></p><p></p><p>Real religions and real religious duties and ideals often require morally ambiguous choices and the problems that kind of thing stimulates.not just in the short run, and in local matters, but in the long run, and for the future of the world.</p><p></p><p>That being said I think Ydars made an excellent set of observations on religion generally speaking, and Shark made an excellent post about how to address many of the weaknesses and much of the hollowness of "in-game religions."</p><p></p><p>I enjoyed reading his ideas.</p><p>Of course I tend to think by reading Shark that he often knows his history.</p></blockquote><p></p>
[QUOTE="Jack7, post: 4644651, member: 54707"] I agree with this sentiment entirely in one sense, and that's why we use real world religions in my setting. Just sprung up and imaginary religions tend to be superficial, bland, not focused or well developed, and inspire little confidence or devotion. Plus they have no real background per se, little to nothing that is already known about them, or even misunderstood about them. They tend not to be religions so much as a sort of vague "power source" with gods being channeled for power rather than inspiring worldviews and religious duty and devotion. Game religions tend to have no sense of real importance to most characters (especially those who are not clerics, yet in the real world nobles and others - a lot of Saints started out as soldiers, adventurers, and noblemen - were, and laymen are often as pious and devout as professional clerics) or to the larger world. Such game religions don't often change the way people interact with or view the world, almost none of them have any sense of Irony and weight of conflicting duty (Mercy versus Justice, for instance, built into the same religious organization - it's mostly either Mercy or Justice) they just sort of service minor and local problems. A la: Real religions and real religious duties and ideals often require morally ambiguous choices and the problems that kind of thing stimulates.not just in the short run, and in local matters, but in the long run, and for the future of the world. That being said I think Ydars made an excellent set of observations on religion generally speaking, and Shark made an excellent post about how to address many of the weaknesses and much of the hollowness of "in-game religions." I enjoyed reading his ideas. Of course I tend to think by reading Shark that he often knows his history. [/QUOTE]
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