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The Bible Is A New 5E Setting
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<blockquote data-quote="Yaarel" data-source="post: 8507020" data-attributes="member: 58172"><p>Baruch A. Levine and Jean-Michel de Tarragon, “Dead Kings and Rephaim: The Patrons of the Ugaritic Dynasty,” <em>Journal of the American Oriental Society</em>, Vol. 104, No. 4, Oct-Dec 1984, pp. 649-659, published by the <em>American Oriental Society</em>.</p><p></p><p></p><p></p><p>Basically, the Rfaim are an aboriginal ethnicity in Canaan, who were feared because the ghosts of their ancestors were perceived to be a magically powerful influence in the Land.</p><p></p><p>To confuse a historical ethnicity with Greek stories about "gigantes" actually makes the players misunderstand the Bible.</p><p></p><p></p><p></p><p>In principle, a Christian setting for a D&D game should work fine.</p><p></p><p>I think each D&D setting should have its own cosmology, that is tailored for the particular setting.</p><p></p><p>For example, I enjoy playing a D&D game that has a mythologically accurate (animistic) Norse setting. I would love to play in a mythologically accurate setting for several cultures. Each setting needs its own peculiar cosmology.</p><p></p><p>I dislike how 5e assumes the Wheel for everything, regardless of the setting.</p><p></p><p></p><p></p><p>For a mythologically accurate Christian setting, I would probably prefer there to be more archeological accuracy, and be entirely human, ... and be less like Chronicles of Narnia.</p><p></p><p>Alternatively, a romp thru Christian theology could be fun too. (The movie, Dogma, with Matt Damon was sorta like this.) But then there is no pretense to be realistic.</p><p></p><p></p><p></p><p>In my own campaigns, I have the various monotheistic cultures perceive the Plane of Positive Energy (healing, wellbeing, resurrection, etcetera), as a manifestation of the Divine Presence. All the D&D 5e rules work normally.</p><p></p><p>Generally, for monotheism, God doesnt intervene to fix everything and win every fight, because God wants humans to figure out how to make the world a better place. Every evil situation − hunger, sickness, poverty − is an opportunity to do good.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 8507020, member: 58172"] Baruch A. Levine and Jean-Michel de Tarragon, “Dead Kings and Rephaim: The Patrons of the Ugaritic Dynasty,” [I]Journal of the American Oriental Society[/I], Vol. 104, No. 4, Oct-Dec 1984, pp. 649-659, published by the [I]American Oriental Society[/I]. Basically, the Rfaim are an aboriginal ethnicity in Canaan, who were feared because the ghosts of their ancestors were perceived to be a magically powerful influence in the Land. To confuse a historical ethnicity with Greek stories about "gigantes" actually makes the players misunderstand the Bible. In principle, a Christian setting for a D&D game should work fine. I think each D&D setting should have its own cosmology, that is tailored for the particular setting. For example, I enjoy playing a D&D game that has a mythologically accurate (animistic) Norse setting. I would love to play in a mythologically accurate setting for several cultures. Each setting needs its own peculiar cosmology. I dislike how 5e assumes the Wheel for everything, regardless of the setting. For a mythologically accurate Christian setting, I would probably prefer there to be more archeological accuracy, and be entirely human, ... and be less like Chronicles of Narnia. Alternatively, a romp thru Christian theology could be fun too. (The movie, Dogma, with Matt Damon was sorta like this.) But then there is no pretense to be realistic. In my own campaigns, I have the various monotheistic cultures perceive the Plane of Positive Energy (healing, wellbeing, resurrection, etcetera), as a manifestation of the Divine Presence. All the D&D 5e rules work normally. Generally, for monotheism, God doesnt intervene to fix everything and win every fight, because God wants humans to figure out how to make the world a better place. Every evil situation − hunger, sickness, poverty − is an opportunity to do good. [/QUOTE]
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