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<blockquote data-quote="helium3" data-source="post: 4048029" data-attributes="member: 31301"><p>The thing is, I've never participated in a game where any aspect of religious belief has been expressed via role-playing other than a "yeah, that's where my cleric gets his spells from." and occasional nods to "I donate money to my temple" and vague handwaving about church hierarchy. The one time I saw a DM attempt to force a player to do something with his character because the "church demanded it", the player had an absolute hissy fit. Heck, we had a player whose character was an Astral Deva that directly worked for Bahamut, and even in that case the vast majority of religion related role-playing was more like humor than anything else.</p><p></p><p>Why not keep it simple? Just list the gods that adventuring cleric's are likely to come from, the gods whose clerics the adventurers are likely to tangle with and a statement that "yeah, there are probably other gods, but their cleric's don't adventure so we didn't include them in the default pantheon."</p><p></p><p>With all the talk they've been making about "cutting out anything not directly relevant to the play experience" why go through contortions to make the default pantheon both comprehensive and totally relevant to adventurers? It seems like an awfully trivial thing for the designers to suddenly get insecure about, much less blow a couple of articles on.</p></blockquote><p></p>
[QUOTE="helium3, post: 4048029, member: 31301"] The thing is, I've never participated in a game where any aspect of religious belief has been expressed via role-playing other than a "yeah, that's where my cleric gets his spells from." and occasional nods to "I donate money to my temple" and vague handwaving about church hierarchy. The one time I saw a DM attempt to force a player to do something with his character because the "church demanded it", the player had an absolute hissy fit. Heck, we had a player whose character was an Astral Deva that directly worked for Bahamut, and even in that case the vast majority of religion related role-playing was more like humor than anything else. Why not keep it simple? Just list the gods that adventuring cleric's are likely to come from, the gods whose clerics the adventurers are likely to tangle with and a statement that "yeah, there are probably other gods, but their cleric's don't adventure so we didn't include them in the default pantheon." With all the talk they've been making about "cutting out anything not directly relevant to the play experience" why go through contortions to make the default pantheon both comprehensive and totally relevant to adventurers? It seems like an awfully trivial thing for the designers to suddenly get insecure about, much less blow a couple of articles on. [/QUOTE]
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