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Two related rules: Christianity and Earth
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<blockquote data-quote="TerraDave" data-source="post: 5061918" data-attributes="member: 22260"><p>Right, you have to decide which D&D fantasy earth you want.</p><p></p><p>I used a parallel earth as a setting for years for my D&D game. (its in my signature, in the "bonus".)</p><p></p><p>Basically, just about everything in D&D "core" worked, and was meant to accomadate a wide range of myths and legends from a range of cultures. So there where "holy church" clerics, but also pagan clerics, and non-humans with their own religions. There was no over-arching explanation of how this could possibly work. Mystery was important. </p><p></p><p>It was always clear that it was an "alternate earth" and while things like wizards or elves might not be that common, the players would certainly run into them, and much, much more. A model would be something like the original Village of Hommlet (complete with Church of Saint Cuthbert, an actual northumberland saint). Merry Olde England on the surface, gygaxian goodness as you dug deeper. This was a pretty common "old school" approach that treated the pcs and their "world" as being some what appart from everything else. (Starting with the Forgotten Realms there was much more of a push to make the whole world "magical" and wahoo, not just the stuff the PCs would be interacting with).</p></blockquote><p></p>
[QUOTE="TerraDave, post: 5061918, member: 22260"] Right, you have to decide which D&D fantasy earth you want. I used a parallel earth as a setting for years for my D&D game. (its in my signature, in the "bonus".) Basically, just about everything in D&D "core" worked, and was meant to accomadate a wide range of myths and legends from a range of cultures. So there where "holy church" clerics, but also pagan clerics, and non-humans with their own religions. There was no over-arching explanation of how this could possibly work. Mystery was important. It was always clear that it was an "alternate earth" and while things like wizards or elves might not be that common, the players would certainly run into them, and much, much more. A model would be something like the original Village of Hommlet (complete with Church of Saint Cuthbert, an actual northumberland saint). Merry Olde England on the surface, gygaxian goodness as you dug deeper. This was a pretty common "old school" approach that treated the pcs and their "world" as being some what appart from everything else. (Starting with the Forgotten Realms there was much more of a push to make the whole world "magical" and wahoo, not just the stuff the PCs would be interacting with). [/QUOTE]
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