Wanting players to take in-game religion more seriously

To Intently (OP):

I agree with several of the responders in this thread. Clear communication with your players is essential. Try discussing again with the group what YOU would like regarding 'immersion' and 'respect' regarding the [in-game & Out-of-Character] worship/acknowledgement of the deities of your setting. Additionally, I wish to reinforce the the suggestions about incorporating the NPC's demonstrations of faith & practice.

I STRONGLY disagree with a post made about the lack of information regarding 'Pantheons & Religious Practices' in D&D, and the Forgotten Realms in particular. I can find nearly 1000 pages of source material specific to the deities, churches, worship practices, and beliefs/dogmas of the Realms. If you need some examples of daily/seasonal activities pertinent to this, I can recommend the following books:

5e; Sword Coast Adventurer's Guide -- pgs. 19-41, and each entry regarding Non-Human races.
3.5; Faiths & Pantheons -- over 150 pages listing Deities, Church organization, Daily Practices, etc., for ALL the religions in the Realms.
2nd Ed: Demi-Human Deities, Faiths & Avatars, Powers & Pantheons -- these books list the same, with additional class-options, supplemental spells, etc. for the AD&D 2nd Edition rules.
ALL editions of the Forgotten Realms Campaign Setting; whether you check any of the boxed sets, or the folio/hardbound books. Each contains dozens or hundreds of pages listing a plethora of information regarding the beliefs and practices of most (or all) of the 'Religions' in the Realms.

Even into the 5e SCAG, there is a STRONG element of support of the concept of acceptance in the existence and importance of ALL of the 'deities' in the daily lives of inhabitants of the Forgotten Realms. As an example, the SCAG (pgs. 19-20), includes the following:

"The average person worships different gods in different contexts. Most vocations have a patron deity: farmers make offerings to Chauntea for the prosperity of their crops, clerks sharpen their quills with a prayer to Deneir, while pious merchants remember to set coins aside for Waukeen at the end of the day. Most people worship a deity associated with their livelihood, family, or home, while others feel called to a particular god for a variety of reasons. Individuals often carry or wear a small token of their favored deity: a pendant or a pin in the image of the god's holy symbol, or some other personal keepsake.
In addition, people regularly venerate gods based on their needs and circumstances: a farmer whose favored deity is Chauntea would pray to Amaunator for a few clear, sunny days, and a Waterdhavian noble who habitually worships Denier would give thanks to Sune after a successful coming-out party for her son. Even priests of particular gods acknowledge the roles that other deities play in the world and in their lives.
In general, worshipers view their relationships with the gods as practical and reciprocal: they pray and make offerings because that is how one invites the blessings of the gods and turns away their wrath. These prayers and other acts of devotion are generally performed quietly at the shrine in one's household or community, or occasionally in a temple dedicated to one's deity, when a worshiper feels the need to "come knocking upon a god's door" to ask for attention.
Forms of worship are often acts of veneration: giving thanks for favor shown, making requests for future blessings, and offering praise for the deity's intercessions, large and small. Because most folk in Faerun don't want to attract the ire of the cruel or savage gods, beseeching them to keep the peace is also an act of worship. A hunter or a farmer might make offerings to Malar in hopes of keeping predators at bay, and a sailor might pray to Umberlee that she withhold her wrath for the duration of a voyage."

[the above is excerpted from materials Copyrighted by Wizards of the Coast, and is used without permission SOLELY to acknowledge/review their material]

 

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I would like to repeat, for emphasis, one particularly telling statement amongst all of that (emphasis mine):

"Even priests of particular gods acknowledge the roles that other deities play in the world and in their lives."
 

Yeah, I don't think that punishing players is the right way to go. Just ask them to take it more seriously, as Iserith suggested.

..snip...
Also, making an offering to a deity, or receiving a blessing from a priest, has positive effects on the party. They will not be attacked by bandits if they make an offering, or pray to the god of merchants and travel.

Making an offering to the god of storms will ensure beneficial winds while at sea, or they could ask for bad weather as well, if the god feels that the enemy of the players deserves punishment. ...snip...

See, if your players feel that there is actually some merit to treating these fictional gods with respect, then they might be more inclined to do so.

This thread caught my eye, and the above is in line with what I was going to suggest.

Real religious people pray every day. Over their food. They stop in and pray for good harvest, blessings before a big activity. Make that matter.
Give a bonus on infection checks, random encounter checks if they prayed first.

Nothing huge, small prayers from regular people (non-cleric/paladin) aren't going to come out of the spell section of the players handbook.

but a +1 or 5% bonus to inhibit random chance from messing up with minor things, seems trivial to hand out for good roleplay.

Just remember, your not asking them to actually pray and worship. Just get them to say they said their evening prayers, or "said Grace" before eating.

You can probably do this generically, in that every god/religion is going to fork out for regular, continual demonstrations of faith/supplication/prayer. You might even expect that the evil gods are less tolerant in laxness in phoning in a prayer at midnight every night on the dot. For they are a very jealous god.
 


Have your players come up with prayers and have them say them when they cast a spell. +1 DC for super amazing prayers.

'There once was a god from Waterdeep,
Who's charms would make people weep!
His powers so vast, his presence so wide,
But his voice put people to sleep!'




Sent from my iPhone using Tapatalk
 

First of all, this topic is a lifesaver. Thank you for this discussion!

Second of all, I’m kinda new here. So… sorry if I’m barging in, but I scratch my head constantly as it comes to gods in any D&Desque game, and I just had to throw my questions here!

Third, well… Gods obviously can interfere in the world. Clerics are proof of it. You guys suggest that interventions go beyond clerical magic. I agree with that, completely. But…. How far can a god influence the world?
I’m asking that because if a god can do whatever she/he/it wants, why would said god even need servants, clerics, etc.? Why not throw down against her/his/its divine adversaries directly? I mean, I can understand a certain strategic reserve (I’m not gonna fight Dagon directly for he might win and destroy me), but what keeps them from doing so when favorable opportunities arise?

I’ve been inclined to think that there are limitations, although not clearly mentioned (I’m sorry, but I can’t recall all info on the gods of Faerûn, since it’s been a looong time away), and that these limitations would stop the gods from having more active roles in world history (the Time of Troubles being the nominal exception, derived from a decree from Ao). I know it is sort of explained in Faiths and Pantheons (as far as portfolio goes) but I honestly still have some difficulty implementing such limitations in my campaigns. Also, it seems to be a pretty big thing, since many magic feats would, as far as I can see, only be possible through portfolios (instead of regular magic). Anyone greedy enough would be trying, as far as I can see, to steal a god’s portfolio or at least grant a god’s alliance.

Anyway, how far can we go with this spontaneous intervention idea?
 



As far as you want to take it. It's your interpretation of the source-material, after all.

Yeah, I've been chewing on it for a day or so, and came to a few personal conclusions, mostly of how I'd like to go with it! :) Thanks for the answer, it helps me understand how everyone plays and thinks around the forums. Back in pbp I really need some directions as to how should I work some general notions with the players. Thanks again!
 

Second of all, I’m kinda new here.

Welcome to the forum!

How far can a god influence the world?

I think the only good answer to that, is "However far the DM wants them to". But I think it helps to think about the reasons why the gods choose to interfere in the first place.

I’m asking that because if a god can do whatever she/he/it wants, why would said god even need servants, clerics, etc.?

In my setting, the gods rely on worship as a source of power. The more followers a god has, the more powerful the god.

Why not throw down against her/his/its divine adversaries directly? I mean, I can understand a certain strategic reserve (I’m not gonna fight Dagon directly for he might win and destroy me), but what keeps them from doing so when favorable opportunities arise?

In my campaign setting such battles do happen, but they have consequences. A big battle can put a god out of commission for a long time. After the goddess of the sun had a battle with the goddess of chaos, the world was covered in total darkness for 30 years! And that was a battle she won! So usually the gods try to be allies in my setting.

I’ve been inclined to think that there are limitations, although not clearly mentioned (I’m sorry, but I can’t recall all info on the gods of Faerûn, since it’s been a looong time away), and that these limitations would stop the gods from having more active roles in world history (the Time of Troubles being the nominal exception, derived from a decree from Ao).

In my setting, the gods can become swamped in work, and be forced to delegate some of their responsibilities to lesser gods, which is not without risks. For example, in my setting the god of death had to delegate some of the dead to another lesser deity. So now the Lady of the Waves takes care of those who died at sea, and guides them to the here after, while the god of death can focus on everyone else. Unfortunately three powerful cosmic powers conspired against her, and drove her out of her domain.
 

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