Imaculata
Hero
This whole thread is essentially about a DM who wants to bully his players into worshiping false gods.
Clearly not.
This whole thread is essentially about a DM who wants to bully his players into worshiping false gods.
Or ask that player to leave the table. If someone is uncomfortable with the subject matter in any game, then either the game needs to be overhauled to not contain that subject matter, or the player should find a new game. If my concept for a game that I want to run is going to involve topics that might make some people uncomfortable, then that should be clear from the outset, and nobody should sign up if that's not what they want to do.If a reallife *player* has no interest in worshiping gods, the DM must respect his or her religious boundaries or philosophical boundaries.
If it's done purely in the context of an RPG--if we're playing a game set in a time and place where that was appropriate, and I've agreed to play in such a game--I wouldn't have any problem whatsoever with the DM saying "You have to play a character who's a practicing and baptized Christian." (Or whatever other religion was appropriate for the setting.)
But it's also not a viable analogy, because in D&D, you're not being asked to pretend to be part of a real-world religion. There's less baggage.
There's nothing wrong with having preferences or aversions.No. Don't waste your time trying to "explain" things. The issue lies with Yaarel's completely irrational aversion to make-believe deities in a make-believe world of fantasy monsters and magic in a game of MAKE-BELIEVE!
So, do you have trouble imagining someone who doesn't want to roleplay a white supremacist? Or an elf supremacist? Or a chaotic evil sadist?
Wow, this is a great discussion, very helpful to me.
To clarify a bit, most of the comments that annoy me from the players are out of character, not directly to npcs -- which makes it hard for the npcs to react.
I think the best way forward, for me, is to add some depth to the gods that the players can interact with. Holy days, quests, shrines with in game effects, etc. give them a reason to respect the gods.
I like the idea of church libraries, and of getting blessings from clergy. Also, just spending time in holy places should have an effect. Depending on the God, even the "sinner" may feel at peace, or happier, or more focused and alert, or wiser, inside a temple or other holy site.You can bring religion into the campaign in small ways that make it more important. If the PCs come to a small town that has a temple the cleric belongs to, it would be expected that the cleric report to the church to discuss local events and messages from the central church. If he does not visit it is bad form and someone would show up to bring them in. Not bounty hunters or such, but locals in the church expecting service to the local leader. Eventually, the locals will not respond well to the party if the cleric does not act accordingly.
You can also bring churches more importance by having the party visit in need of information and not only spells. Churches may act as a library and contain holy texts that need referencing. In order to use them the cleric may need to go to a local village and perform a ceremony like a wedding or funeral. So called 'dues' must be paid to assist before the churches open up and help on their own.
Back to the topic.
Clerics, Druids and Paladins are the way to go if you want your players to treat the gods seriously. In one of my early campaing in the second edition, one group decided to ignore the god one player had chosen (Chauntea). They were clearly in favor of an other god and the cleric's player was disappointed about that. But one player was particularly adamant on his faithlessness.
The issue lies with Yaarel's completely irrational aversion ....