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Wanting players to take in-game religion more seriously
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<blockquote data-quote="pming" data-source="post: 6899400" data-attributes="member: 45197"><p>Hiya!</p><p></p><p>Well, my guess is that your group is more of the "it's just a game" side of things and you are more on the "it's a hobby" side of things. I've found that those that play RPG's (D&D in particular) just as a lark, or to blow of steam, or to pass a few hours in the afternoon before they go do the 'real' fun stuff (movies, bar, club, whatever) just don't care about any of that stuff. And pretty much the exact opposite for those who love RPG's and treat them as a serious hobby (e.g., would much rather play a 12 hour RPG session than go to a club/movie/bar/etc).</p><p></p><p>If your players are the later...the hobbiests... then explaining and asking them to take it a bit more seriously (in-game religiosity) is probably your best bet. You may need to bring the point up in-game every now and then as a reminder, but that should be worst case scenario.</p><p></p><p>If your players are the former...the gamers... then implement a "number rating" that everyone in the world has. Call it, oh, "Piety", "Devotion", "Belief", "Fervour", or whatever. Explain that as one does things for and in accordance with their religion they get points in this. As they err from the path, points are lost from this. Explain that this new "Statistic" is a gauge on how well healing spells may work on them, how likely they are to be successfully raised from the dead or resurrected, how likely it is their god will intervene on their behalf ("divine intervention"), and how likely they are to garner favours from others (especially clerics, druids and the like!). Explain that the gods take morals belief in them and their devotion to "the path" very seriously, and this seriousness extends to mortals. A town might be more willing to risk a deal with a Cult of the Goddess of Pain and Suffering, than to trust a group of adventurers who mock, ignore or otherwise joke about the gods.</p><p></p><p>There. Now when they start to 'take gods for granted', just say "Ok, after the healing spells are done, and you all have a good laugh at calling for the "walking band-aid", you can all subtract 4 points from your Fervour". Eventually they will start to get the point...and, if you're lucky, they'll at least stop being "irreverent" towards religion (e.g, they'll bite their tongue rather than say "<em>Ooooo...what? Is your God gonna smite us or something? ....oooOOOOoooo...spooooky....I'm so-o scared! LOL!"</em></p><p> ).</p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 6899400, member: 45197"] Hiya! Well, my guess is that your group is more of the "it's just a game" side of things and you are more on the "it's a hobby" side of things. I've found that those that play RPG's (D&D in particular) just as a lark, or to blow of steam, or to pass a few hours in the afternoon before they go do the 'real' fun stuff (movies, bar, club, whatever) just don't care about any of that stuff. And pretty much the exact opposite for those who love RPG's and treat them as a serious hobby (e.g., would much rather play a 12 hour RPG session than go to a club/movie/bar/etc). If your players are the later...the hobbiests... then explaining and asking them to take it a bit more seriously (in-game religiosity) is probably your best bet. You may need to bring the point up in-game every now and then as a reminder, but that should be worst case scenario. If your players are the former...the gamers... then implement a "number rating" that everyone in the world has. Call it, oh, "Piety", "Devotion", "Belief", "Fervour", or whatever. Explain that as one does things for and in accordance with their religion they get points in this. As they err from the path, points are lost from this. Explain that this new "Statistic" is a gauge on how well healing spells may work on them, how likely they are to be successfully raised from the dead or resurrected, how likely it is their god will intervene on their behalf ("divine intervention"), and how likely they are to garner favours from others (especially clerics, druids and the like!). Explain that the gods take morals belief in them and their devotion to "the path" very seriously, and this seriousness extends to mortals. A town might be more willing to risk a deal with a Cult of the Goddess of Pain and Suffering, than to trust a group of adventurers who mock, ignore or otherwise joke about the gods. There. Now when they start to 'take gods for granted', just say "Ok, after the healing spells are done, and you all have a good laugh at calling for the "walking band-aid", you can all subtract 4 points from your Fervour". Eventually they will start to get the point...and, if you're lucky, they'll at least stop being "irreverent" towards religion (e.g, they'll bite their tongue rather than say "[I]Ooooo...what? Is your God gonna smite us or something? ....oooOOOOoooo...spooooky....I'm so-o scared! LOL!"[/I] ). ^_^ Paul L. Ming [/QUOTE]
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