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Wanting players to take in-game religion more seriously
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<blockquote data-quote="Sunseeker" data-source="post: 6899824"><p>I mean, it really depends since every god expects different types, styles and levels of devotion. Some gods are cool with a general belief in them, some gods demand fervent zealtory. I agree that most players use gods as an excuse to get the right set of spells, domains or whatever, just another stat bonus essentially. </p><p></p><p>I think it should also be made clear by your players to you if they "worship" X god, "follow" y god, or simply "agree with the teachings of" Z god. </p><p></p><p>The best way I think to go about it, would simply be to figure out what gods the players believe in, then do a little research of you own on what those gods expect of their followers (in general terms about levels of devotion and deeds) and then just track how often the players adhere to those expected levels and commit worthy deeds. From there perhaps give players "divine intervention" points (tracked by you and unknown to the players) about how willing their gods are to lend them power, insight or otherwise aid them in their quests.</p><p></p><p>One way to address this is through NPC reactions to them. The Church of Pelor might not be very inclined to aid the Paladin of Pelor if the paladin doesn't adhere to Pelor's tenants of faith. From simply things such as resupplying the party and providing them lodging, to siding with them in case they are accused to wrongdoing unjustly. I certainly agree that players mocking or disregarding well-accepted and followed tenants of any given god would also turn NPCs sour to the party being in town, raising diplomacy, investigation and other such social interaction checks, or potentially denying them entirely.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 6899824"] I mean, it really depends since every god expects different types, styles and levels of devotion. Some gods are cool with a general belief in them, some gods demand fervent zealtory. I agree that most players use gods as an excuse to get the right set of spells, domains or whatever, just another stat bonus essentially. I think it should also be made clear by your players to you if they "worship" X god, "follow" y god, or simply "agree with the teachings of" Z god. The best way I think to go about it, would simply be to figure out what gods the players believe in, then do a little research of you own on what those gods expect of their followers (in general terms about levels of devotion and deeds) and then just track how often the players adhere to those expected levels and commit worthy deeds. From there perhaps give players "divine intervention" points (tracked by you and unknown to the players) about how willing their gods are to lend them power, insight or otherwise aid them in their quests. One way to address this is through NPC reactions to them. The Church of Pelor might not be very inclined to aid the Paladin of Pelor if the paladin doesn't adhere to Pelor's tenants of faith. From simply things such as resupplying the party and providing them lodging, to siding with them in case they are accused to wrongdoing unjustly. I certainly agree that players mocking or disregarding well-accepted and followed tenants of any given god would also turn NPCs sour to the party being in town, raising diplomacy, investigation and other such social interaction checks, or potentially denying them entirely. [/QUOTE]
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