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*Dungeons & Dragons
Wanting players to take in-game religion more seriously
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<blockquote data-quote="Bawylie" data-source="post: 6901661" data-attributes="member: 6776133"><p>Dear OP,</p><p></p><p>It seems to me that the issue you're having isn't about in-game religiosity necessarily. It's about Tone and Credibility. </p><p></p><p>(There's a lot of good advice and I'll just take this opportunity to add my support about having a talk with your players about your game). </p><p></p><p>But apart from that, my guess is that the players aren't taking the tone seriously because the religious component lacks credibility. Not realism (I'm not suggesting holy days, rites, or real world analogues). </p><p></p><p>If you want religion (or anything) to feel real in the world you're creating, you may need to take steps to make its presence felt. </p><p></p><p>To start, I'd list the various gods and write them up as NPCs. (For me, I'd call them deities, instead). I'd also give them very clearly understood motivations and desires. These are going to ripple out to their worshippers and holy places. </p><p></p><p>I'll use Moradin for an example. He'll be the deity of dwarves. He Defends the clans and Creates exemplary things. </p><p></p><p>The dwarves know and love their deity, like a grandfather/best drinking buddy. They all know he's looking out for them. Perhaps, when in a holy site, Dwarves take half damage from all sources, as Moradin's desire is to Defend them. Maybe forges will be adorned with symbols of Moradin, because he guides their hands when they craft. They know it, they feel it. They take it seriously, even if they've never met him.</p><p></p><p>When your players encounter dwarves, refer to these phenomenon, casually an conversationally. "This shield is twice the price. It was forged by Arik Firehand, and she's got Moradin's blessing on her - this one won't splinter or crack, I'll bet my beard."</p><p></p><p>You reinforce the religious components with tone, with some in-game noticeable and measurable effects, and you build credibility. </p><p></p><p>Once you have credibility, people take the stuff seriously. </p><p></p><p>Now, all that's just AN approach. There are plenty of ways to keep tone and build credibility. But all of them will involve consistent demonstrations of qualities you want taken seriously. </p><p></p><p>Good luck!</p><p></p><p></p><p>-Brad</p></blockquote><p></p>
[QUOTE="Bawylie, post: 6901661, member: 6776133"] Dear OP, It seems to me that the issue you're having isn't about in-game religiosity necessarily. It's about Tone and Credibility. (There's a lot of good advice and I'll just take this opportunity to add my support about having a talk with your players about your game). But apart from that, my guess is that the players aren't taking the tone seriously because the religious component lacks credibility. Not realism (I'm not suggesting holy days, rites, or real world analogues). If you want religion (or anything) to feel real in the world you're creating, you may need to take steps to make its presence felt. To start, I'd list the various gods and write them up as NPCs. (For me, I'd call them deities, instead). I'd also give them very clearly understood motivations and desires. These are going to ripple out to their worshippers and holy places. I'll use Moradin for an example. He'll be the deity of dwarves. He Defends the clans and Creates exemplary things. The dwarves know and love their deity, like a grandfather/best drinking buddy. They all know he's looking out for them. Perhaps, when in a holy site, Dwarves take half damage from all sources, as Moradin's desire is to Defend them. Maybe forges will be adorned with symbols of Moradin, because he guides their hands when they craft. They know it, they feel it. They take it seriously, even if they've never met him. When your players encounter dwarves, refer to these phenomenon, casually an conversationally. "This shield is twice the price. It was forged by Arik Firehand, and she's got Moradin's blessing on her - this one won't splinter or crack, I'll bet my beard." You reinforce the religious components with tone, with some in-game noticeable and measurable effects, and you build credibility. Once you have credibility, people take the stuff seriously. Now, all that's just AN approach. There are plenty of ways to keep tone and build credibility. But all of them will involve consistent demonstrations of qualities you want taken seriously. Good luck! -Brad [/QUOTE]
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