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General Tabletop Discussion
*Dungeons & Dragons
Wanting players to take in-game religion more seriously
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<blockquote data-quote="Archon Basileus" data-source="post: 6905336" data-attributes="member: 6855545"><p>First of all, this topic is a lifesaver. Thank you for this discussion!</p><p></p><p>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!</p><p></p><p>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?</p><p>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?</p><p></p><p>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. </p><p></p><p>Anyway, how far can we go with this spontaneous intervention idea?</p></blockquote><p></p>
[QUOTE="Archon Basileus, post: 6905336, member: 6855545"] 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? [/QUOTE]
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