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What is a 'God' in D&D?
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<blockquote data-quote="DrunkonDuty" data-source="post: 4499309" data-attributes="member: 54364"><p>Off topic:</p><p>I like the idea divorcing of spell casting from the worship of a god! Some game systems imply this in their mechanics but for DnD it's quite a big step to say only certain special priests have magic. It should give the PC cleric a strong sense of divine mission too, which would give some nice roleplaying opportunities. </p><p> </p><p>On topic:</p><p>I like my gods distant. Unknowable. I think Goblyns Hoard who gives his gods a range of personality traits, from nice to nasty, is on to a good idea. It allows the religions (ie: that part of the god thing that PCs will interact with most) that much more scope for internal conflict and wrong-headedness without begging the question of 'why does God X allow this?' I like a bit more grey morality in my games.</p><p> </p><p>Distant and fuzzily defined is how I like them. Not all that helpful for a definite campaign design. But it does allow variation on the theme of god. So a major religion that worships the Sun God can operate by one set of rules and a small tribal religion that worships a giant crocodile can operate by another set of rules. Or not.</p><p> </p><p>I could enjoy a game that was more like the Greek myths but I'd get tired of it fairly quickly. It would be like playing in the Realms, all these uber-NPCs running around the place doing all the cool stuff while the PCs look on.</p></blockquote><p></p>
[QUOTE="DrunkonDuty, post: 4499309, member: 54364"] Off topic: I like the idea divorcing of spell casting from the worship of a god! Some game systems imply this in their mechanics but for DnD it's quite a big step to say only certain special priests have magic. It should give the PC cleric a strong sense of divine mission too, which would give some nice roleplaying opportunities. On topic: I like my gods distant. Unknowable. I think Goblyns Hoard who gives his gods a range of personality traits, from nice to nasty, is on to a good idea. It allows the religions (ie: that part of the god thing that PCs will interact with most) that much more scope for internal conflict and wrong-headedness without begging the question of 'why does God X allow this?' I like a bit more grey morality in my games. Distant and fuzzily defined is how I like them. Not all that helpful for a definite campaign design. But it does allow variation on the theme of god. So a major religion that worships the Sun God can operate by one set of rules and a small tribal religion that worships a giant crocodile can operate by another set of rules. Or not. I could enjoy a game that was more like the Greek myths but I'd get tired of it fairly quickly. It would be like playing in the Realms, all these uber-NPCs running around the place doing all the cool stuff while the PCs look on. [/QUOTE]
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What is a 'God' in D&D?
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