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What Would You Want From A Game About Defenders of The Faithful?
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<blockquote data-quote="doctorbadwolf" data-source="post: 7622075" data-attributes="member: 6704184"><p>Yeah, there’s no need to put any kind of focus on political corruption in a organization of faith, here. A group can explore or ignore that as they please. </p><p></p><p>What any game I make will have, regardless of what anyone else wants or thinks about it, is a complete lack of any canon instance of Paladins of the Church of Light (or whatever) refusing aid to the faithful of the pagan-animistic Vitari Dana, because of some perceived lesser status of their religion. If a faith doesn’t worship The Dark, it’s fine. No Inquisition, no persecution of minority faiths, etc. I don’t make grimdark media, of any kind, ever. </p><p></p><p> Agreed. I always liked the different kind of knights in David Eddings’ Elenium series. Other elements of the books are rather aggravating as an adult with better understanding of the tropes and stereotypes he is employing, but the knights are cool. I’m sort of imagining a world where animistic pagan faiths abound, as well as various other forms, as well as different faiths based on the dedication of the faithful to The Light. The Church trains knights, but they happily ally with their siblings in faith who serve the moon goddess Hesrana, and with the seers and spirit warriors of various regions, etc. </p><p></p><p></p><p> Yeah, I like that. Certainly faith as an attribute could also work, especially if it mirrors my other game WIP where your stats are resource pools you can draw upon, rather than modifiers you add to rolls. Faith as the vehicle for supernatural ability is cool for Paladins and priests and such, but for layfolk I figure we would want to also use faith as a way to call miracles via prayer? Like as a thing anyone can do if they have faith. “The Light shines for all. For the farmer, the hunter, the priest, the meek, and the bold. The sun does not shun the rabbit while warming the badger, it warms the world, and all who seek its light. I stand in the very shadow of the Dark, and ask only that the Light shine through me.” And then a roll happens or a resource is spent or whatever, and The Thing occurs. </p><p></p><p> yeah balancing skills which serve all pillars is probably the key. But the more I think on it, the more I think that part of the appeal for some would strongly be the thought of playing a character recruited for their skill in something, being asked to help protect the meek, relying on skill and faith and luck. So, laypersons would have specialties that becoming a knight precludes training as well in, but wouldn’t want to try and be frontline against creatures of The Dark. </p><p></p><p></p><p></p><p>I think maybe divorced from any specific one, using mice or other critters or a world that is very not earth, or both, and being built to serve the type of story intended, with no regard to whether bows are anachronistic next to mechanical clocks and gas lanterns and majestic cathedrals. I don’t want it to be too strongly Western European, though. Mediterranean is fine, as is American Mission style cultural influences, Byzantine, etc, as far as the Church goes, with cultural influences ranging more widely for the other faiths and cultures. </p><p></p><p>Perhaps rather than than building a whole world for this, the goal should be to build some parts, give examples, and give guidelines and mini-game style and “plot coupon” style rules to the players to help build the world in play.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 7622075, member: 6704184"] Yeah, there’s no need to put any kind of focus on political corruption in a organization of faith, here. A group can explore or ignore that as they please. What any game I make will have, regardless of what anyone else wants or thinks about it, is a complete lack of any canon instance of Paladins of the Church of Light (or whatever) refusing aid to the faithful of the pagan-animistic Vitari Dana, because of some perceived lesser status of their religion. If a faith doesn’t worship The Dark, it’s fine. No Inquisition, no persecution of minority faiths, etc. I don’t make grimdark media, of any kind, ever. Agreed. I always liked the different kind of knights in David Eddings’ Elenium series. Other elements of the books are rather aggravating as an adult with better understanding of the tropes and stereotypes he is employing, but the knights are cool. I’m sort of imagining a world where animistic pagan faiths abound, as well as various other forms, as well as different faiths based on the dedication of the faithful to The Light. The Church trains knights, but they happily ally with their siblings in faith who serve the moon goddess Hesrana, and with the seers and spirit warriors of various regions, etc. Yeah, I like that. Certainly faith as an attribute could also work, especially if it mirrors my other game WIP where your stats are resource pools you can draw upon, rather than modifiers you add to rolls. Faith as the vehicle for supernatural ability is cool for Paladins and priests and such, but for layfolk I figure we would want to also use faith as a way to call miracles via prayer? Like as a thing anyone can do if they have faith. “The Light shines for all. For the farmer, the hunter, the priest, the meek, and the bold. The sun does not shun the rabbit while warming the badger, it warms the world, and all who seek its light. I stand in the very shadow of the Dark, and ask only that the Light shine through me.” And then a roll happens or a resource is spent or whatever, and The Thing occurs. yeah balancing skills which serve all pillars is probably the key. But the more I think on it, the more I think that part of the appeal for some would strongly be the thought of playing a character recruited for their skill in something, being asked to help protect the meek, relying on skill and faith and luck. So, laypersons would have specialties that becoming a knight precludes training as well in, but wouldn’t want to try and be frontline against creatures of The Dark. I think maybe divorced from any specific one, using mice or other critters or a world that is very not earth, or both, and being built to serve the type of story intended, with no regard to whether bows are anachronistic next to mechanical clocks and gas lanterns and majestic cathedrals. I don’t want it to be too strongly Western European, though. Mediterranean is fine, as is American Mission style cultural influences, Byzantine, etc, as far as the Church goes, with cultural influences ranging more widely for the other faiths and cultures. Perhaps rather than than building a whole world for this, the goal should be to build some parts, give examples, and give guidelines and mini-game style and “plot coupon” style rules to the players to help build the world in play. [/QUOTE]
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