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Why FR Is "Hated"
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<blockquote data-quote="Ilbranteloth" data-source="post: 7162728" data-attributes="member: 6778044"><p>But what are the characteristics of a god? If you look at human history, the defining features of a deity is all over the place. D&D is based in a pseudo-medieval society, why should we expect that their concept of divinity should be as enlightened as ours?</p><p></p><p>If you decided that in your campaign that everybody believed the world to be flat, there wouldn't be any concern with that. You could, in fact, declare the world is flat if you wanted to, but you wouldn't have to do that to explain away why the people believed that.</p><p></p><p>If you decided that people in the campaign believed their world to be the center of the universe, whether it is or isn't, doesn't mean that you can't work with that concept within your world.</p><p></p><p>It seems most folks have no problem believing that druids can receive their magic from the trees and the earth, but they can't deal with a god that acts like Loki?</p><p></p><p>Prophesies aren't easy to pull off in RPGs, but they aren't impossible. Even your example can be addressed in a number of different ways, although I would probably word it more vaguely. </p><p></p><p>I can't really understand how a mind flayer thinks, nor a 850 year old elf, yet I'm perfectly capable of adding them to the game. Within the game, the place of a god isn't typically going to be more than a defining feature of a character. There won't be any promises the god needs to keep, and for that matter why is that one of the characteristics? </p><p></p><p>If the definition of a god is a complete control over their entire creation, except perhaps those creatures he granted free will, then a DM comes pretty close to meeting that definition.</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 7162728, member: 6778044"] But what are the characteristics of a god? If you look at human history, the defining features of a deity is all over the place. D&D is based in a pseudo-medieval society, why should we expect that their concept of divinity should be as enlightened as ours? If you decided that in your campaign that everybody believed the world to be flat, there wouldn't be any concern with that. You could, in fact, declare the world is flat if you wanted to, but you wouldn't have to do that to explain away why the people believed that. If you decided that people in the campaign believed their world to be the center of the universe, whether it is or isn't, doesn't mean that you can't work with that concept within your world. It seems most folks have no problem believing that druids can receive their magic from the trees and the earth, but they can't deal with a god that acts like Loki? Prophesies aren't easy to pull off in RPGs, but they aren't impossible. Even your example can be addressed in a number of different ways, although I would probably word it more vaguely. I can't really understand how a mind flayer thinks, nor a 850 year old elf, yet I'm perfectly capable of adding them to the game. Within the game, the place of a god isn't typically going to be more than a defining feature of a character. There won't be any promises the god needs to keep, and for that matter why is that one of the characteristics? If the definition of a god is a complete control over their entire creation, except perhaps those creatures he granted free will, then a DM comes pretty close to meeting that definition. [/QUOTE]
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