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Worlds of Design: Escaping Tolkien
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<blockquote data-quote="Aldarc" data-source="post: 8092491" data-attributes="member: 5142"><p>@Cadence does a good job giving you a rundown of what I am talking about.</p><p></p><p>This is not to say that religion is bad in all D&D settings - Eberron is a pretty good exception for a variety of reasons - but that religion is mostly an afterthought for most D&D. Consider, for example, that in Greyhawk "religion" wasn't really composed as an integral part of the setting. It came piece meal as Gygax began gradually introducing deities in his dungeon (e.g., St. Cuthbert, Hextor, Heironeous, etc.). It was mostly invented as he went along with a heavy dose of whimsy. Forgotten Realms was basically the world of a teenager who imagined gods from different mythologies finding their place in his world, but it also has the sort of religious depth that one would expect from a teenager as well whose understanding of ancient religions amounts to mostly a list of what gods they had.</p><p></p><p>For a better sense of D&D's deficiencies in religion, I would recommend taking a look into RuneQuest or Tekumel.</p><p></p><p>* In particular, Eberron creates religions that deal with possible worldviews that my stem from the world's mythos: e.g., avoiding the realm of the dead, the sacrifice of the couatls, eschatological apocalypse of the dream world, etc.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 8092491, member: 5142"] @Cadence does a good job giving you a rundown of what I am talking about. This is not to say that religion is bad in all D&D settings - Eberron is a pretty good exception for a variety of reasons - but that religion is mostly an afterthought for most D&D. Consider, for example, that in Greyhawk "religion" wasn't really composed as an integral part of the setting. It came piece meal as Gygax began gradually introducing deities in his dungeon (e.g., St. Cuthbert, Hextor, Heironeous, etc.). It was mostly invented as he went along with a heavy dose of whimsy. Forgotten Realms was basically the world of a teenager who imagined gods from different mythologies finding their place in his world, but it also has the sort of religious depth that one would expect from a teenager as well whose understanding of ancient religions amounts to mostly a list of what gods they had. For a better sense of D&D's deficiencies in religion, I would recommend taking a look into RuneQuest or Tekumel. * In particular, Eberron creates religions that deal with possible worldviews that my stem from the world's mythos: e.g., avoiding the realm of the dead, the sacrifice of the couatls, eschatological apocalypse of the dream world, etc. [/QUOTE]
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