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Worlds of Design: How Powerful Are Your Gods?
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<blockquote data-quote="Edgar Ironpelt" data-source="post: 9541076" data-attributes="member: 32075"><p>In my worlds, the gods are extremely limited when it comes to interacting with the physical, mortal world. Beyond that, they're often powerful and knowledgeable but not all-powerful or all-knowing. Also, I dislike and avoid the common trope of "gods need prayer badly."</p><p></p><p>In my old, non-D&D world of Etan, the gods are all dead, but the ghosts of a number of gods remain, along with certain spirits and minor godling types. The different religions of Etan provide different answers to the question "Now what?" with the priests most closely connected to the (ghosts of) the gods having, as their chief power, the ability to invite them to kibitz.</p><p></p><p>In my D&D-ish worlds where the gods still live, they are handwaved as being big, powerful, and far away on another plane of existence. Their chief interactions are to grant spells to divine spellcasters and to provide the deep magic that enforces various customs and taboos. They are powerful enough that they could easily provide 9th level spells to all of their 1st level clerics - except for the small detail of the 1st level clerics not being able to survive the experience. The clerics would burn out like a 1.5 volt lightbulb connected to a 110 volt power supply. (The point of this is that "amount of worship received" is not the limiting factor on the ability of the gods to grant spells.)</p><p></p><p>I do have a fantasy setting that I use to write read-only fiction (rather than as a game setting) that's completely without gods, although it does have religions along with people who believe in various gods, demons, etc. of those religions. (Human people. It's also a fantasy setting that I decided to make strictly human-only, with no other sapient races/species.)</p></blockquote><p></p>
[QUOTE="Edgar Ironpelt, post: 9541076, member: 32075"] In my worlds, the gods are extremely limited when it comes to interacting with the physical, mortal world. Beyond that, they're often powerful and knowledgeable but not all-powerful or all-knowing. Also, I dislike and avoid the common trope of "gods need prayer badly." In my old, non-D&D world of Etan, the gods are all dead, but the ghosts of a number of gods remain, along with certain spirits and minor godling types. The different religions of Etan provide different answers to the question "Now what?" with the priests most closely connected to the (ghosts of) the gods having, as their chief power, the ability to invite them to kibitz. In my D&D-ish worlds where the gods still live, they are handwaved as being big, powerful, and far away on another plane of existence. Their chief interactions are to grant spells to divine spellcasters and to provide the deep magic that enforces various customs and taboos. They are powerful enough that they could easily provide 9th level spells to all of their 1st level clerics - except for the small detail of the 1st level clerics not being able to survive the experience. The clerics would burn out like a 1.5 volt lightbulb connected to a 110 volt power supply. (The point of this is that "amount of worship received" is not the limiting factor on the ability of the gods to grant spells.) I do have a fantasy setting that I use to write read-only fiction (rather than as a game setting) that's completely without gods, although it does have religions along with people who believe in various gods, demons, etc. of those religions. (Human people. It's also a fantasy setting that I decided to make strictly human-only, with no other sapient races/species.) [/QUOTE]
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