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General Tabletop Discussion
*Dungeons & Dragons
Worlds of Design: RPG Gods - Benign or Malign?
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<blockquote data-quote="Hussar" data-source="post: 8729460" data-attributes="member: 22779"><p>Something I've borrowed from Primeval Thule for my games that I really enjoy:</p><p></p><p>The gods are largely unknowable and far away. Note, the "largely" there. There are certainly times when the gods get involved, but, that tends to be pretty rare. Clerics in this setting are cabalistic. Basically, a cleric is a wizard who has been taught by his cabal the ways of divine magic. But, as far as any actual connection between the gods and the clerics, well, there isn't any. Clerics are entirely free agents. The different groups act to promote ideology based on their interpretation of what that god or group of gods wants, but, since they have no real way to connect to that god, it's largely up in the air. </p><p></p><p>So, basically, you can have an utterly evil priest of a god god or a good priest of Asmodeus. Granted, the different groups will likely police themselves to some degree - they are societies unto themselves. But, this also allows for all sorts of schisms, heresy and conflict within faiths that can drive all sorts of conflicts in the campaign.</p><p></p><p>I guess that's why I really like this notion. In sort of standard D&D, two priests of Lathander can't really come into too much conflict. They're both Good (and have to be Good in most editions of the game) and, if there really is a conflict, they can always send the question up the chain and ask Lathander for a resolution, which, since both of them are clerics and gain their spells from Lathander, will be answered pretty definitively.</p><p></p><p>In another campaign, I used a more [USER=4937]@Celebrim[/USER] approach to gods where anything could be worshipped. One of the PC's, a Hollyphant paladin was worshipped by the local town as a god. It was a really fun aspect to add to the game. Small Gods are a load of fun.</p></blockquote><p></p>
[QUOTE="Hussar, post: 8729460, member: 22779"] Something I've borrowed from Primeval Thule for my games that I really enjoy: The gods are largely unknowable and far away. Note, the "largely" there. There are certainly times when the gods get involved, but, that tends to be pretty rare. Clerics in this setting are cabalistic. Basically, a cleric is a wizard who has been taught by his cabal the ways of divine magic. But, as far as any actual connection between the gods and the clerics, well, there isn't any. Clerics are entirely free agents. The different groups act to promote ideology based on their interpretation of what that god or group of gods wants, but, since they have no real way to connect to that god, it's largely up in the air. So, basically, you can have an utterly evil priest of a god god or a good priest of Asmodeus. Granted, the different groups will likely police themselves to some degree - they are societies unto themselves. But, this also allows for all sorts of schisms, heresy and conflict within faiths that can drive all sorts of conflicts in the campaign. I guess that's why I really like this notion. In sort of standard D&D, two priests of Lathander can't really come into too much conflict. They're both Good (and have to be Good in most editions of the game) and, if there really is a conflict, they can always send the question up the chain and ask Lathander for a resolution, which, since both of them are clerics and gain their spells from Lathander, will be answered pretty definitively. In another campaign, I used a more [USER=4937]@Celebrim[/USER] approach to gods where anything could be worshipped. One of the PC's, a Hollyphant paladin was worshipped by the local town as a god. It was a really fun aspect to add to the game. Small Gods are a load of fun. [/QUOTE]
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