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*Dungeons & Dragons
Worlds of Design: RPG Gods - Benign or Malign?
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<blockquote data-quote="Helldritch" data-source="post: 8732963" data-attributes="member: 6855114"><p>Yep, this is not an instant rebuttal and denial. The god is asking why. Nothing more, nothing less. Some gods will accept others won't. But it will be the decision of the player in the end if he does it or not. </p><p></p><p>To all actions, there are consequences. It is when you know the consequences that you make a clear choice. </p><p></p><p>It is not as if the consequence (if any) drops all of sudden on the unexpected player. Most of the time this is an incredible opportunity to role play an important decision in the character's development. Sometimes, the decision leads to the loss of the power of the class that is "abandoned" and at other times, it is fully accepted by the god/patron in a joint alliance of convenience. Dual allegiance can and do work at times. </p><p></p><p>[USER=22779]@Hussar[/USER] , you seem to see this as heavy handed and yet it is not. I have been doing this since the 1ed with my players and not in a single instance have I seen a player balk at the process. In fact in most instances, the decision stands but the role play involved is exactly what the player was looking for in the first place! It makes a simple game mechanic a great opportunity to role play. It shows that the gods are not uncaring and that most of their non intervention policy is to protect the mortals and not just some fancies. </p><p></p><p>If all the gods are doing is punish the unfaithful, I can understand why players is such campaigns are taking badly such an approach. But gods are not just there to punish. Gods in my campaign can and do intervene on rare occasion. A miracle can happen in favor of the player just because the player has been roleplaying his cleric/paladin so well that the god is willing to "break" the non intervention rule to save the character. Sometimes it is the refreshment of spell slots or inspirations recharge for the whole group or being able to use key spell as a bonus action and many other ways. Hey even a dream of what is to come is a very good way to make the god feel important! And when the gods are important, the players are much more enclined to listen and think hard when their god come to them and asks for some clarifications. </p><p></p><p>Again, it not only amplifies the experience that multiclassing is by making it a role play experience, it also make the character feel a lot more than just another cleric or another paladin. Yes the god can read in the heart of the character, but the god cares enough about the character to ask! Would you not feel touched if such a thing could occur in real life to you?</p><p></p><p>Again, there is a very big difference in coercing and forcing a player to do or not to do something and talking things through with his his/her god.</p></blockquote><p></p>
[QUOTE="Helldritch, post: 8732963, member: 6855114"] Yep, this is not an instant rebuttal and denial. The god is asking why. Nothing more, nothing less. Some gods will accept others won't. But it will be the decision of the player in the end if he does it or not. To all actions, there are consequences. It is when you know the consequences that you make a clear choice. It is not as if the consequence (if any) drops all of sudden on the unexpected player. Most of the time this is an incredible opportunity to role play an important decision in the character's development. Sometimes, the decision leads to the loss of the power of the class that is "abandoned" and at other times, it is fully accepted by the god/patron in a joint alliance of convenience. Dual allegiance can and do work at times. [USER=22779]@Hussar[/USER] , you seem to see this as heavy handed and yet it is not. I have been doing this since the 1ed with my players and not in a single instance have I seen a player balk at the process. In fact in most instances, the decision stands but the role play involved is exactly what the player was looking for in the first place! It makes a simple game mechanic a great opportunity to role play. It shows that the gods are not uncaring and that most of their non intervention policy is to protect the mortals and not just some fancies. If all the gods are doing is punish the unfaithful, I can understand why players is such campaigns are taking badly such an approach. But gods are not just there to punish. Gods in my campaign can and do intervene on rare occasion. A miracle can happen in favor of the player just because the player has been roleplaying his cleric/paladin so well that the god is willing to "break" the non intervention rule to save the character. Sometimes it is the refreshment of spell slots or inspirations recharge for the whole group or being able to use key spell as a bonus action and many other ways. Hey even a dream of what is to come is a very good way to make the god feel important! And when the gods are important, the players are much more enclined to listen and think hard when their god come to them and asks for some clarifications. Again, it not only amplifies the experience that multiclassing is by making it a role play experience, it also make the character feel a lot more than just another cleric or another paladin. Yes the god can read in the heart of the character, but the god cares enough about the character to ask! Would you not feel touched if such a thing could occur in real life to you? Again, there is a very big difference in coercing and forcing a player to do or not to do something and talking things through with his his/her god. [/QUOTE]
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