Dietys and the Campaign How do you think they should act
#1
Posted 29 March 2004 - 02:33 AM
Should Deities play Grecko-Roman religion and sometimes come down for dinner, picking who they like and basically using super cool powers to facillitate disaster or solve problems?
Should they be like Native American Religions where dietys are more akin to a power and use visions and dreams to pass their ideas along, where evil finds beasts to champion there causes but basically leaveing the people to use their own skills to solve things?
Should they be more akin to a Haitian/Voodoo stand point where powers often use subtle hints to trick you into following them and when invoking their power, posses you and take your actions, while being possesed earns you all rights and status pertaining to their lwa(god-spirit-thing).
Should it be more of a Norse description, where the Gods have their own problems/flaws/frailty and are apart from the people, but when people show they're worth, they descend to give gifts and elevate them to the halls of Valour?
There are many approaches, just give your opinion.
#2
Posted 29 March 2004 - 02:16 PM
As for godly interaction with lesser beings, I take a page from Ed Greenwood and Forgotten Realms. While the gods aren't generally walking down the street on a sunday morning, they do make appearances and communicate with worthy followers, be it directly or indirectly.
"I WASTE HIM WITH MY LONGBOW!!!" - Sara
"EEW! EEW! EEW! EEW!...SH!^!" - Wenna
"For the unbeliever, no explanation is possible. For the believer, no explanation is necessary."
"Shoot me now, shoot me now." - Daffy Duck
"Woooooooooo! I'm invisible!" - Elan (OOTS)
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#3
Posted 29 March 2004 - 05:15 PM
Right now I am running a very tribal shamanic game. It doesn't have any gods as are typical thought of in a fantasy setting but each character has a mythical animal totem that regularly communicates through signs, portents, and vissions.
The next culture over is a race of giants. There gods hardly speak to them at all excetp to tell them occasionally to do something to further there plots against one another.
The orcish dieties in my comapain are constantly contacting there followers (much to there detriment) seeing them as peices on a game board.
And the Fairy gods actually live amounge them and travel the world in troup.
I think a multi cultural fantasy game has a hell of alot of room for many deific expressions.
I also use the optional rule that a cleric or druid may get there spells from a force such as Nature or Earth or Rightiousness bypassing the dieties all together. But the don't take that well.
Well that is my two coppers.
#4
Posted 29 March 2004 - 10:25 PM
The gods tend to communicate with their followers through visions, dreams, and divinatory practices not unlike tea leaves, tarot cards, runes, mirror gazing, etc. For the most part, these brief and often difficult to properly interpret messages are the only sign of their existence on the world apart from the rare Cleric.
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Writing/DND Website: http://www.shawngray.ca
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#6
Posted 31 March 2004 - 01:24 AM
I have my own point of view but would love to hear others.
#7
Posted 31 March 2004 - 06:22 AM
The god usually dont care about people and are more interested in screwing each other over and games of oneupmanship.
D
"Arrgh , Curse your sudden but inevitable betrayal"
Wash , Firefly ep 1 "Serenity"
#8
Posted 31 March 2004 - 07:45 AM
On one hand, Gods are these neat super beings (like Galactus, but their heralds usualy don't betray them...usualy) who can rock out with kewl abilities and allow these epic stories to unfold and allow the players a calvary when Nerull for Example try to send untold amounts of Daemons to eat their friends. Gods allow the characters to aspire for more and have the knowledge that there is a higher purpose (sometimes) to work for.
On the other hand, I had this crazy Idea to take monsters no one generally uses (CR to high to silly) and make them unique and call them gods. Like if you had a pheonix in your game, it could be the rightious god of healing and fire, and then you have a ready HS and dogma. Or the Hellfire wyrm can be a very neat God of evil. Also, if your PCs truly hate a specific diety, such as the Hellfire Wyrm, they can just go find it and peel it open for XP. They would still have the NPC clerics and such to wade through, but you could base a campaign around the slaying of this "diety" and the PCs would have made a dramatic change to Campaign setting.
Just a couple thoughts of mine. I thought they maybe interesting.
#9
Posted 31 March 2004 - 07:21 PM
This should help:
http://www.rpgmud.co...opoets/tmm.html
Read the Religion Netbook!
And my completed story: Lawman
#10
Posted 07 August 2004 - 10:34 PM
forgotten realms has gods, and story wise there was nothing more important.
dragonlance has gods, once again, the battles are always fought for gods and by gods. takhissis is always fighting paladine for dominion over Krynn.
lord of the rings was run by gods, but far more subtly. the silmarillion showed that the valar (good gods) were created by illuvatar (great god, you know, up there with Ao, and the dude in dragonlance) and melkor, the greatest of the valar, (evil god) fell from power because of his greed and avarice for ultimate strength, which led melkor to ammass massive armies with his liutenant, suaron (evil demigod?), who was as well was once good.
i know that this isnt mentioned in lord of the rings, but it is the background of middle earth, so, why not. i love lord of the rings (i had to talk about it somewhere/thanx hob for giving me this chance)
im the magnificint example of a bookworm
i think that gods in dnd are a good story and roleplaying thing, but, considering dnd isnt an epic story altogether but a game. its a play mechanic, for dm' to wield at their will. so in short, i guess dnd could live without deities, and consider clerics just drawing energy from a diferent source.
incredibly sorry for the ridiculous rant.
#12
Posted 09 August 2004 - 04:28 PM
I do like the idea of making unique creatures a sort of 'demi god thing' like having a continent (big island maby) of kobolts and lizardfolk and such that all worship an ancied wyrm or a hellfire wyrm or some such thing. Or maby having a cult that worships the terasque and is waiting for it to wake up and devower them so they can get on the mothership or something
#13
Posted 09 August 2004 - 10:19 PM
It's a perfect way for a group of adventurers to destroy a "god" and its followers without unduly upsetting the pantheon or local theology overmuch.
I tend to usually use elementals and outsiders as small gods, but I've also thrown in the occasional creature of legend as well.
#15
Posted 10 August 2004 - 03:03 AM
For example the church of war trains people in combat skills but work against demons for a discount/free if there's a demon invasion. You don't have to get involved with their crusade (but hey if there's a demon invasion some allies would be handy).
It seems a shame to neglect gods and churches in realities where there is no doubt of their existance and influence.
For any character, daily or even weekly prayers are a small price to pay for discount board and healing from a church, not to mention the trading of information a large organisation can bring.
As for how they interact with mortals, well at first I use dreams, messages and coincidences in the targets lives. Then minions and aid in some way, then as the stakes increase more powerful assistance. But VERY rarely direct intervension, the PCs should be the heroes, not bag carriers for NPCs (gods or otherwise).

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