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I'm your host, Chan Sterling. If you have any questions, comments, or heated debates for me, feel free to email me - cogzewalla@gmail.com.

3.9.10

Deus ex Libellus Part 1

What would you say if you found a little book and it looked like this...






Hopefully, you'd be kind to the book. Olidammara is inside and he's a pretty cool guy to have on your side.

Today, I'd like to talk about the deities that inhabit our worlds. Whether we're using a known setting with known gods ( Greyhawk, Forgotten Realms, Eberron) or just making our own, all settings have some sort of divinity. Every world has myths and legends that tell of how it came into existence and why it currently exists. The heroes and villains of these myths became the Deities the worlds worship and revile, but how much should they affect the present?

After talking with some other players on this topic, it seems people tend to look at the divine in one of two lights: something to be almost ignored, or something to completely embrace.

The first of the two camps feels as if deities just cause more trouble in campaigns. In the words of The Angry DM (http://angrydm.com/) "Why can't the gods just fix this possible disaster?" And it's a fairly good question to ask for your world. If you intend for gods to become an important part of your world, why won't they just fix it themselves? And if your characters become high enough level, won't they eventually just be able to ask the gods personally? Will your players become despondent and concerned without contact with the divine just as many people in the real world do?

It is a difficult choice, but it depends on your group. Many groups simply won't care enough to ask the questions of the divine, or question the belief they wrote on the character sheet. Some groups just honestly won't think to even ask the questions. But it's something that can easily come up, and it's nice to have your answers ready.

The second of these two camps believes that the gods can take an active role whenever they choose; they just may not choose to help you, or do anything at all. Many enjoy bored deities that choose to step in only when they deem fit. The description of fickle gods allows you to use them and ignore them whenever you need. They're the ultimate tool of a DM who's got his back to the wall; however, your players may grow weary of such cheap plot devices.

Your characters may start to resent the gods more than they should. Perhaps your last attempt to railroad the party causes characters to shift religions, or even alignment! Worst of all, it may cause your players to shift their position on you as DM. They may decide that your games just aren't fun if they don't feel like they have the ability "to win."

Maybe the right answer is moderation. Create your world with enough presence so the divine influence is felt, but explain why the deities cannot take such a vital role in their world.

Next time I want to talk about the creation of a cosmology and tell you more about the little black book.
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2 comments:

The Angry DM said...

Interesting that you mentioned that your players might not care enough to ask the question, because you always have to be careful of something called "fridge logic." In the parlance of TV Tropes, fridge logic is a plot hole that isn't immediately obvious or bothersome. But later, after the movie/show/book, when you are the fridge getting a snack, you suddenly say "hey, wait a minute..." And then, the whole thing falls apart.

So even if your players don't seem to care, you don't want them to be driving home from your game and swerve into traffic as they suddenly question why Bahamut let his temple get torched by Exarch of Tiamat.

Channing said...

Oh TV Tropes... There's a whole post about DND Tropes just waiting to be written...

But as for Fridge Logic, I've experienced that myself on more than one occasion. Luckily, I tend to run tongue-in-cheek games so my players often have a large suspension of disbelief.