Re: Removal of Deities (and Clerics) in our game
Posted: Sun Apr 08, 2012 5:01 pm
Smoot,
I get the reasoning and goal you are shooting for, to try and keep things clearly separated...
However, the easiest way I have always found to deal with this dilemma with my groups and family playing is to simply allow all the pre-exsiting deities as listed in the books, supplements, etc, and leave everything just he way it is, but preface all of it with the modifier that all the "gods" and such are still subservient to an even higher authority, and they are little more than very advanced, glorified characters themselves. They are all created beings who were given free will to attain their place in the world and what they did with their power was their choice and they are given the freedom to affect things on the world as they see fit. Sometimes this means that they are at war with each other and this drags the PCs into it. After all, this conceptual idea is not much different than the numerous saints and angels venerated by the catholic faith.
When a cleric performs certain spells or actions (like turning), he is beseeching his mentor, or sponsor, or advocate, for additional power to complete the desired action. After all, in my view, the act of turning any undead is not necessarily the power of the deity being invoked, but the power of faith of the individual doing the turning. All the other spells are no different from magic-user spells: access to the magical forces of the world, no different than gravity or electricity, and so forth.
But yes, i can see how removing deities altogether is one way to accomplish your goal. Not sure I could play that way, as clerics are my favorite class in fantasy rpgs, really, any character whose faith is integral to their being is what I prefer. I rarely play a character who lacks that angle, its just too hard to divorce who *I* am in real life so far from a character that I play; I have to have something in me that connects directly to the character in order to bring it to life. Even "evil" characters I played or portrayed had an intense faith in *something* that helped keep them true to who they were and their ultimate goals.
I get the reasoning and goal you are shooting for, to try and keep things clearly separated...
However, the easiest way I have always found to deal with this dilemma with my groups and family playing is to simply allow all the pre-exsiting deities as listed in the books, supplements, etc, and leave everything just he way it is, but preface all of it with the modifier that all the "gods" and such are still subservient to an even higher authority, and they are little more than very advanced, glorified characters themselves. They are all created beings who were given free will to attain their place in the world and what they did with their power was their choice and they are given the freedom to affect things on the world as they see fit. Sometimes this means that they are at war with each other and this drags the PCs into it. After all, this conceptual idea is not much different than the numerous saints and angels venerated by the catholic faith.
When a cleric performs certain spells or actions (like turning), he is beseeching his mentor, or sponsor, or advocate, for additional power to complete the desired action. After all, in my view, the act of turning any undead is not necessarily the power of the deity being invoked, but the power of faith of the individual doing the turning. All the other spells are no different from magic-user spells: access to the magical forces of the world, no different than gravity or electricity, and so forth.
But yes, i can see how removing deities altogether is one way to accomplish your goal. Not sure I could play that way, as clerics are my favorite class in fantasy rpgs, really, any character whose faith is integral to their being is what I prefer. I rarely play a character who lacks that angle, its just too hard to divorce who *I* am in real life so far from a character that I play; I have to have something in me that connects directly to the character in order to bring it to life. Even "evil" characters I played or portrayed had an intense faith in *something* that helped keep them true to who they were and their ultimate goals.