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Gods

Started by RPGPundit, February 11, 2009, 02:29:36 PM

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Imperator

Quote from: RPGPundit;283099Gods in RPGs. Do you like it best when they're:

1. The final "boss" for you to kill in a campaign?
2. Dudes who are around often and do lots of things in the setting?
3. Unreachable beings that don't interact much in the setting?
4. Incomprehensible entities that would make your whole face bleed just to gaze upon them?
5. Adventurers who attained immortality and incredible power levels, and your PCs can eventually get to be that too?

Note that most of these are not exclusive, you can sign up to more than one option.

RPGPundit

It depends a lot on the setting, but I usually dislike #1 and #5. The other options (including droog's #6) are OK for me.
My name is Ramón Nogueras. Running now Vampire: the Masquerade (Giovanni Chronicles IV for just 3 players), and itching to resume my Call of Cthulhu campaign (The Sense of the Sleight-of-Hand Man).

JongWK

What about some powerful force masquerading as a god? Or is this #1 too?


Quote from: droog;2831106. Mythic entities that set the rules and patterns for human society; personifications of natural forces.

Like Earthdawn's Passions?
"I give the gift of endless imagination."
~~Gary Gygax (1938 - 2008)


Aos

7. Relevant only when you are cussing.
You are posting in a troll thread.

Metal Earth

Cosmic Tales- Webcomic

boulet

8. Artifacts for cowardly GMs who can't express what they really think of their players

I rarely run/play games where gods actually exist and influence the mortal world, so it's kind of a blur for me.

beejazz

Quote1. The final "boss" for you to kill in a campaign?
Hell yes.
Quote2. Dudes who are around often and do lots of things in the setting?
I have a feeling the more powerful they are the less this should apply.
Quote3. Unreachable beings that don't interact much in the setting?
If religion ain't important, but there's a cleric in the party, this happens. Ain't my preference, but it's happened in my games anyway. I intend to fix it next time around.
Quote4. Incomprehensible entities that would make your whole face bleed just to gaze upon them?
I have a feeling the more powerful they are the more this should apply.
Quote5. Adventurers who attained immortality and incredible power levels, and your PCs can eventually get to be that too?
The existing gods, probably not (as a general rule), but I'd love it if my PCs went far enough to attain godhood.

Pseudoephedrine

In the Dawnlands setting (which is a 4e setting), I've got the following sorts of supernatural entities:

Gods who are impersonal, cosmic or mythic entities. Some examples would be the Storm Bulls and Wolves of the Earth worshipped by the plains nomads. These gods are not seen or communicated with directly, do not grant clerics their powers, and are not anthropomorphised. They have priests who interpret omens, adjudicate cases etc. They are invoked in particularly powerful rituals, and they must be appeased to avoid misfortune (storms and grass fires from the Storm Bulls, earthquakes and meteor strikes from the Wolves of the Earth). They get neither weaker nor stronger from personal worship.

Divine heroes, who are persons who have attained such incredible personal power that they are immortal (reincarnating after their deaths with personality intact). They return to earth from time to time when greatly needed. They are appeased and praised even when not active in order to keep their goodwill. They do not grant divine powers, nor rituals, to their followers, but because they are real individuals (albeit of mythic stature), they may take a personal hand in resolving some problem. An example would be Kakarna, the first divine hero, who is the father of all other dwarves.

Vampiric heroes / gods, who are powerful undead creatures that feed off the life force of their followers (and the victims their followers bring to them). Sometimes literally, by drinking their blood, but as they grow more powerful, they become able to drain the souls of living things. No vampire has ever attained godhood (meaning immortality and an existence on another plane), but only because those who have tried have been stopped.

Daimons, which are astral entities that grant divine powers to clerics, paladins and anyone else who can access the divine power source. They can only invest a single person with powers at a time, and can only affect the material plane through that person. They can be banished temporarily, but not slain except under certain special conditions. They are not worshipped, but their followers may appease them with certain ritual activities, as may people who have been saved or aided by the agent of a daimon.

Spirits, including demons, angels, fey creatures, the dead and the like. These comprise the vast majority of the supernatural ecology of the Dawnlands. They vary widely in their power, abilities and goals. Some are able to invest powers in material beings, creating warlocks. Many spirits are so powerful that they are "godlike", and they may be worshipped as such. They draw their power from consuming certain specific substances like human flesh, gold, onyx, rare woods, etc. These substances are consumed by their use in ceremonies unique to each spirit, which it normally teaches its followers. Broadly speaking, demons are those spirits only satisfied by blood and flesh, while more benevolent spirits draw on other materials. They may be invoked in rituals, and may teach rituals to their followers, but they do not empower the incredible feats that priests of the gods may perform.

If spirits are totems of things, then they are totems of concrete things. There is no "spirit of war" though there might be a spirit of a particular sword used in that battle. Most "gods" worshipped in the Dawnlands are spirits of one sort or another. Examples of the more powerful and unique spirits include the Screaming God, the Black Vermin Gods, the Great Mother, the Many-Legged Queen, the Oracles of the Silver Lake, and the Blue and Red Snakes.
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droog

Quote from: JongWK;283200Like Earthdawn's Passions?

How do they work?
The past lives on in your front room
The poor still weak the rich still rule
History lives in the books at home
The books at home

Gang of Four
[/size]

The Yann Waters

Quote from: RPGPundit;283175Not to mention Immortal-level D&D ("basic").
Well, with the difference that those other games are by default geared towards godlike power levels from the start, instead of leaving it to the culmination of possibly years of play.
Previously known by the name of "GrimGent".

RPGPundit

Quote from: GrimGent;283433Well, with the difference that those other games are by default geared towards godlike power levels from the start, instead of leaving it to the culmination of possibly years of play.

Yes, its just my point was that the whole "gods as something an adventurer can grow to become eventually" came directly from the Immortal Paths offered in the D&D Masters Set/Rules Cyclopedia.

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Imperator

Quote from: RPGPundit;283561Yes, its just my point was that the whole "gods as something an adventurer can grow to become eventually" came directly from the Immortal Paths offered in the D&D Masters Set/Rules Cyclopedia.

RPGPundit

Absolutely.
My name is Ramón Nogueras. Running now Vampire: the Masquerade (Giovanni Chronicles IV for just 3 players), and itching to resume my Call of Cthulhu campaign (The Sense of the Sleight-of-Hand Man).

Warthur

Quote from: RPGPundit;283561Yes, its just my point was that the whole "gods as something an adventurer can grow to become eventually" came directly from the Immortal Paths offered in the D&D Masters Set/Rules Cyclopedia.

Actually, if you look there's rules in Deities & Demigods...
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The Yann Waters

Quote from: RPGPundit;283561Yes, its just my point was that the whole "gods as something an adventurer can grow to become eventually" came directly from the Immortal Paths offered in the D&D Masters Set/Rules Cyclopedia.
True, and it's the natural end result of a continuous progression in PC power. The nature of the deities in the other god games that were mentioned doesn't fit quite as clearly into those five options, although you could just go with #2 and the player characters as the "dudes."
Previously known by the name of "GrimGent".