Greetings!
Do you use tribal shamans in your game world? Not merely for the typical humanoid NPC encounter, but for humans and such as well? Have you had any player characters or important NPC's as tribal shamans? Did you give tribal shamans a different spell selection than standard Clerics or Druids?
Personally, I don't think all Cleric and Druid spells--say if using one or the other for a Shaman template--really fit well for Shamans.
I think Shamans are interesting as characters, because thematically they are important religious leaders; part healer, part seer and visionary; interpreter of the gods and the spirit world; in tune with and allied with animals and the natural world.
Meanwhile, they often have a loose organizational structure, with little or much less prevailing hierarchy.
Then, there are various shamanistic traditions from a European style, Germanic, Celtic, as well as Slavic, Finnish and Baltic. Then there are northern Asian traditions, as well as the Mongolian and steppe tribal traditions.
A variety of Asian tribes, Pacific island cultures, India and South Asian, African, the Deserts, and the North American and South American traditions. All similar, and yet also vibrantly different in their costumes, weaponry, magical knowledge, rituals and customs.
Very interesting types of characters. I often use Shamans in my own campaign world.
Semper Fidelis,
SHARK
Oddly enough, I don't tend to use shamans much in my typical fantasy games. OTOH, I've used a lot of them in Shadowrun (only a small number were tradition "tribal" shamans while most were urban sprawl-based "street" shamans) and some among the barbarian tribes of Rifts.
I haven't used shamans in my D&D games, but I've had them feature in a number of other games - from historical fantasy to superheroes.
I feel like shamans thematically go with having a spirit world and vision quests, which goes with a more mystical viewpoint than is usual for D&D. I like having those in a game, but it has to be tailored with the genre.
Shamans are pretty prevalent in my games and worlds. Even if they don't show up directly or from part of a particular campaign they're always there in the background or the periphery--present in every primitive settlement (of every race) or perhaps out alone in the wilderness, away from the prying eyes or corrupting touch of civilization.
In D&D I usually just treat them as a variant of "druids", for simplicity's sake. And I haven't really gone on to modify their spell lists, since I consider it too much effort and I already don't like D&D's spell casting system (including its arbitrarily defined spell lists and spell levels), so trying to customize their spells would drive me insane and remind me how much I'd prefer an effect-based system I could easily customize.
If I were to customize them I'd probably give them the power to communicate with spirits and curry favors from them--perhaps summon them or draw them under their command. They would also have the power to read omens and heal the sick by driving out "bad" spirits, and perhaps travel to the spirit world, either in trace or physical form.
The most interesting ones for me are the non-combatant 'Wise Women' of the Altanians in my Wilderlands campaign - they have psychic & precognitive abilities, but I always avoided defining them with rules. So they always remained mysterious and I think more compelling than if statted out with spell lists.
In some games (e.g. Runequest), I'll use shamans more as the spirit character, the way they are in those rules. But in D&D, I use them and "witch" for a sort of weird catch all for casters that aren't notably wizards, clerics, druids, etc. Often, I'll just kludge the spell lists any old way that fits what I'm trying to do. For example, I'm almost done with a set of goblins in an adventure where the goblin "shamans" were built on a mix of blasting wizard and shape changing druid, with just enough nature magic to do the mix, and high charisma to go with their leadership status. I didn't use the real 5E multiclass rules--just took a druid, threw most of the spells away, added a few elemental wizard spells, and called it good. Whereas some of the gnoll-demon hybrids earlier in the campaign had shamans that were subservient and almost nothing but utility casters, bossed around by the soul-sucking warrior leaders.
In my own system, "shamans" are "callers" and soothsayers, but that's a loose title bestowed on the kind of abilities that fits the stereotype of spirit folks. Since the system is all skill-based, and any character can develop any skills, a "wizard" is someone who has learned well the seven great disciplines of magic, and thus necessarily considerable lore as well. Shaman, witch, priest, etc. are all characters that have specialized in an area, at the expense of breadth. Any given shaman could be very narrow or almost a wizard. Every wizard has to start somewhere.
But then, I've never much cared for archetypes embedded into the mechanics. I'd rather just take the mechanics and then flavor them for whatever archetype character, setting, etc. that I'm doing.
In a game I'm writing right now, I'm trying to use shamans as one of the primary types of magic users. I think they're a really interesting and different take on magic than the D&D wizard and its many derivatives. Unfortunately I'm really struggling with how to translate real-world beliefs about shamanism into usable game mechanics. I would love to hear about what others have done.
Greetings!
Indeed, I know that historical shamans possessed various powers, spells, and abilities, varying by culture, though also sharing many similarities. Visions, dream interpretations, foretelling the future, soothsaying, omen interpretation, projecting curses on people, casting spells of protections on people, crafting charms or other magic items that helped people in various ways; sex magic, fertility rituals, communing with the ancestors, communicating with animals and nature spirits, calling or summoning good spirits or nature spirits, banishing evil spirits, using skills and magic to heal people and animals from wounds as well as illnesses and other injuries; and if all of that isn't busy enough, Shamans also served as prominent counselors and advisors, both to chieftains and leaders, and ordinary members of the community. Shamans also seem to have been influential in diplomatic meetings, hashing out negotiations, and otherwise counseling their chieftains and people during diplomatic meetings with other tribes or foreign kingdoms.
Interestingly, I reviewed some ancient Roman writings about the Germanic tribes. Tacitus, amongst others, were familiar with garden-variety soothsayers, and even common charlatans and other kinds of hustlers. There seem to be several very significant German women shamans--seers, or vulva--that the Germanic tribes routinely and strictly consulted with during their inter-tribal negotiations, as well as at different times, with the Romans. The Romans were not always fighting wars with the Germanic tribes, and at various times allied with many tribes, conducted trade, and so on, as well as making war against enemy tribes, or seeking to protect other tribes or become involved with different tribal diplomatic efforts. The Romans discuss these several prominent Germanic women shamans as being enormously respected and powerful not only *within* a particular Germanic tribe, but also often across several different tribes in the region. The Romans also note how various tribes or leaders suffered mysterious calamities, death, plagues, and so on within days, weeks, or a few months of their judgements. The Roman chroniclers at times seem to have been somewhat fearful and also respectful of these mysterious Germanic women. The Romans remark that such prominent women must always be dealt with respect and seriousness, as such women not only possessed mysterious, magical powers, but could incite a war with but a word, or a frenzied exhortation. These Germanic women Shamans rode about to different tribes, never fearing attack or danger from any barbarian, and they seem to have spoken casually and with great authority with Germanic chieftains and tribal kings alike. Evidently they also negotiated with the Romans with stern authority and fearless courage. These sentiments stand out, because in all of Roman diplomacy and historical commentary--with many cultures and tribes--over the span of centuries, Roman chroniclers are customarily harsh, mocking, and utterly dismissive of many religions, though especially women. Not so with several Germanic women known to be immensely powerful and mysterious Shamans. Pretty interesting stuff!
Semper Fidelis,
SHARK
AD&D treated Shamans and Witchdoctors as essentially NPC classes that had their own spell lists that drew from the cleric wizard and druid roster.
Quote from: Mishihari;1127402In a game I'm writing right now, I'm trying to use shamans as one of the primary types of magic users. I think they're a really interesting and different take on magic than the D&D wizard and its many derivatives. Unfortunately I'm really struggling with how to translate real-world beliefs about shamanism into usable game mechanics. I would love to hear about what others have done.
Shamans tend to be "intermediaries" of magic. Unlike wizard magic, which is more about harnessing or creating magic, or clerics, which is similar to shamans but more formal, shaman magic tends towards the understanding of magical forces beyond your control (omens, spirits, etc). A shaman can bargain with or appease the spirits, but they don't control or command them. It's a much more informational and transactional kind of magic, in my opinion.
Doesn't Mythras have a whole great spirit magic thing?
D&D classes bear little resemblance to the real world cultures that inspired them. The real world clerics are Christian, druids are Celtic, shamans are Tunguska. They serve analogous roles.
What I would prefer is a more customizable and generic priest class.
Quote from: BoxCrayonTales;1127437D&D classes bear little resemblance to the real world cultures that inspired them. The real world clerics are Christian, druids are Celtic, shamans are Tunguska. They serve analogous roles.
What I would prefer is a more customizable and generic priest class.
Greetings!
Quite right, BoxCrayonTales! I also am not sold on the Warlock class being reflective of a historical or mythological Witch, either. The Witch and Shaman both are very different types of characters from what is presented as available in the Player's Handbook.
Semper Fidelis,
SHARK
Quote from: BoxCrayonTales;1127437D&D classes bear little resemblance to the real world cultures that inspired them. The real world clerics are Christian, druids are Celtic, shamans are Tunguska. They serve analogous roles.
What I would prefer is a more customizable and generic priest class.
True, though, some semblance of what tends to be termed "shamanism" seems to exist in every culture on Earth, regardless of the term's origins. However, shamans can basically be thought of as proto-magicians and if you look deep into it and study occult stuff, you might notice stark similarities between all mystical systems--from ancient shamanism to Golden Dawn--regardless of how superficially different many of these traditions might be. They all seem to include some element of purging yourself of negative influences and personal hangups through ritual or simply by visualizing them flowing out of you before engaging in mystical work (since those might serve as distractions or attract the wrong type of spirits and stuff). Then entering a trance state and traveling to some otherworld or spiritual state of consciousness, perhaps meeting some type of animal spirit or angelic being along the way that serves as a guide during your spiritual journey. Perform some type of ritual and/or undergo some type of trans formative experience while in the trance state. Bring your mind back to a mundane state of consciousness and ground yourself so you don't attract the wrong kinds of spirits with all your residual energies and stuff from engaging in mystical work. Rinse and repeat, and change the type of spirit/angels/gods/whatever you invoke depending on the type of tradition your follow.
From an RPG standpoint my favorite depiction of mystics is the way they're handled in Shadowrun, where the key difference between Shamans and Magicians is in their style and outlook, rather than different types of mystics/magic users being treated as fundamentally different. Shamans may get some basic bonuses and counteracting penalties based on their totem to accentuate their style, but that's about it--their core skills and available magic is basically the same as Magicians (cuz that's what Shamans essentially are).
Quote from: MishihariIn a game I'm writing right now, I'm trying to use shamans as one of the primary types of magic users. I think they're a really interesting and different take on magic than the D&D wizard and its many derivatives. Unfortunately I'm really struggling with how to translate real-world beliefs about shamanism into usable game mechanics. I would love to hear about what others have done.
Quote from: Eirikrautha;1127435Shamans tend to be "intermediaries" of magic. Unlike wizard magic, which is more about harnessing or creating magic, or clerics, which is similar to shamans but more formal, shaman magic tends towards the understanding of magical forces beyond your control (omens, spirits, etc). A shaman can bargain with or appease the spirits, but they don't control or command them. It's a much more informational and transactional kind of magic, in my opinion.
I agree. More concretely: A shaman can see, talk with, and even directly conflict with spirits. Part of making shamans work is having spirits be significant NPCs in the course of the adventure. It's parallel to having a netrunner in a cyberpunk game -- part of making the character work is giving them a computer network to deal with. Except that spirits aren't just mechanical -- they have feelings and personality, and they care about their own version of morality and ethics. And they're powerful enough that the PCs have to make a deal with at least some of them, or they're screwed.
When I had a shaman-like character, I also gave them some simple charms -- like granting good luck/bad luck during a fight. Each turn, the gydja (prophetess) could call for one reroll. She could also cast curses or major sendings like simple illusions.
I appreciate the thoughts you all have shared. I think that to capture the flavor I want I will need to make the shaman communicate with NPC spirits, with the shaman's abilities determining the type and power of spirits he can converse with. I will also need a system for the spirits - their abilities, limits, personalities, what they want, and how to catch their favor, with the expectation that the GM will pick the characteristics of the important spirits and use a random generator for minor ones. Unfortunately, this may be too complex for one of my design goals - the game is for my 12 year old son and his friends and I want it to be intuitive enough to learn very quickly, but complex enough to be engaging. I'll give it a shot and see if I can make it work.
There are parts of the flavor that I will probably need to skip, too. I dislike prophecy in RPGs and will just skip that part. The mundane crops etc magic I don't see as being of much interest to PCs, so that may just get a mention and only be developed if it somehow becomes important.
If I come up with something I like I may post it back in the thread for comments.
Quote from: VisionStorm;1127463True, though, some semblance of what tends to be termed "shamanism" seems to exist in every culture on Earth, regardless of the term's origins.
I saw an interesting discussion contrasting shamanic practices, where the spirit goes out into the universe on a 'spirit quest' leaving the body empty, with invocation practices where a spirit is summmoned into the practitioner. The latter would include African practices eg Juju, and Christianity - being 'filled with the holy spirit' - where Shamanic Vision Quest cultures are seen more in high latitudes, plus all across the Americas.
So
pace Gygax, a Shaman (Vision Quest Culture) is actually very different from a Witch Doctor (spirit Invocation culture).
D&D tends to mix up the two, which to be fair is a feature of European magical culture in the pagan to Christian transition - Norse myth shapechangers like Loki seem to have characteristics of both.
Quote from: PencilBoy99;1127436Doesn't Mythras have a whole great spirit magic thing?
It hasn't come up yet in my Mythras game, so I haven't personally used it, but, yes, the Animism system (which shamans would use) tends to be spoken of
very highly. About the only complaint I've seen is that it's hard to understand, and the rules were rewritten in the RQ6 to Mythras transition, which improved that considerably.
Quote from: SHARK;1127456Greetings!
Quite right, BoxCrayonTales! I also am not sold on the Warlock class being reflective of a historical or mythological Witch, either. The Witch and Shaman both are very different types of characters from what is presented as available in the Player's Handbook.
Semper Fidelis,
SHARK
The problem comes from D&D's haphazard "kitchen sink" fantasy. Witches and warlocks had firm roles in the Malleus Maleficarum, but not so much in a world where wizards are normalized.
The classes are far too rigidly defined and have idiosyncratic assumptions baked into their design. That's why I like the classes and magical traditions mechanic in Spheres of Power et al. I wish it was ported to 5e. It's far more flavorful and customizable.
I can't even think of meaningful differences between clerics, druids, and shamans besides being part of different cultures. They all invoke gods to intercede in human affairs.
In fact, I can't think of how to meaningfully distinguish them from wizards. Väinämöinen is the ur-example of the wizard stereotype, and his magic is based on boasting. He warps reality by boasting about his relationships with the gods.
The concept of learning magic through study and recovering ancient lores doesn't feel like it should belong exclusively to wizards. Every religious order I heard of requires that sort of thing. Even pre-literate cultures had training regimens for their priests.
All as others just said, despite being wildly separated in time and space you can find clear commonalities in all human belief systems. Magical thinking, personifications, etc... it's all part of human psychology.
D&D is it's own thing. It is so sanitized, shoehorned, haphazard, and just plain arbitrary in its spell lists that it doesn't really feel evocative to me.
Am I making any sense or just rambling nonsense again?
Quote from: nDervish;1127509It hasn't come up yet in my Mythras game, so I haven't personally used it, but, yes, the Animism system (which shamans would use) tends to be spoken of very highly. About the only complaint I've seen is that it's hard to understand, and the rules were rewritten in the RQ6 to Mythras transition, which improved that considerably.
You should check out Enlightened Magic, too. The alchemy system is the most evocative magic system I have ever read.
In the real world, shamanism is a practice that involves someone reaching altered states of consciousness in order to perceive and interact with what they believe to be a spirit world and channel these transcendental energies into this world [(Singh, Manvir (2018). "The cultural evolution of shamanism". Behavioral and Brain Sciences. 41: e66: 1-61]. It is fairly basic and can be found in all cultures.
The much revered Oracle at Delphi was a woman who got high sniffing volcanic gasses in order to divine the future, and thus was a shaman. Psychologically speaking, the purpose of such superstition is to calm anxiety in the face of the unknown, which improves performance under stress. Primitive peoples were mystified by geological processes, and this mystique added to the psychological effectiveness of the practice. With the development of empirical thought and science, such ancient practices lose their effectiveness and more sophisticated methods must be developed, hence the evolution of religion into more abstract modes of thought and philosophy.
The more advanced archetypes, clerics, magic-users, and those with psionic powers, can obviously contact the spirit world in one form or another, but anyone perceived as a shaman by NPCs can certainly boost their morale, but I view this as a case by case judgment by the DM, not any particular character class. Superstition is a double-edged sword, as failure to adhere to the requirements of superstition has the effect of increasing anxiety which would lower morale. For example, a leader who blatantly ignores the wise advice of a shaman ("the spirits say today is a bad day for combat") will impose a morale penalty on his own troops. Shamans might be useful for orc troops, but they might also be a hindrance for their human commanders.
Witch-doctors are exactly that -- they heal the malevolent effects of witchcraft. In 70's pop culture they were witch-like magicians usually up to no good, usually from Africa.
A witch is: (a) a female 8th level magic-user, (b) a practitioner of malevolent magic, or (c) a practitioner of good magic who was in the past unfairly persecuted by men who were afraid of strong women.
Correct answer (in AD&D): (a)
Quote from: Cloyer Bulse;1127641In the real world, shamanism is a practice that involves someone reaching altered states of consciousness in order to perceive and interact with what they believe to be a spirit world and channel these transcendental energies into this world [(Singh, Manvir (2018). "The cultural evolution of shamanism". Behavioral and Brain Sciences. 41: e66: 1-61]. It is fairly basic and can be found in all cultures.
Respectfully, I think that definition is far too broad and would encompass all spiritual intermediary work - theurgy or magic of any kind. It correctly identifies what kind of thing Shamanism is as a member of a category, but fails to distinguish Shamanism from other members of that category. Shamanism proper refers to the spiritual working methodology of these guys:
https://upload.wikimedia.org/wikipedia/commons/2/2c/Chuonnasuan%2C_the_last_shaman_of_the_Oroqen%2C_in_July_1994_%28Photo_by_Richard_Noll%29.jpg
More colloquially the term has been adopted for any worker in spiritual or metaphysical powers that operates primarily through an animist mode, and is often a member of a technologically "primitive" culture (relative to us of course). The modern magician Aiden Wachter prefers the term "Shamanry" to distinguish this general mode of working from Shamanism strictly speaking.
IMO, Runequest got this right with their distinction of Shaman, Priest and Wizard stemming primarily from different ways of viewing the interaction between the spiritual and embodied realms; which is not surprising considering the background of Greg Stafford.
Quote from: Cloyer Bulse;1127641The much revered Oracle at Delphi was a woman who got high sniffing volcanic gasses in order to divine the future, and thus was a shaman.
This reveals the problem with the broadness of the definition, and mistaking technique (trance state or invocation) with type of operator. The Pythoness is classically identified as sacred to a particular diety (Apollo) and as such would likely have been either a Priestess engaging in a specific activity (divination), or even more likely a highly specialized seeress operating as part of a religious support system (cult).
As I see it there are two different ways to go with this question:
The first is to go the Runequest route and try to define very broad working modes with multiple different types (classes, cults, what-have-you) working within these general mechanical categories. IF we assume this model the Siberian shaman, the native American medicine man and the African witch doctor are all "Shamans". This presents a more coherent view of the world that is satisfying to us intellectually, but at the cost of some flavor.
The second is to go the old-school D&D route where each type of magical worker is a unique class, with a unique spell list and perhaps some unique abilities and restrictions. The Shaman is not the same as the Witch-doctor is not the same as the Tribal medicine man. The gives each magician a very unique flavor, but doesn't give us much of a coherent world-view.
Quote from: Cloyer Bulse;1127641In the real world, shamanism is a practice that involves someone reaching altered states of consciousness in order to perceive and interact with what they believe to be a spirit world and channel these transcendental energies into this world [(Singh, Manvir (2018). "The cultural evolution of shamanism". Behavioral and Brain Sciences. 41: e66: 1-61]. It is fairly basic and can be found in all cultures.
The much revered Oracle at Delphi was a woman who got high sniffing volcanic gasses in order to divine the future, and thus was a shaman. Psychologically speaking, the purpose of such superstition is to calm anxiety in the face of the unknown, which improves performance under stress. Primitive peoples were mystified by geological processes, and this mystique added to the psychological effectiveness of the practice. With the development of empirical thought and science, such ancient practices lose their effectiveness and more sophisticated methods must be developed, hence the evolution of religion into more abstract modes of thought and philosophy.
The more advanced archetypes, clerics, magic-users, and those with psionic powers, can obviously contact the spirit world in one form or another, but anyone perceived as a shaman by NPCs can certainly boost their morale, but I view this as a case by case judgment by the DM, not any particular character class. Superstition is a double-edged sword, as failure to adhere to the requirements of superstition has the effect of increasing anxiety which would lower morale. For example, a leader who blatantly ignores the wise advice of a shaman ("the spirits say today is a bad day for combat") will impose a morale penalty on his own troops. Shamans might be useful for orc troops, but they might also be a hindrance for their human commanders.
Witch-doctors are exactly that -- they heal the malevolent effects of witchcraft. In 70's pop culture they were witch-like magicians usually up to no good, usually from Africa.
A witch is: (a) a female 8th level magic-user, (b) a practitioner of malevolent magic, or (c) a practitioner of good magic who was in the past unfairly persecuted by men who were afraid of strong women.
Correct answer (in AD&D): (a)
Quote from: Brendan;1127645Respectfully, I think that definition is far too broad and would encompass all spiritual intermediary work - theurgy or magic of any kind. It correctly identifies what kind of thing Shamanism is as a member of a category, but fails to distinguish Shamanism from other members of that category. Shamanism proper refers to the spiritual working methodology of these guys:
https://upload.wikimedia.org/wikipedia/commons/2/2c/Chuonnasuan%2C_the_last_shaman_of_the_Oroqen%2C_in_July_1994_%28Photo_by_Richard_Noll%29.jpg
More colloquially the term has been adopted for any worker in spiritual or metaphysical powers that operates primarily through an animist mode, and is often a member of a technologically "primitive" culture (relative to us of course). The modern magician Aiden Wachter prefers the term "Shamanry" to distinguish this general mode of working from Shamanism strictly speaking.
IMO, Runequest got this right with their distinction of Shaman, Priest and Wizard stemming primarily from different ways of viewing the interaction between the spiritual and embodied realms; which is not surprising considering the background of Greg Stafford.
I never felt the term shaman made sense to apply to all animistic belief systems. Aside from falsely equating most non-European belief systems with that of the Tunguska peoples (or equivocating non-European belief systems in general and clearly demonstrating a lack of any knowledge about them), English already has the word animist. Which simply derives from the Latin
anima, meaning soul, because the basic foundation of animistic belief systems is that everything has a soul. You could also call them faith healers if you're secular or hedge witches if you like idiomatic translations. Contrary to what some editions of D&D claim, a hedge witch is a person who acts as an intermediary between the human worlds and hidden worlds... just like a shaman, or a priest for that matter.
If I wanted to be really pedantic, then I would suggest using ecstatic as the term for somebody who practices divination by entering altered states of consciousness (typically through hallucinogens).
Quote from: Brendan;1127645This reveals the problem with the broadness of the definition, and mistaking technique (trance state or invocation) with type of operator. The Pythoness is classically identified as sacred to a particular diety (Apollo) and as such would likely have been either a Priestess engaging in a specific activity (divination), or even more likely a highly specialized seeress operating as part of a religious support system (cult).
As I see it there are two different ways to go with this question:
The first is to go the Runequest route and try to define very broad working modes with multiple different types (classes, cults, what-have-you) working within these general mechanical categories. IF we assume this model the Siberian shaman, the native American medicine man and the African witch doctor are all "Shamans". This presents a more coherent view of the world that is satisfying to us intellectually, but at the cost of some flavor.
The second is to go the old-school D&D route where each type of magical worker is a unique class, with a unique spell list and perhaps some unique abilities and restrictions. The Shaman is not the same as the Witch-doctor is not the same as the Tribal medicine man. The gives each magician a very unique flavor, but doesn't give us much of a coherent world-view.
But what is that flavor? I highly doubt any of us here are familiar enough with the real world beliefs to know what the flavor is or how to accurately represent it in the game. Why are we even trying for these classes specifically, when the standard classes are hardly representative of any real European belief system? At the end of the day, the game classes are all arbitrary and invented by people with zero academic background in the appropriate fields.
We already have the druid class, which bears little or no resemblance to real world druids. What makes the druid class inappropriate as a stand-in for all these pagan belief systems? (For lack of better terminology, anyhow. The cleric class clearly owes more to Christianity and Hammer Horror's vampire hunters than it does to Greco-Roman paganism.)
How did Stafford represent his distinctions? I'm not all that familiar with his work.
Quote from: Brendan;1127645More colloquially the term has been adopted for any worker in spiritual or metaphysical powers that operates primarily through an animist mode, and is often a member of a technologically "primitive" culture (relative to us of course). The modern magician Aiden Wachter prefers the term "Shamanry" to distinguish this general mode of working from Shamanism strictly speaking.
*snipped*
This reveals the problem with the broadness of the definition, and mistaking technique (trance state or invocation) with type of operator. The Pythoness is classically identified as sacred to a particular diety (Apollo) and as such would likely have been either a Priestess engaging in a specific activity (divination), or even more likely a highly specialized seeress operating as part of a religious support system (cult).
This just underlines why all of these are just variations of the same thing. You just changed the type of supernatural entity being invoked from an animistic spirit to a god, but it's still just entering a trance state and engaging in mystical stuff. The differences are just superficialities based maybe on style or outlook but not in regards to what's fundamentally going on.
This is why I referred to shamans as "proto-magicians" at an earlier post--because shamans are basically magicians and so is basically anyone that engages on mystical work, regardless of specific tradition. In game terms it's more effective to simply treat those differences like bonuses and penalties to a universal magic system based on the character's mystical tradition than to treat every variation of mystics like its own specialized class.
Quote from: VisionStorm;1127655This just underlines why all of these are just variations of the same thing. You just changed the type of supernatural entity being invoked from an animistic spirit to a god, but it's still just entering a trance state and engaging in mystical stuff. The differences are just superficialities based maybe on style or outlook but not in regards to what's fundamentally going on.
What is the difference between a spirit and a god?
Quote from: VisionStorm;1127655This is why I referred to shamans as "proto-magicians" at an earlier post--because shamans are basically magicians and so is basically anyone that engages on mystical work, regardless of specific tradition. In game terms it's more effective to simply treat those differences like bonuses and penalties to a universal magic system based on the character's mystical tradition than to treat every variation of mystics like its own specialized class.
I forgot to mention it before, but Spheres of Power has a public wiki: http://spheresofpower.wikidot.com/
It uses casting traditions to represent what you're talking about: http://spheresofpower.wikidot.com/casting-traditions
Quote from: BoxCrayonTales;1127653I never felt the term shaman made sense to apply to all animistic belief systems. Aside from falsely equating most non-European belief systems with that of the Tunguska peoples (or equivocating non-European belief systems in general and clearly demonstrating a lack of any knowledge about them), English already has the word animist. Which simply derives from the Latin anima, meaning soul, because the basic foundation of animistic belief systems is that everything has a soul. You could also call them faith healers if you're secular or hedge witches if you like idiomatic translations. Contrary to what some editions of D&D claim, a hedge witch is a person who acts as an intermediary between the human worlds and hidden worlds... just like a shaman, or a priest for that matter.
Sure, that's part of my point. Technically Shaman is a very specific term, but colloquially, or in "pop culture" if you prefer, the term is used to refer to a general kind of magician-priest who ascribes - more or less, to a worldview we in the west would call "animist" and tends to operate solo or as part of a diffuse network, usually in a tribal culture.
Look at it this way. If a space alien pointed to a picture of a dude in an animal mask exorcising a spirit by dancing and said "Shaman" we probably say "Yeah, that's about right". If, on the other hand, he/she/it pointed to a picture of a Renaissance European celestial magician and said "Shaman" we'd be like... "Eh... kinda, sorta, not really." We'd know what Mr. Alien meant. He's in the right ballpark, but that's not what most people mean when they use the term.
Quote from: BoxCrayonTales;1127653But what is that flavor? I highly doubt any of us here are familiar enough with the real world beliefs to know what the flavor is or how to accurately represent it in the game.
Uh... I beg to differ. Some of us have spent decades in these waters. Not saying that experience has to be taken into account in your games, but I wouldn't assume that because you're not well versed in a subject that means other people aren't either. I don't claim to know everything, but I know some things - much of it through direct experience.
Quote from: BoxCrayonTales;1127653Why are we even trying for these classes specifically, when the standard classes are hardly representative of any real European belief system? At the end of the day, the game classes are all arbitrary and invented by people with zero academic background in the appropriate fields.
I dunno. In my games, I like my magic systems to have their own internal logic and have the "feel" of believably. I don't care for the "It's just magic so who cares it can do anything" attitude. That's not how real world shamans, sorcerers, etc looked at their abilities (whether those abilities have any reality behind them is beside the point) nor do I believe it's how good narrative uses magic. That's just me. YMMV.
Quote from: BoxCrayonTales;1127653We already have the druid class, which bears little or no resemblance to real world druids. What makes the druid class inappropriate as a stand-in for all these pagan belief systems? (For lack of better terminology, anyhow.
I think you certainly COULD use the druid class that way, but the OG druid had more of a historical basis than people realize. Gygax clearly pulled from some of the readily available Roman sources about the Celts. Over time the Druid shifted to more of a generic "nature worshipper" but that clearly wasn't the original intent of the class. Similar to how the Ranger began as a Dunedain elvish special forces good guy soldier for those who wanted to play Aragorn, and then became.. well.. .something else. The thief was originally a sneaky sneaky weasel and is now more a kind of warrior.
Quote from: BoxCrayonTales;1127653The cleric class clearly owes more to Christianity and Hammer Horror's vampire hunters than it does to Greco-Roman paganism.)
Oh for sure. No question about that. This is why, IMO, the Cleric as written only really fits in with certain types of campaign. The cleric in Lion and Dragon? Fits perfectly. Ravenloft? Ab so-fucking-lutely. Other worlds... eh... not so much. It was such a bad fit for Dark Sun the whole class had to be ported over to some kind of elementalist.
I believe BECMI D&D had Shamans and Wigans (Witch-doctors) for humanoid spell-casters, and the humanoid shaman showed up in 2nd ed. 3rd ed had the "Adept" as an NPC spell-caster class. I don't see any reason those couldn't be taken up again and expanded upon.
Quote from: BoxCrayonTales;1127653How did Stafford represent his distinctions? I'm not all that familiar with his work.
Depends on the version, but Runequest rules distinguished between Shamanic magic, Priestly (God based) magic and Sorcery / Wizardry. Not all were found in all Runequest cultures, but there was some overlap. It was theoretically possible to operate in multiple categories, but this would depend on the individual cult.
Quote from: VisionStorm;1127655This just underlines why all of these are just variations of the same thing.
Sure. We're talking about the same basic function - doing magic or serving as a living bridge between "material" and "spiritual" worlds.
Quote from: VisionStorm;1127655You just changed the type of supernatural entity being invoked from an animistic spirit to a god, but it's still just entering a trance state and engaging in mystical stuff. The differences are just superficialities based maybe on style or outlook but not in regards to what's fundamentally going on.
My point is that their working methodologies are different enough that we can express them in mechanical variations in game. If you want them all to be "magic users" with different spells under their belts and slightly different costumes... I'm okay with that too. If, however, you want to draw some broad distinctions in TYPES of magical operator.. well.. that threefold division is a pretty good one. But it's your game. Do what thou wilt.
Quote from: VisionStorm;1127655This is why I referred to shamans as "proto-magicians" at an earlier post--because shamans are basically magicians and so is basically anyone that engages on mystical work, regardless of specific tradition. In game terms it's more effective to simply treat those differences like bonuses and penalties to a universal magic system based on the character's mystical tradition than to treat every variation of mystics like its own specialized class.
As per my earlier point, I don't see any problem with that but even here you are admitting to the fact that there are differences between Shamans (proto-magicians) and Magicians (magician-magicians), and that those differences are significant enough that you model them mechanically. If you want to use the same class or different ones or whatever.. well.. there are a multitude of ways to sacrifice a goat to Hecate. To each his own, I always say.
Quote from: BoxCrayonTales;1127662What is the difference between a spirit and a god?
Depends on whom you ask.
Quote from: BoxCrayonTales;1127662I forgot to mention it before, but Spheres of Power has a public wiki: http://spheresofpower.wikidot.com/
It uses casting traditions to represent what you're talking about: http://spheresofpower.wikidot.com/casting-traditions
Cool, thanks for the links. Will check those out.
IMO, the best RPG supplement I've found to date to model what I consider "real world" magic is the CoC "Mythos Magic" imprint. https://www.chaosium.com/mythos-magic-pdf/
It's definitely for a more "low magic" or "subtle magic" setting, and you have to file off all the Cthulu serial numbers (unless you... well.. don't want to), but the author did his research.
Quote from: Brendan;1127680Sure, that's part of my point. Technically Shaman is a very specific term, but colloquially, or in "pop culture" if you prefer, the term is used to refer to a general kind of magician-priest who ascribes - more or less, to a worldview we in the west would call "animist" and tends to operate solo or as part of a diffuse network, usually in a tribal culture.
Look at it this way. If a space alien pointed to a picture of a dude in an animal mask exorcising a spirit by dancing and said "Shaman" we probably say "Yeah, that's about right". If, on the other hand, he/she/it pointed to a picture of a Renaissance European celestial magician and said "Shaman" we'd be like... "Eh... kinda, sorta, not really." We'd know what Mr. Alien meant. He's in the right ballpark, but that's not what most people mean when they use the term.
Uh... I beg to differ. Some of us have spent decades in these waters. Not saying that experience has to be taken into account in your games, but I wouldn't assume that because you're not well versed in a subject that means other people aren't either. I don't claim to know everything, but I know some things - much of it through direct experience.
I dunno. In my games, I like my magic systems to have their own internal logic and have the "feel" of believably. I don't care for the "It's just magic so who cares it can do anything" attitude. That's not how real world shamans, sorcerers, etc looked at their abilities (whether those abilities have any reality behind them is beside the point) nor do I believe it's how good narrative uses magic. That's just me. YMMV.
I think you certainly COULD use the druid class that way, but the OG druid had more of a historical basis than people realize. Gygax clearly pulled from some of the readily available Roman sources about the Celts. Over time the Druid shifted to more of a generic "nature worshipper" but that clearly wasn't the original intent of the class. Similar to how the Ranger began as a Dunedain elvish special forces good guy soldier for those who wanted to play Aragorn, and then became.. well.. .something else. The thief was originally a sneaky sneaky weasel and is now more a kind of warrior.
Oh for sure. No question about that. This is why, IMO, the Cleric as written only really fits in with certain types of campaign. The cleric in Lion and Dragon? Fits perfectly. Ravenloft? Ab so-fucking-lutely. Other worlds... eh... not so much. It was such a bad fit for Dark Sun the whole class had to be ported over to some kind of elementalist.
I believe BECMI D&D had Shamans and Wigans (Witch-doctors) for humanoid spell-casters, and the humanoid shaman showed up in 2nd ed. 3rd ed had the "Adept" as an NPC spell-caster class. I don't see any reason those couldn't be taken up again and expanded upon.
Depends on the version, but Runequest rules distinguished between Shamanic magic, Priestly (God based) magic and Sorcery / Wizardry. Not all were found in all Runequest cultures, but there was some overlap. It was theoretically possible to operate in multiple categories, but this would depend on the individual cult.
Sure. We're talking about the same basic function - doing magic or serving as a living bridge between "material" and "spiritual" worlds.
My point is that their working methodologies are different enough that we can express them in mechanical variations in game. If you want them all to be "magic users" with different spells under their belts and slightly different costumes... I'm okay with that too. If, however, you want to draw some broad distinctions in TYPES of magical operator.. well.. that threefold division is a pretty good one. But it's your game. Do what thou wilt.
As per my earlier point, I don't see any problem with that but even here you are admitting to the fact that there are differences between Shamans (proto-magicians) and Magicians (magician-magicians), and that those differences are significant enough that you model them mechanically. If you want to use the same class or different ones or whatever.. well.. there are a multitude of ways to sacrifice a goat to Hecate. To each his own, I always say.
Depends on whom you ask.
Cool, thanks for the links. Will check those out.
IMO, the best RPG supplement I've found to date to model what I consider "real world" magic is the CoC "Mythos Magic" imprint. https://www.chaosium.com/mythos-magic-pdf/
It's definitely for a more "low magic" or "subtle magic" setting, and you have to file off all the Cthulu serial numbers (unless you... well.. don't want to), but the author did his research.
I definitely think a magical traditions mechanic or skill-based mechanic a la BRP is better than D&D's class-based systems. D&D just throws a bunch of stuff in a blender and ends up producing an incoherent mess of a setting.
I think there's a place for a generic Indo-European setting that isn't bogged down in D&Disms. At this point, however, I'm almost certain that d100 would be a better fit for it than D&D.
Quote from: BoxCrayonTales;1127796I definitely think a magical traditions mechanic or skill-based mechanic a la BRP is better than D&D's class-based systems. D&D just throws a bunch of stuff in a blender and ends up producing an incoherent mess of a setting.
I think there's a place for a generic Indo-European setting that isn't bogged down in D&Disms. At this point, however, I'm almost certain that d100 would be a better fit for it than D&D.
Yeah. There are things that D&D does well that I really enjoy, but the bog standard setting / rule-set doesn't really do it for me for exactly the reasons you laid out. There's too much accumulated junk from various campaigns, often now completely removed from their original vision, that have become enshrined as "canon".
Quote from: BoxCrayonTales;1127662What is the difference between a spirit and a god?
One is called a "spirit", which potentially has broader applications, and the other one is called a "god", which is a narrower concept that in this context means essentially the same as "spirit"--a supernatural agent called upon to intercede on a mortal's behalf. But "spirit" might also be used to refer to minor otherworldly entities that don't have much to offer in terms of power, while "gods" tends to be used only to refer to major otherworldly entities that govern different aspects of reality or human experience or activity, but basically reside in essentially the same state of reality as spirits.
TL;DR: The difference is semantics.
Quote from: BoxCrayonTales;1127662I forgot to mention it before, but Spheres of Power has a public wiki: http://spheresofpower.wikidot.com/
It uses casting traditions to represent what you're talking about: http://spheresofpower.wikidot.com/casting-traditions
I keep meaning to check out Spheres of Power but I get lost in all the links or caught up with other stuff and keep putting it off.
I've been working on my own "Spheres" to handle paranormal powers in my effect-based system, but from what I can tell mine seem to be more simple and straight forward, but also more focused on supplementing my system, which is based on a different and more flexible set of assumptions than D&D. So it might not require as much supporting material to define different types of magic and paranormal abilities, given that customization and commonly defined core functions are already ingrained into the system from the ground up.
Spheres just offer a way to handle access to paranormal abilities by focusing on common functions or aspects of reality that are not setting-specific and can be readily adapted to most worlds. They are divided into five spheres: Artificial, Dimensional, Elemental, Mental and Vital. Each sphere is further divided into more specific Domains that cover specific aspects of the sphere.
- Artificial: Power over objects, constructs and synthetic mater. Domains: Control (manipulate or control objects and machines, including lock picking and hacking), Enchantment (imbue objects with mystical power) and Manifestation (create objects out of thin air).
- Dimensional: Power over time, space and reality. Domains: Reality (dimension travel), Space (teleport) and Time (time control).
- Elemental: Harness the power of elements (energy and matter). Domains: by Element (air, fire, ice, magnetism, etc.).
- Mental: Mind over matter. Domains: ESP, Psychokinesis and Telepathy (mind control).
- Vital: Power over life, death and organic matter. Domains: Death (life drain/physical de-buffs), Life (healing/physical buffs) and Transformation (shapeshifting).
Characters will need to gain access to a specific domain in order to develop powers tied to its functions, but learning two domains from the same sphere grants access to the entire sphere.
There will also be "Thematic Domains" focused on specific styles or traditions that can be more setting specific, like the Sense, Alter and Control skills used in some Star Wars material to define Jedi powers, or maybe Magic Schools from D&D, etc. But they basically follow the same rules as Spheres, with a focus on defining access to different types of powers rather than specific abilities (those are defined by Powers themselves) or restrictions (defined by the character's Limitations, which are not necessary power-specific).
A character's Origin (Class, Background or Profession, where "class" or
classification means species, race or equivalent) may also influence access to paranormal powers or provide certain bonuses or penalties, but these are treated as ability packages using the commonly defined abilities used in the system.
Quote from: VisionStorm;1127807One is called a "spirit", which potentially has broader applications, and the other one is called a "god", which is a narrower concept that in this context means essentially the same as "spirit"--a supernatural agent called upon to intercede on a mortal's behalf. But "spirit" might also be used to refer to minor otherworldly entities that don't have much to offer in terms of power, while "gods" tends to be used only to refer to major otherworldly entities that govern different aspects of reality or human experience or activity, but basically reside in essentially the same state of reality as spirits.
TL;DR: The difference is semantics.
As far as I know the semantics were invented by fantasy gamers (or writers?), and don't exist in any real religion past or present.
Google dictionary gives:
Spirit: "a supernatural being"
God: "a superhuman being or spirit worshiped as having power over nature or human fortunes"
Theoi.com, an academic resource, uses the words "god", "deity", and "spirit" interchangeably. It does make distinctions between gods based on their generation, influence, and whether they personify something physical versus abstract. https://www.theoi.com/greek-mythology/greek-gods.html
Those examples contradict the definitions you give. For example, dryads and satyrs are rustic gods but hardly as powerful as your "aspects of reality" claim. Meanwhile, the demons (daimones) personify abstract concepts relevant to humanity like death, victory, discord, love, etc.
(I'm sorry I'm relying overmuch on Greek, but out of all the Indo-European religions we know the most about it due to the surviving writings.)
Quote from: BoxCrayonTales;1127947As far as I know the semantics were invented by fantasy gamers (or writers?), and don't exist in any real religion past or present.
Google dictionary gives:
Spirit: "a supernatural being"
God: "a superhuman being or spirit worshiped as having power over nature or human fortunes"
Theoi.com, an academic resource, uses the words "god", "deity", and "spirit" interchangeably. It does make distinctions between gods based on their generation, influence, and whether they personify something physical versus abstract. https://www.theoi.com/greek-mythology/greek-gods.html
Those examples contradict the definitions you give. For example, dryads and satyrs are rustic gods but hardly as powerful as your "aspects of reality" claim. Meanwhile, the demons (daimones) personify abstract concepts relevant to humanity like death, victory, discord, love, etc.
(I'm sorry I'm relying overmuch on Greek, but out of all the Indo-European religions we know the most about it due to the surviving writings.)
Google also gives:
Spirit: "the nonphysical part of a person" and also mentions the words "soul", "apparition" and "ghost".
None of those things are gods, but they could be "spirits" in the sense that the term is used in games, as well as real religions.
Just because one source you found uses the words "gods" and "spirits" interchangeably it doesn't mean that they always mean 100% the same thing or that they don't have any subtleties or variable meanings and connotations depending on their usage. I also didn't exactly give a definitive definition on "gods", but "rustic" definitely falls with the realm of what I'd consider to be an "aspect of reality", even if arguably a narrow or specific one. I also didn't limit my definition to just that but also mentioned "human experience or activity (like a rustic farm or agrarian lifestyle)" and prefaced it with "tends to be used (as in 'may have other uses')".
Granted, I agree that "spirits" and "gods" basically fall within the same general category of "supernatural beings"--
specially as a "good enough" category for purposes of how magic and spiritual phenomena would work in a game--but so do angels, demons and fairies, yet all these specialized categories predate gaming (and by "gaming" I mean RPGs and modern games, not chess).
You're basically arguing that cats and animals are exactly the same thing because both words could be used interchangeably (at least when talking about cats) and both terms deal with things that belong to the same general class of being. Except that cats are a specific type of animal and the word "animal" is a broad category that could be used to refer to cows, dogs or other types of animals that aren't cats.
But for purposes of the game rules (and to bring it back to topic) all animals could potentially be trained using the same "Animal Training" skill, without the need of a separate mechanically different skill for every type of animal. One universal mechanic will do, just like one universal mechanic could handle dealing with different types of spirits, supernatural beings or mystical phenomena without resorting to specialized mechanics for every separate type of supernatural being or mystical tradition.
Quote from: VisionStorm;1127956Google also gives:
Spirit: "the nonphysical part of a person" and also mentions the words "soul", "apparition" and "ghost".
None of those things are gods, but they could be "spirits" in the sense that the term is used in games, as well as real religions.
Just because one source you found uses the words "gods" and "spirits" interchangeably it doesn't mean that they always mean 100% the same thing or that they don't have any subtleties or variable meanings and connotations depending on their usage. I also didn't exactly give a definitive definition on "gods", but "rustic" definitely falls with the realm of what I'd consider to be an "aspect of reality", even if arguably a narrow or specific one. I also didn't limit my definition to just that but also mentioned "human experience or activity (like a rustic farm or agrarian lifestyle)" and prefaced it with "tends to be used (as in 'may have other uses')".
Granted, I agree that "spirits" and "gods" basically fall within the same general category of "supernatural beings"--specially as a "good enough" category for purposes of how magic and spiritual phenomena would work in a game--but so do angels, demons and fairies, yet all these specialized categories predate gaming (and by "gaming" I mean RPGs and modern games, not chess).
You're basically arguing that cats and animals are exactly the same thing because both words could be used interchangeably (at least when talking about cats) and both terms deal with things that belong to the same general class of being. Except that cats are a specific type of animal and the word "animal" is a broad category that could be used to refer to cows, dogs or other types of animals that aren't cats.
But for purposes of the game rules (and to bring it back to topic) all animals could potentially be trained using the same "Animal Training" skill, without the need of a separate mechanically different skill for every type of animal. One universal mechanic will do, just like one universal mechanic could handle dealing with different types of spirits, supernatural beings or mystical phenomena without resorting to specialized mechanics for every separate type of supernatural being or mystical tradition.
What I mean is that the way that a lot of game products seem imagine these categories is not accurate to the beliefs of real religions purported to be related.
For example, the concept of spirits as popularly imagined owes a lot more to Victorian spiritualism or The Conjuring movies than to the Tunguska or Inuit peoples.
The Roman 'household gods' are spirits of the house. But we don't call ghosts - mortal spirits - 'gods', so there is a slight conceptual difference yup.
Quote from: VisionStorm;1127956You're basically arguing that cats and animals are exactly the same thing because both words could be used interchangeably (at least when talking about cats) and both terms deal with things that belong to the same general class of being. Except that cats are a specific type of animal and the word "animal" is a broad category that could be used to refer to cows, dogs or other types of animals that aren't cats.
Well put.
Quote from: VisionStorm;1127956But for purposes of the game rules (and to bring it back to topic) all animals could potentially be trained using the same "Animal Training" skill, without the need of a separate mechanically different skill for every type of animal. One universal mechanic will do, just like one universal mechanic could handle dealing with different types of spirits, supernatural beings or mystical phenomena without resorting to specialized mechanics for every separate type of supernatural being or mystical tradition.
I pretty much agree with your premise, although now we're talking degree of abstraction. Animal training is usually one skill because it's something that most RPGs don't care about. Therefore it doesn't need much granularity. If you had... I dunno... Beastmaster the RPG each species or genus might require a separate specialty or have slightly different mechanics. One character might be really good with canines and another might have a bond with birds. You could also make melee combat one universal skill (FASERIP) or break it down by weapon type (D&D BECMI, 1st-3rd ed).
So, to circle back to magic, do we have Clerical magic and Wizardly magic and everyone gets sorted into those two categories with varying levels of access (D&D)? Do we have Wizard magic, God magic and Spirit magic (Runequest) with every character potentially having access to each depending on training and ability? Is everyone the same kind of magic user with different specialties and perhaps gifts (Ars Magica)? I think it just depends on what kind of game you want to play.
Shamans are a little bit Witch, and a little bit Oracle. They are a mystery, wrapped up in an enigma....
Quote from: S'mon;1127990The Roman 'household gods' are spirits of the house. But we don't call ghosts - mortal spirits - 'gods', so there is a slight conceptual difference yup.
It varies by language. You're projecting English semantics onto the Romans, which isn't accurate.
Quote from: BoxCrayonTales;1128157It varies by language. You're projecting English semantics onto the Romans, which isn't accurate.
I'm not sure what you're suggesting here but S'mon is correct. "Household gods" were a category of being distinct from the spirits of the dead (ghosts and such) which were a distinct category of being from the Gods (Jupiter, Mars, etc).
Most modern people may believe the distinction is semantic, but that is not how the people actually doing these things view them. This general tendency to draw divisions between types and categories of spiritual being appears to be cross-cultural. Whether this division is based on purely cultural and nominal classification or an immaterial yet still very real difference in function is another matter.
https://en.wikipedia.org/wiki/Lares
Quote from: BoxCrayonTales;1128157It varies by language. You're projecting English semantics onto the Romans, which isn't accurate.
Greetings!
Indeed, BoxCrayonTales, the ancient Romans were very well aware that "Household Gods" were spirits, and entirely different from the Gods of the Roman State.
Perhaps surprisingly--or maybe not--but being familiar with textbooks and history books on ancient Rome provides a lot of solid information, and a good foundation. However, there are nuances and shades of more accurate inferences and cultural lore gained when a person learns to speak and read Latin, which I did so in college. The Romans knew very well that there was a huge difference between "Household Gods" and the official gods of the Roman State.
Semper Fidelis,
SHARK
Quote from: Brendan;1128168I'm not sure what you're suggesting here but S'mon is correct. "Household gods" were a category of being distinct from the spirits of the dead (ghosts and such) which were a distinct category of being from the Gods (Jupiter, Mars, etc).
Most modern people may believe the distinction is semantic, but that is not how the people actually doing these things view them. This general tendency to draw divisions between types and categories of spiritual being appears to be cross-cultural. Whether this division is based on purely cultural and nominal classification or an immaterial yet still very real difference in function is another matter.
https://en.wikipedia.org/wiki/Lares
Quote from: SHARK;1128171Greetings!
Indeed, BoxCrayonTales, the ancient Romans were very well aware that "Household Gods" were spirits, and entirely different from the Gods of the Roman State.
Perhaps surprisingly--or maybe not--but being familiar with textbooks and history books on ancient Rome provides a lot of solid information, and a good foundation. However, there are nuances and shades of more accurate inferences and cultural lore gained when a person learns to speak and read Latin, which I did so in college. The Romans knew very well that there was a huge difference between "Household Gods" and the official gods of the Roman State.
Semper Fidelis,
SHARK
I mean, what was the Latin umbrella term for shades, lares, and gods? Did one exist?
Using the word "spirit" as an umbrella term for ghosts, demons, angels, gods, etc seems far more recent AFAIK.
Quote from: BoxCrayonTales;1128157It varies by language. You're projecting English semantics onto the Romans, which isn't accurate.
I'm not sure if you're disagreeing with me. Or just being a dick. :D
Quote from: S'mon;1128211I'm not sure if you're disagreeing with me. Or just being a dick. :D
The lares, gods, and shades were never collectively referred to as spirits by the Romans AFAIK. You may be confusing modern academic terminology with the way the Romans spoke.
Quote from: S'mon;1128211I'm not sure if you're disagreeing with me. Or just being a dick. :D
That's not my intent. It's just that the way we imagine spirituality isn't how the Romans did, so our biases will interfere with a correct understanding of other belief systems.
Here's an article explaining Roman animism in a digestible format: https://www.ancient.eu/article/34/roman-household-spirits-manes-panes-and-lares/
Quote from: BoxCrayonTales;1128653That's not my intent. It's just that the way we imagine spirituality isn't how the Romans did, so our biases will interfere with a correct understanding of other belief systems.
Here's an article explaining Roman animism in a digestible format: https://www.ancient.eu/article/34/roman-household-spirits-manes-panes-and-lares/
I are confused... or maybe you is confused... or maybe we all be confuse...ed.
What point are you trying to make vis a vis tribal shamans in game?
Quote from: Brendan;1128658I are confused... or maybe you is confused... or maybe we all be confuse...ed.
What point are you trying to make vis a vis tribal shamans in game?
I don't know about Tunguska shamans, but I do know that animism is very different from, say, Christianity. Christianity posits an omnipotent God responsible for everything. In animism, the focus is different. The basis of animism is that everything has its own soul, its own god. The trees, the mountains, the stars, even abstract concepts. They all have souls/gods. Human beings can have multiple personal tutelary gods and inner demons.
Quote from: SHARK;1127357Greetings!
Do you use tribal shamans in your game world? Not merely for the typical humanoid NPC encounter, but for humans and such as well? Have you had any player characters or important NPC's as tribal shamans? Did you give tribal shamans a different spell selection than standard Clerics or Druids?
Personally, I don't think all Cleric and Druid spells--say if using one or the other for a Shaman template--really fit well for Shamans.
I think Shamans are interesting as characters, because thematically they are important religious leaders; part healer, part seer and visionary; interpreter of the gods and the spirit world; in tune with and allied with animals and the natural world.
Meanwhile, they often have a loose organizational structure, with little or much less prevailing hierarchy.
Then, there are various shamanistic traditions from a European style, Germanic, Celtic, as well as Slavic, Finnish and Baltic. Then there are northern Asian traditions, as well as the Mongolian and steppe tribal traditions.
A variety of Asian tribes, Pacific island cultures, India and South Asian, African, the Deserts, and the North American and South American traditions. All similar, and yet also vibrantly different in their costumes, weaponry, magical knowledge, rituals and customs.
Very interesting types of characters. I often use Shamans in my own campaign world.
Semper Fidelis,
SHARK
She Shaman Druid and Her Animal Companion
[ATTACH=CONFIG]4350[/ATTACH]
Quote from: jeff37923;1128667She Shaman Druid and Her Animal Companion
[ATTACH=CONFIG]4350[/ATTACH]
Greetings!
Very nice looking! I imagine she is very skilled and wise, and can provide profound enlightenment!
Semper Fidelis,
SHARK
Quote from: BoxCrayonTales;1128664I don't know about Tunguska shamans, but I do know that animism is very different from, say, Christianity. Christianity posits an omnipotent God responsible for everything. In animism, the focus is different. The basis of animism is that everything has its own soul, its own god. The trees, the mountains, the stars, even abstract concepts. They all have souls/gods. Human beings can have multiple personal tutelary gods and inner demons.
None of this is news to me, and I have an educated layman's knowledge of Roman (& other) religious practices.
Quote from: BoxCrayonTales;1128664I don't know about Tunguska shamans, but I do know that animism is very different from, say, Christianity. Christianity posits an omnipotent God responsible for everything. In animism, the focus is different. The basis of animism is that everything has its own soul, its own god. The trees, the mountains, the stars, even abstract concepts. They all have souls/gods. Human beings can have multiple personal tutelary gods and inner demons.
I don't think anyone was saying otherwise.
Greetings!
Yeah, exactly what flavour or culture shamans come from, in the game--I think Shamans are pretty damned neat. They essentially serve the same practical and social function that Clerics and Priests do--but also embracing a lot more nuances and styles. Shamans are different from Clerics, not just mechanically and spell-wise, but also thematically. In just about every example I have studied, the Shamans are decidedly *mystical*--that is their stock in trade. Shamans are omen-readers, and routinely deal with and navigate the spirit world. Shamans are also often very weird, and sometimes enjoy unique social authority to do lots of strange things, including practicing or otherwise exemplifying some cultural taboo; eg--the tribe holds that a certain kind of deer is sacred and cannot be killed, but the shaman can hunt and kill the special deer.
Very cool stuff.
Semper Fidelis,
SHARK
Just think that to counteract the sexy but utterly ren-faire bullshit above, here's what a real shaman looked like:
(https://vilda.alaska.edu/digital/api/singleitem/image/cdmg21/8521/default.jpg)
Quote from: SHARK;1127357Personally, I don't think all Cleric and Druid spells--say if using one or the other for a Shaman template--really fit well for Shamans.
I don't think cleric spells really fit well for generic polytheistic priests either, but that's D&D.
It's kind of tangential, but I always through the Japanese Shinto priest, at least the fictional representations, would make a better generic priest, and fits the shamanistic role better as well. It's not really that different from the cleric: Downgrade armor, get rid of the
Chanson de Roland weapon restrictions, convert turning undead into some generic spiritual purification power, and then tweak the spell list (which could be a big or small project, depending on the effort someone is willing to expend).