 |
Roleplaying Tips Weekly E-Zine Issue #121
8 Ways To Spice Up A Campaign With Religion
Contents:
This Week's Tips Summarized
8 Ways To Spice Up A Campaign With Religion
- Monasticism
- Holy Warriors
- Saints
- Relics
- Holy Places
- Pilgrims
- Good Books And Bishops' Crooks
- Heresies (And Lesser Deviations)
Readers' Tips Summarized
- Snow Dwarf And The Seven Wights
- Players As Villains
- Villain Motives
Return to Contents
A Brief Word From Johnn
NPC Design Topics -- Feedback Requested
The good news is I've got a cool contract to write a d20
book on NPC Design. Yippee! The bad news is I've already got
writer's block, lol. I think I'm just freaked out by the
whole "it's a book" deal, whereas if I just think of it as a
series of articles or tips columns I could stop staring at
the screen and start typing.
So, if you have a moment, perhaps you could help me out by
sending in topics and requests for what you'd like to see in
an NPC design guide. Then, I could group and order the
topics and "how to" requests, get inspired from your direct
feedback, and start writing.
Send any feedback you might have to:
johnn@roleplayingtips.com
I appreciate it. Thanks!
Blocked Emails -- More Follow-Up
More reader tips on managing your email if your ISP (such as
Hotmail or Yahoo!) is filtering Tips issues:
"Another idea, if your subscribers are having trouble, is to
filter anything that comes from your email straight to the
Inbox. The filters take precedent over the bulk mail filter
so no more problems. That's what I had to do after I thought
you had unsubscribed me for a few months. Shame to find it
was all just getting flushed."
"Another option for Yahoo! mail users: Create a new folder
called 'Roleplaying Tips' and then create a new filter.
Place 'Roleplaying Tips Weekly' in the 'If Subject contains'
line and direct it to the new folder. All incoming e-mails
with 'Roleplaying Tips Weekly' in the subject line will
arrive in the 'Roleplaying Tips' folder.
Having done this I've not had a problem receiving the
newsletters."
Johnn Four
johnn@roleplayingtips.com
Return to Contents
FREE OUT-OF-PRINT RPG MATERIALS!
www.TheHeroFactory.com
As a special bonus to Roleplaying Tips subscribers, all
orders from The Hero Factory get a free item from the secret
Resurrection page! This month we are featuring the rare GAZ
modules, Dragon magazines signed by Larry Elmore and Keith
Parkinson, and the highly collectible Trail Maps!
Return to Contents
8 Ways To Spice Up A Campaign With Religion
A Guest Article By Neil Faulkner
[ N.Faulkner@tesco.net ]
In many fantasy games, religion is viewed in terms of what
certain PCs or NPCs might get out of it, in terms of spells,
powers, divine favours and such. This article does not deal
directly with such things, as they tend to be system-
specific and integrated into the game rules. Instead it
deals with the trappings of religion as a social phenomenon,
as it might be manifest in day-to-day encounters with the
common (and sometimes not so common) folk. Though drawn
mainly from medieval Christianity, some or all of them can
be adapted to other religious settings, but they are perhaps
more appropriate for established, institutionalised faiths.
- Monasticism
Medieval Europe was seething with monks. As well as the
original Benedictines, there were Franciscans, Dominicans
and Cistercians, as well as orders of nuns such as the Poor
Clares. Some of these orders evolved from existing ones (the
Cistercians were an offshoot of the Benedictines, the Poor
Clares were founded as a companion order to the
Franciscans).
In a fantasy world, even one which offers many gods, some
equivalent of monasticism might exist. Monastic orders might
develop for one or more different reasons:
- To provide an environment for spiritual contemplation.
- To act as an example to the common people.
- To perform spiritual labours on peoples' behalf.
- The need to withdraw from mainstream society.
Monasticism might also function to serve other purposes,
such as escaping from serfdom, or providing asylum for
criminals, alongside the order's ostensible reason for
existing.
Fantasy monks and nuns can be assigned to an order aligned
with a particular god or set of gods, and then given a role
in society which reflects the god(s) they worship.
A fantasy monastic order might be associated with a
particular economic activity (sheep farming, wine-making,
quarrying) or some other specialist field (healing,
teaching, producing books, perhaps even magic).
A monastic order might be the main or sole repository of a
body of esoteric knowledge, which could be purely academic
or something more practical.
The order might be reclusive, in which case its monasteries
will be hidden away in remote spots, with the monks
preferring not to receive visitors, though they need not be
hostile to anyone who knocks on their door.
Or the order might be socially active, perhaps running
schools or hospitals. The monks might be active
proselytisers, forever roaming in search of new converts.
A community of monks might be unique, or it might be just
one among many. Large and powerful orders might be present
over a very wide area, such as an entire continent.
Local leaders and rulers tended to be generous towards
monastic communities, granting them land and business rights
as well as valuable gifts. Such obvious wealth might well
tempt the less devout PC seeking shelter for the night in a
monastery.
However, others might have gotten there first and plundered
the lot, which might account for some of those treasure
hoards that PCs stumble across. This might pose a moral
dilemma - the hoard of a long-dead king is there for the
taking, but loot from a monastery can be returned to its
rightful owners, the order, even if the monastery it was
taken from no longer exists. In a fantasy setting, of
course, the hoard might contain enchanted treasures as well
as mundane riches.
Although there is a danger of descent into caricature (monks
and nuns are still individual people), defining one or more
monastic orders can offer instant NPCs. The monks or nuns
can instantly be recognised for what they are (if they all
wear the same colour of habit), and the PCs - and hence the
players - will come to know what to expect when encountering
them. Monastic orders can become a reassuring element of
familiarity in foreign lands, just as they were in the
Middle Ages.
And if you think monks make for uninteresting characters,
there is this Friar Tuck fellow you may have heard of...
Return to Contents
- Holy Warriors
The Templars, the Hospitallers, the Teutonic Knights and
other such military orders have been described as the 'monks
of war'. Fantasy religions might also have their own
military orders.
Some reason should be devised for them to exist. The
European orders were founded to fight for Christendom in the
Holy Land, and were a convenient way of diverting
traditional noble belligerence to the service of a good
cause. They were the product of a conflict between
religions. Holy warriors exist to fight for a religion
rather than a king, a nation or a people. If the gods
settle their differences through the wars of mortals,
military orders of some form or another might be found on
both sides. They need not be knights, drawn from the ranks
of the nobility - they might be 'peasant paladins', or the
private armies of druids or shamans.
Military orders, like monastic orders, can be large and
powerful. With their military strength, they can be even
more formidable than non-martial monks, and possibly rival
kings or emperors. Like monastic orders, they can also
transcend national and ethnic boundaries, with the brethren
housed in a network of castles and strongholds covering a
vast area.
A single religion might contain a number of military orders,
each distinct in its own right. It might be characterised
by:
- Restrictions on membership, be that ethnic, sexual (men
only, women only, or mixed) or religious (if the religion is
large enough to exist in several diverse forms).
A preference for particular weapons or styles of combat
(lance and sword, archery, ambush and reconnaissance, etc.).
- Restrictions on the type and form of armour worn by the
brethren.
- Restrictions on behaviour. The Templars, for example,
stayed out of the sack of Constantinople in 1204 through
their refusal to lift their swords against fellow
Christians. A fantasy order might have a similar ban on, for
example, slaying elves - or the imperative to attack them on
sight!
- Specialisation in particular fields of activity. It is
easy enough to imagine such military orders as the Knights
Mariner (pious pirates!), the Swords Surgeon or the Pilgrim
Defenders.
Return to Contents
- Saints
Exemplars of true faith can come in many guises, but all are
reckoned, in some way, to be closer to the god(s) than
ordinary mortals. Martyrs, reformers, senior clerics,
heroes, even monarchs can all end up as 'saints'. (In a
fantasy religion, they might not be called saints as such.
They might be called Devouts, or Chosen Ones, the Favoured,
Responders to the Call, etc.) Saints have a fair bit of
potential:
- As patrons of places.
- As patrons of trades or professions (including monastic
and military orders).
- They might have days set aside for them, which might be
celebrated in a particularly noteworthy way (especially by
the places or professions they patronise).
- They can be associated with legendary tales, miracles, or
perhaps more concrete deeds which the PCs can encounter in
their travels (the formulation of a law, the founding of a
city). They may have possessed items through which their
miraculous deeds were performed, such as a staff or sword.
- They might be associated with particular beasts or birds,
which then assume an importance of their own. Suppose the
PCs come to an island where it's considered blasphemous to
ride horses? Or to kill chickens for food?
- They might inspire the development of particular cults or
sects, perhaps only mildly at odds with orthodoxy, or
perhaps deemed heretical and outlawed.
Similar to saints are prophets. The role of a prophet is not
so much to foretell the future as to act as the voice of the
god(s), revealing what has hitherto been obscure and
clarifying the vague or unknown. Prophets can be associated
with the evolution of a religion, perhaps its divergence
into two related or entirely separate faiths. Prophets, like
saints, can have legends associated with their name, or
become the foundation of cults or heresies.
Return to Contents
- Relics
Relics abounded in the Middle Ages. Churches aspired to
collect as many as they could, sometimes with confusing
results. It was possible to see the skull of John the
Baptist in two different places on consecutive days (but as
the keeper of the second skull was apt to explain, "What you
saw yesterday was the skull of John *as a younger man*!").
Relics could be produced by the principle of Contagion.
Simply touching a mundane object to a similar genuine relic
turned the mundane item into a relic in its own right. The
contents of whole graveyards could be turned into relics
through contact with the bones of a saint.
A relic has to come from something, usually *someone*. The
remains of saints and prophets is an obvious source, as too
are the clothes they wore, or items they possessed, or some
object associated with a crucial event in their lives.
In a fantasy world, relics might be genuinely powerful. They
might be able to cure otherwise terminal diseases, to fend
off demons or undead (even in the hands of a non-cleric), to
annul curses or bestow divine gifts. False relics, of which
there might be plenty, will not be able to perform any of
these deeds. 'Secondary relics', produced by Contagion,
might be false, or less powerful than the 'real thing', or
perhaps equally powerful.
Powerful relics were often paraded around medieval cities to
fend off would-be attackers (or by those same attackers, to
hasten the end of the siege) - in a fantasy game, this might
be more than mere superstition, with the fate of a city
depending on the return of a stolen relic. Relics can
certainly be stolen. They might also disappear, in transit
from one place to another. A relic might have several
claimants, any of whom might hire the PCs to retrieve it. Or
the PCs might stumble across the relic, and hence face the
problem of who to give it to.
Relics were kept in reliquaries - caskets or otherwise
suitable containers to protect the relic from casual
mishandling. Reliquaries tended to be valuable in their own
right, being made of precious metal or adorned with gems.
Another temptation for the less scrupulous PC. A mission
might be devised in which the PCs need to acquire the
reliquary rather than the relic itself. Alternately, an
empty reliquary might come into their possession - do they
take steps to track down and retrieve its contents?
Return to Contents
- Holy Places
Some sites acquire a reputation for being close to the
god(s). A deity or one of his/her divine servants may have
appeared in such a place, or a saint may have performed a
miracle on the site. The birth places of saints, or the
sites of their death (perhaps through martyrdom) can also
become recognised holy places. Whatever the place - a pool,
a waterfall, a hill, a rock, a tomb, a flight of steps or a
town square - it will have a story behind it (not
necessarily completely true).
Like relics, holy places can have a reputation for
miraculous effects, and such reputations may be very
tangibly deserved in a fantasy world. It may be that
kneeling on the flagstone where a celebrated paladin was
martyred really does grant the knight of true faith a boon
that might save him in a future battle.
The PCs needn't go to the place - it might come to them, in
the shape of flasks of water from a holy spring, or chips
struck from a holy rock. Such objects may or may not bring
with them benefits - to the devout, of course.
Some sites may be regarded as holy by one or more religions,
perhaps because of a common historical background, or
perhaps because of an intrinsic sense of holiness about the
place itself. If the latter, then the different faiths might
acknowledge their mutual interest and declare it open to
all, perhaps even to outright rivals. But if the former,
rival faiths might fight over possession of it.
These attitudes can, of course, be reversed, and might
change over time as mutual hostility intensifies or wanes.
The PCs might reach a previously safe place to find a holy
war in full swing, whilst the less scrupulous might start
one to suit their own ends. Even if they are merely
intending to pass through, they might suddenly find that
their religious allegiance bars them passage, forcing them
to take a long and (to the GM) satisfyingly dangerous
diversion.
Return to Contents
- Pilgrims
Unless war or pestilence decreed otherwise, the roads of
medieval Europe were heaving with pilgrims. A pilgrimage
offered a legitimate reason to travel and see a bit of the
world beyond home. Package tours to the Holy Land could
be bought, complete with chits to exchange for passage by
ship and accommodation on arrival. The stained glass windows
of churches were often donated by the local shoe-makers'
guild, since one of the first things a pilgrim purchased on
arrival was a new pair of shoes.
Relics and holy places will attract pilgrims, possibly in
their thousands. Towns might subsist almost entirely on the
pilgrim trade. In the summer, pilgrims might outnumber the
local residents.
Starting a new campaign and need a reason for the PCs to be
travelling together? How about a pilgrimage? Even if they
follow different - though perhaps not rival - gods, they
might still have a common destination, or at least need to
share the road awhile. Of course, you will probably have
some event up your sleeve that will lead them astray.
A well-travelled pilgrim might well be a fount of knowledge
about the world, and not just of the places he or she has
visited. He or she will have collected many travellers'
tales, not all of which are necessarily true. Some of them
may tell the PCs more than the pilgrim realises.
Not all pilgrims are who they purport to be. Some might be
smugglers, or refugees, outlaws, or bandits. Adopting the
guise of pilgrims might be the PCs' best chance of getting
into an otherwise inaccessible city or temple, in the same
way that Richard Burton - the explorer, not the actor! -
slipped into the 'forbidden' cities of Mecca and Harar. (An
earlier, lesser known predecessor of Burton, Rene Caillie,
used a similar trick to become the first European to visit
Timbuktu.)
Pilgrims gather from a wide area, and from all classes of
society. Sites of pilgrimage and established pilgrimage
routes therefore widen the scope for interesting encounters
(such as the rather exotic new PC one player has just
designed). PCs might bump into old friends - or enemies -
just when they least expect to, and probably when they least
want to be recognised.
Return to Contents
- Good Books And Bishops' Crooks
A Christian has the Bible, a Moslem has the Koran - what
holy book or books do the PCs have? If theirs is an entirely
oral tradition, then there won't be one, but any established
faith will probably have something written down. In a pre-
literate society, of course, only a select few will be able
to read it, but that won't stop it being cited as the fount
of all wisdom and the ultimate arbiter on how or how not to
behave.
We instantly recognise a Catholic bishop when we see one -
the vestments, the mitre and the crook make him
unmistakable. What distinguishes clergy in the game world's
religion? What do they wear, or carry? What are these things
called, and what do they signify?
Is any particular posture adopted when offering prayers?
Should prayers be made before a particular symbol, or facing
in a particular direction?
Even if the PCs are professed atheists, or at least act that
way, chances are the overwhelming mass of the people will be
believers and their faith will permeate their lives. It can
be manifest in almost anything imaginable - the clothes they
wear, the food they eat (and when), how they interact with
each other, figures of speech, etc. From a GM's point of
view, this represents a tough call. Getting bogged down in
the minutiae of design can get in the way of keeping a
campaign going. Never mind, there are ways around this.
You can add details as you think of them, so long as they
don't contradict anything that's already been set in stone.
Or you can pass the buck onto the players, and encourage
them to supply the little details.
A player running a priest PC will probably (if he or she's
running the character properly) want to know lots of things.
When are services held? What form do they take? What
responsibilities does a priest have towards the community?
What social privileges attach to the priesthood? Can a
priest eat meat, drink alcohol, get married? When the player
asks, shrug and smile and say, "I don't know -you tell me."
Hopefully your campaign world will get richer in detail with
minimal effort on your part. You can, of course, reserve the
right to have the final say on any player's suggestions.
Return to Contents
- Heresies (And Lesser Deviations)
A heresy, put simply, is an interpretation of a religion's
creed that deviates too far from orthodox doctrine. If this
new interpretation threatens those who hold power within the
religion's framework, then steps will be taken to stamp out
the heresy. Isolated heretics, with little more than a
handful of followers, are relatively easy to deal with. But
if a heresy captures popular imagination, then the powers
that be will have to act hard and fast. Perhaps the best
known Christian heretics of the Middle Ages were the Cathars
of southern France. Many atrocities were committed in the
crusade called by the Pope to crush Catharism, best summed
up by the attitude of one crusader commander in the storming
of Beziers - "Kill them all - let God sort them out."
Not all deviations from orthodoxy need be heretical. They
may involve ambiguities in the less important backwaters of
doctrine, or they might entail a different approach to
practicing the faith. A large, continent-spanning faith is
liable to have a number of such variants. Monastic and/or
military orders might be their most obvious manifestation.
(The Franciscans, for example, were founded as a reformist
movement within the Church, but sufficiently orthodox for
Innocent III to ratify their legitimacy. This was a shrewd
political move on his part - the Franciscans, committed to
poverty, stood to gain enormous popular appeal, which would
restore faith in a Church that was falling out of favour in
some quarters.)
There is, however, a potential problem here. In many game
systems, the gods are known - not merely believed, but
*known* - to exist, because of the favours such as spells
that they grant to their mortal servants. If a heresy is
truly heretical, does that mean that its priests can't
receive such favours? If so, then the heresy is clearly
false, and hardly anyone will subscribe to it. But if
heretic priests do receive such favours, where do they come
from? If from the god, then surely that means the so-called
heresy might not be heretical at all.
Some possible solutions to this might be that:
- The god does exist, but is happy to be worshipped in more
than one way, perhaps in any way.
- The heretics are unwittingly worshipping another god,
perhaps a previously unknown one.
- The heretics are unwittingly worshipping the enemy of the
god they think they're worshipping. (A possible alternative
is that the orthodox faith has been doing this all along,
and it's the heretics who have reestablished contact with
the 'true' god.)
- The favours received by heretics do not come from the god
at all, but from some other source (demons, the source of
magical power, whatever).
- *All* favours received by *all* priests of whatever faith
actually come from this source. The gods don't supply any of
them - possibly because there are no gods!
The GM really ought to have an answer to this one, since it
is fundamental to the relations between magic and religion
in the game world. However, that doesn't mean that he or she
has to tell the players how things really work. After all,
the PCs aren't likely to know. Faith in a god makes demands
on *belief*, not factual knowledge.
But representing belief in a role-playing campaign probably
deserves a whole article to itself.
Return to Contents
Darwin's World - d20 Post Apocalyptic RPG
Darwin's World is a role-playing game set in the wild
inhospitable world of mankind's ruin, decades after a
series of devastating wars that brought the human race
to the brink of extinction. In a world where radiation
altered the very course of nature, genetic variations
are the edge separating a species from life and death.
http://www.darwinrpg.com
Readers' Tips Of The Week:
- Snow Dwarf And The Seven Wights
From: Ed R.
Sooner or later the players in your game are going to make a
party where everyone except the guy who likes to be
different agrees on a group concept. You have seven players
and six of them make glorious paladins, clerics and holy
sorcerers of a great patron god. And then Sandi wants to
know why her Han Solo rip-off smuggler thief can't play.
Welcome to life in the GMing insane asylum.
The quickest answer most GMs give here is "NO". While this
certainly is easiest and probably makes the most sense, you
are unlikely to pique Sandi's interest for the foreseeable
future after she is forced to make a I-go-to-church-every-
Sunday-and-pretend-to-love-it priest to fit in. Then again,
saying "yes, your loner I-hate-everyone smuggler will be
just fine" and then basically ignoring this character for
your entire campaign is not a solution either.
Simply put, do the Batman thing. If you know anything about
our favorite fashion-challenged super hero, he is perhaps
the poor cousin of the super hero family. He has no powers.
He doesn't get along with anyone either. He does however
have tons of experience, tons of money, and tons of
information and influence. The nobler and more powerful guys
can't do without him sometimes. You need to make your oddball
character invaluable to the group just like Batman is. It
is the only way the others will accept him/her.
- Players As Villains
From: Kyre
For an added bit of challenge, for both you and your
players, have one or more players be an enemy for a
campaign. It gives them a look at things on the opposite
side and encourages innovation. It gives the main party a
chance for a truly deadly foe: a player who knows their
tricks as well as they do.
In Vampire: The Masquerade, I enjoy doing a variant of the
enemy PC trick. Make all but one PC a vampire, as
normal...but make one PC (preferably someone who enjoys
roleplaying a lot) a werewolf. Note that the odd character
out is human at the beginning...but eventually, the party
will find out their secret. Now the question is...What do
the PCs do when they find out that their friend is a
werewolf?
Return to Contents
- Villain Motives
From: Locke
OK, here's my thought on some cool bad guys. It's better if
they have their own motivations, not just RULE THE WORLD or
TAKE OVER TOWNSVILLE sorts of things. The best rivals are
the kinds that need to win just as badly as you do. Here are
a few good ideas for making your antagonists more
believable:
- Family Member In Trouble: may seem cliche, but what if
the villain needs the pancreas for his little sister back
home? What if he's just trying to save his own mother, and
the PC's mom is just the only person who could be used to
save his mom?
- Freedom: Someone may be forced into doing something as a
slave/prisoner. While you both may not want to fight, he
can't control the matter (i.e. mind control, death machine
[i.e. bomb, whatever] in his body, etc.)
- Pride: Some bad guys just can't stand to be mere peasants
when they used to be noble and your villain's trying to
assassinate the king to get his place back.
- Religion: Some villains might be fanatical and refuse to
do anything but kill if they believe a mandate from the
heavens has guided them to.
Return to Contents
|
|
|