Roleplaying Tips Weekly E-Zine Issue #313
Putting The Gods Back In Their Place
Contents:
This Week's Tips Summarized
Putting The Gods Back In Their Place
- Creation
- Scope
- Culture And Religion
- Mortal Immortals
- History
- Naming
- Description
- Portfolio And Deity Relations
- Role In Society
- Duty
- Knights, Crusaders, And Templars
Readers' Tips Summarized
- Railroading Due To Genre Or Play Style Commitment
From: Kenneth Gauck
- Free Homemade Firefox Combat Tracker
From: Ian Toltz
- Character Generation Breakdown
From: Kit Reshawn
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This Space For Rent + Special Summer Rates Sale
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tell 13,000 Game Masters about? Put your information and
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learning more about your products, especially if they're
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Contact me for special, low summer rates or if you have any
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johnn@roleplayingtips.com
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A Brief Word From Johnn
Salad Anyone?
Ike, a friend and co-editor of this e-zine, uses an old,
wooden salad bowl for rolling dice in. What a great idea! It
makes a cheap dice corral, keeps those pesky dice from
rolling off the table, and minimizes cocked dice debates.
His dice rolls also make a distinctive sound thanks to the
bowl, adding a wee bit of extra fun to the game.
Bandit Leader Makes Proactive Strike
Things got nasty last session in my Temple of Elemental Evil
campaign. The PCs performed a tactical retreat from a ruined
moathouse, where they knew a bandit leader was hiding, to
heal up a bit and get their spells back. That night, they
were jolted from their sleep at the inn by a villager
yelling the church was on fire and the orphans were burning.
Some characters donned armour while others charged out with
just their weapons. The first PCs to arrive at the fire were
attacked by zombies, stalling their efforts. The paladin had
to break into the church to rescue trapped acolytes, further
splitting the group up.
My players are very smart and suspected from the beginning
that something was fishy about all this, so one PC stayed
behind to organize the villagers and watch over things.
The fire soon raged beyond control, though the priests were
now safe and the zombies dispatched. A clever PC remembered
the water elemental living nearby. The group raced to the
pond, conducted a quick negotiation, and carried the small
creature in a large waterproof container back to the church.
Unleashed, the elemental soon put out the flames, saving the
core structure of the church.
Back at the village, the party's hunch was spot on, because
another fire was quickly spotted at the inn where the PCs
are staying. Thanks to the character who stayed behind, he
and several villagers were able to put out that blaze before
it took hold.
However, the group learned at that point the bad guys had
circled around during the church fire, broken into the inn
and their rooms, and stolen their stuff! To further inflame
the PCs, the bandits lit their rooms on fire.
Though I was quite proud of my bandit villain for striking
back and not just waiting for the adventurers to return and
kill him in his lair, the players ultimately won the day.
The villain's plan was to steal back what the PCs' had
stolen from him using a diversion of fire and zombies, but
the player characters ended up on the winning side of the
equation. Though some of their stuff was stolen, they
managed to anticipate things, save the church, earn more
respect from the villagers, earn the favour of the priests
and their god, and keep most of their best weapons and
armour.
This week we'll see how phase 2 of the bandits' plan turns
out.
Thanks to the folks at the TT Forums for their help in
concocting this evil counter-strike!
(Note to my players: please don't read that thread! :)
Have a game-full week!
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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Dungeon Crawl Classics #28: Into the Wilds
Remember the good old days, when adventures were
underground, NPCs were there to be killed, and the finale of
every dungeon was the dragon on the 20th level? Those days
are back.
Into the Wilds sends the adventurers to Wildsgate, a
frontier keep beset by a wicked curse and savage foes. In
their battles against bat-riding goblins, savage cannibals,
and evil rebels, the heroes uncover rumors of a lost vault
left behind by the infamous thief Zamuk the Swift. Along the
way they meet villagers with hidden agendas, discover a
nefarious scheme, and learn the lore of the Wilds!
Dungeon Crawl Classics #28: Into the Wilds at RPG Shop
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Putting The Gods Back In Their Place
A guest article by Tim van der Hout
Creating a pantheon for your fantasy game world is
challenging. Deciding which gods to use, how they relate to
one another, and how they affect the mortal world are
crucial considerations if you want religion to be important
in your fantasy society.
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1. Creation
Ask yourself the following questions to set up your
fundamentals:
- Where do the gods and the world come from?
- What does the world look like?
- Where do gods reside?
- Where do spirits reside?
If you're searching for inspiration, research the mythology
or history of our own myriad cultures; the Greeks have an
exceptionally rich deific background, for example. You can
also look at existing campaign worlds, or modify the gods
that are usually in the core books for a given setting.
Editor's Note: My homebrew allows the worship of nearly
anything, from abstract feelings like envy or revenge to the
art of swordplay to Pelor from the D&D Player's Handbook.
Mortals in my world provide power to their gods by praying
or practicing acts that are in line with that god's ethos.
If you want grittier ideas, check out the Scarred Lands
campaign setting.
The world doesn't have to be round or flat. In medieval
times there was a theory the earth was shaped like a
tabernacle--a sort of religious boxy tent. My campaign world
is a flat disc with a hole where the sun rises through. The
area closest to the sun is lifeless coal, then sandy
deserts. The outer edges of the disc are absolute cold,
where the spirits of the dead reside. The middle regions are
the domains of the living.
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2. Scope
Keep the following tips in mind when working out the scope of
your pantheon:
- Start with only a few gods. It's more important to have
fewer, more developed gods than to have a broad coverage of
every portfolio you can imagine. You can always add more
when introducing new lands and cultures.
- Don't overwork. Write reasonable descriptions about half a
page for each god. Give the descriptions to your players.
- Give each god a unique identity. Make gods different from
each other.
- Make holy sites like temples and churches a prominent
fixture in your world.
- A god's holy (or unholy) symbol is also important. Make
each as unique as the god that bears it, and use the symbols
liberally in your adventures.
Also, don't force your players to choose a god to worship.
Leave those decisions to your clerics and paladins, and the
other PCs might become interested in your well-developed
gods on their own.
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3. Culture And Religion
When working out how religion affects the mortal races,
answer the following questions about your world:
- How are the gods looked upon in settled lands?
- Do the gods manifest themselves or work indirectly?
- How do they manifest (as a swarm of insects, a shaft of
light)?
- How many temples are there and are they visited regularly?
- Are temples really sacred places, or was each made by
mortals?
- Do gods grant special powers to followers? What kind? How
often?
- Are all priests capable of divine magic or only a select
few?
- How mundane is magical healing? Can you donate a few gold
and get a casting, or are most healers witch doctors and
quacks, or scientific surgeons using leeches and liberal
amputations?
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4. Mortal Immortals
Can gods die? How? Maybe gods can be slain only at certain
places (on top of the highest mountain), or at certain times
(every 299 years during the Summer Solstice). Answering this
question can change the fundamentals of your world. Consider
the ramifications of a god's death and the knowledge that
even the mightiest can be brought low by powerful mortals.
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5. History
Most real-world religions developed as society changed. When
people lived in caves and depended on animals, most gods
were seen as animals, animal spirits, or humans with animal
features. When cities rose and agriculture developed, men
placed themselves in the places of gods, and gods became
like men and women; they fought, made love, and hated. At
the end of the philosopher's age, a new religion dawned
governed by one god who created the earth.
Consider where your NPC mortals are in their development and
use that knowledge to shape your pantheon.
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6. Naming
A god's name is important. It should reflect who they are by
having a specific voice and tone. Take time to research your
gods' names before choosing them. Come back to your gods
after your world has taken shape and revisit their names. Do
they still fit?
Most gods are known by several different names or
descriptive titles. Examples are Loki the Trickster and
Pelor the Shining One. Be creative and write a few for each
god to use in different situations.
Editor's Note: A god's title is particularly effective when
used to flavour a character's signature move or ability. Try
"Heironius' will is my own; begone!" the next time you turn
undead.
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7. Description
What do the common folk envision when they talk of the god
Helios? Does he ride his chariot on the southern wind
(zephyr) dragging the sun across the sky, or is he a giant
yellow eye watching all? There's a big difference.
How a god is perceived, or how that god manifests himself to
his people, often helps you measure his alignment, his
ethos, and what actions he might take. Plus, this is a great
chance to unleash your imagination.
For example, a warrior god on a chariot might not care about
how people conduct business transactions, while a giant eye
might weigh every second of every day. A vigilant god
combining both ideas might appear as a blind swordsman, a
blazing eye tattooed across his chest.
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8. Portfolio And Deity Relations
A portfolio is a list of intangibles a god is associated
with--ideas or ideals the god maintains through practice and
protection. Possibilities are limitless, and might include
an alignment, an element of nature, animals, magic, science,
education, war, love, hate, marriage, honour, truth, or
knowledge. Use the following tips while developing your
portfolios.
- Stick to four or so portfolio items per god. This will
help you isolate the most important elements of a god's
portfolio, and will prevent your gods from stepping on each
other's toes (unless you want to develop conflict over a
portfolio item).
- Look to your world when deciding on portfolio items. Keep
them as important to the mortals as they are to the gods.
Gods should have relationships with each other to make
things interesting. Gods who cheat, fight, and lie to each
other can do great things to a campaign world by providing
flavour and instant plot hooks. To begin, make a simple
chart or plan with your major deities and how they relate to
each other; friend, foe, neutral, or something else.
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9. Role In Society
Each god's followers should be as unique as that god, and
not every god will be worshipped equally. Holy sites should
reflect this, with a forest "temple" maybe being little more
than a grove, or with a church of a god of combat doubling
as an arena. You need to consider how followers worship. Is
there daily mass? A monthly tithe? A weekly congregation?
Put down the basics for each god and you'll be well-equipped
to introduce his followers to the PCs.
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10. Duty
What are the responsibilities of priests, shamans, or monks
of a given god? Do they perform marriages, organize
festivals, advise, preach, or maintain the law? Write a
short description of the responsibilities for each god's
favoured few.
A priesthood can become powerful through its duties. By
advising warlords or nobles, maintaining order, and earning
the trust of the common people (like the Jedi council in
Star Wars), they can exert incredible influence in many
situations. The following list of priestly considerations
was taken from the Complete Priest's Handbook, which is an
excellent source when creating a pantheon.
- Devotions
- Guidance
- Marriage
- Missions
- Omen-Reading
- Vigilance
- Rights of the Priesthood
- Church Trial
- Coronation
- Tithes
- Separation From the Faith
- Rule
- The State Religion
- Restrictions on the Priest
- Celibacy
- Chastity
- Clothing
- Contamination+
- Mutilation++
- Gender requirements (if any)
+ Contamination covers people, items, locations, or foods
which are better left untouched.
++ Mutilation is making a sacrifice demanded by a God or
priesthood.
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11. Knights, Crusaders, And Templars
Some religions train warriors to perform special tasks. Most
are brave, honourable warriors fighting according to the
strictures of their ethos and the commandments of their god
and king (although an evil god of trickery would have little
use for honour). The knighthood should embody everything its
god stands for, and most gods, even if they don't have
prominent legions of shining knights, have favoured warriors
that are feared or respected by outsiders.
Editor's Note: In the early stages of a new world you
probably don't want to dive into creating a new order of
warriors from the ground up. In D&D, this begs for a new
prestige or even a core class, and that's a lot of work.
Unless you need detailed statistics for an encounter, you'll
be better off waiting until the campaign has taken shape
before inching onto that particular tightrope. A name and a
physical identifier should be sufficient to flavour the
campaign and build an identity for later.
* * *
Acknowledgements
Most of my examples are from the great books of Tanith Lee,
the crown princess of fantasy fiction, and tips were taken
from the Complete Priest's Handbook from TSR.
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Readers' Tips Of The Week:
1. Railroading Due To Genre Or Play Style Commitment
From: Kenneth Gauck
Railroading is the result of a communication breakdown
between players and the referee. One side failed to explain
what they expected from their RPG. Referees can make the
mistake of explaining what kind of game the players are
playing and then use his narrative power to play the game he
planned no matter what the players do. The same can be true
of players, and the key is communication.
Different players and referees have varied levels of genre
commitment. In general, railroading occurs because the
referee has a stricter genre (character/rules/story)
interpretation than the players. Sometimes it's the love of
a genre that gets a person to want to make the investment to
create a world and offer to run a campaign based on that
vision. Players need to recognize a referee whose commitment
to a certain vision is going to be a problem for them.
I once ran a Star Trek adventure in which players beamed to
the surface and took innocent hostages because they
anticipated trouble. The only logical consequence of this
action was a court martial. The game broke down into a
discussion of whether the genre was realistic as portrayed
on television. My point is, no matter what time, setting,
and genre you play, it's far less important that it be
realistic than all the players be interested in playing the
game.
Even when this doesn't lead to railroading, it throws the
referee off as they spend in-game time trying to figure out
what the players are doing and inventing logical
consequences. I know a guy who prepared a Star Wars campaign
with several overlapping plots and so forth all based around
a group of lovable rogues on the wrong side of the law who
nevertheless would be the story protagonists.
Instead, the players played psychopaths and lied to, stole
from, and frequently killed everyone they came in contact
with. This was a radical departure from the smuggler with a
heart of gold (say, Han Solo) that the referee had
anticipated.
After two or three sessions of this, I figured out this was
Bonnie and Clyde in the Star Wars universe. I suggested the
referee look over stories of John Dillenger, the James gang,
and other cases where people are totally outside the law and
eventually the amount of force brought to bear against them
results in a last stand where everyone (or someone powerful)
the players have crossed finally makes them pay for what
they have done. Of course, the players could always change
course and start playing differently, but as long as they
lied to, stole from, and tried to kill everyone they
encountered, a Bonnie and Clyde type campaign of escalating
violence and fleeing seemed the best direction for the game.
Trying to railroad the players certainly wasn't the answer.
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2. Free Homemade Firefox Combat Tracker
From: Ian Toltz
I've been working on a javascript combat tracker for D&D. I
like to think of it as an interactive DM screen, akin to the
piece of scrap paper I usually keep handy for writing down
health totals and such. It features an intuitive drag-and-
drop interface to reorganize things as you please, such as
by initiative order, and a method of saving the characters
and their layouts (limited by the JavaScript that powers it;
it requires copying a text box that pops up, and pasting
into a defaults.js which comes with the software). There's
also a method of adding custom rolls to characters, such as
spot checks.
I hope you and your readers will find it helpful!
Play with it online.
Or download it to your computer here.
Unfortunately, it only runs on Firefox.
Oh, I forgot, if anyone has any feedback they can reach me
at this e-mail (itoltz -at- gmail.com).
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3. Character Generation Breakdown
From: Kit Reshawn
Character creation is an important phase of any campaign.
This should be obvious since it gives you your characters
that will be playing through the campaign, and also can
determine how inter-party relations may play out. This is
especially true if each player has written a history for
their character, adding in great potential for roleplaying
and plot hooks. While character creation can be a great tool
if done properly, however, it can also cause problems if
done improperly.
There are several general ways to approach character
creation. Each has its own uses, benefits, and pitfalls. The
trick is to pick the proper one for what you are trying to
do. Which you pick depends on the specific situation, your
goals, and your players.
Pre-Generated Characters
Pre-generated characters are created before campaign play,
and are then given to the players. Pre-gen characters
eliminate character creation time, puts character balance in
your hands, and won't confuse or intimidate new players.
The downside is it limits player choice. In addition, if you
assign the wrong character to the wrong player you will
probably end up with a thief who wants to play a mage. One
way around this is to simply know your players well. A
better solution is to have a good collection of PCs already
generated, allowing players to pick from the pool. That way
you can have good control on what gets in, while still
making sure you don't lock anyone into a role they do not
want.
Assigned Roles
On the first session have the players choose characters from
a hat. Each slip of paper will have a brief history of what
that character's current goals are, as well as a list of
classes to pick from that make sense. It can also have a
list of mandatory flaws/gifts to pick from and other plot
relevant info you want to be exclusive to that character.
This method is nice because it gives players a lot more
control over their characters while still keeping it easy
for the DM to plan around them. Some players actually find
it fun to have some of their history already set that they
can build around and make more interesting. It also gives
you a good way to have the party start out together and have
pre-made plot hooks already in place. Finally, this is a
good way to set up inter-party conflict by giving players
conflicting goals.
The pitfall here is being too strict. Give at least 3 or 4
classes to pick from, and the same with any flaws/gifts a
player may have. Keep the history you provide as bare bones
as possible while still accomplishing your goal. Try to
avoid making anything required. If you make the directions
too strict you might as well just have pre-generated the
characters yourself. You might also allow players a single
redraw or two so, if they get something they really dislike
or think they cannot play well, they have a second choice.
Group Generation
At the first session have everyone get together and decide
what they want to be. Let the players work out their own
party balance and histories together so they feel happy with
the party they have made. This is an especially nice option
if you have a campaign where you want everyone to mesh well.
The big benefit of this is that you don't have much work to
do. Since everyone is working together, you can expect to
have a strong and balanced party, and you generally end up
with a good way to start out everyone together.
Sometimes players have differing views on what a fun party
should be and you may need to mediate. Sometimes you can
also expect a twinked out party depending on who you are
playing with, so you might need to have a final approval for
each character. The flip side to this is experienced players
will help new players learn how to generate characters, and
will be on hand to help you answer questions.
Individual Generation
This is where you have your players generate their
characters with limited contact with each other, and then
come to you for approval. You might end up with an
interesting party mix and having the players learn to deal
with it. This often leads to interesting interaction and
conflicts. It also adds a bit of realism from the fact that
sometimes you just have to take what companions you can find
rather than what would be ideal. Finally, this lets each
player control their character and its history.
You should watch for power gamers and munchkins with this
method, and be prepared to deal with railroading early on
when it's difficult to get the party to work together.
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Chat with Johnn - June 16
I'll be hosting an online chat at psionics.net. Any and all are
welcome to swing by with bricks, bouquets, questions,
tomatoes, or just to say hi. Exact time in the evening is
TBA. See you there!
Chat with Johnn - June 16