Introduction
– How Fare The Gods?
Ever so often, the rpg gestalt
will shift in its astral slumber, lips a’twitch into a grimace as the thought
coalesces: “atheists make no sense in a fantasy rpg setting”.
Religion is a thorny subject for
contemporaries, one that resists translation into rpg mechanics. Most – if not
all – renditions of the game are perfectly content to reduce the divine’s parcel
to so much background radiation, a trope that would feel amiss if left out, but
whose presence is treated with detachment, certainly not expecting of the
player to indulge in reverence in a way that would incense our modern
sensibilities. Polytheism, if given lip service, is mostly treated as some form
of chained monotheism, with each god as distant and unapproachable as the
capitalized entity.
It is understood that monotheistic
mores of complete submission (strangely sooner enforced indirectly through
constructs such as “alignment” than religious piety) clash frontally with the basic
appeal of rpgs: the whole “do what thou
wilt” premise that has us seated at running after running of this
collective exercise of ingenuity, gambling and one-upmanship that we call game.
Taking after the classics comes a
desire to translate the ancients’ take on polytheistic worship to the game
setting. This presents a few salient challenges, namely:
How to make religion important to player and character alike without it
being burdensome and all-consuming? How to get characters to attend religious
ceremonies as a natural course inherent to the game setting without being crass
or heavy-handed about it?
How to balance knowable mechanics with the unknowable misteries of
religion and godly whim?
How to make distinct deities relevant in a polytheistic fashion?
How to represent the tangled web of relationships between gods and
mortals without overloading on complexity?
How can a single system cover both mundane character classes (i.e. the
majority of them) as well as classes with a religious raîson-d’être?
This isn’t my first approach at
the subject, as I aim to simplify the system as much as reassert the previous reasoning on this topic: Imperfect
deities patterned after human behaviour, somewhat distant but yet able to
affect reality, lumped into fractious pantheons are integral to emergent
sandbox play.
Deities… and aspirants to demigodhood
Unlike, say, an overhaul of the
combat system or rules for tackling an adventuring situation, blanket rules for
religion can be kept at arms length for the average character, with no forceful
need for interaction with sacral worship unless the player so desires (or
unless one’s character class revolves
around it). After all, it is eminently acceptable to enforce rules that state
that a character cannot live without food and drink, but such is not extendable
to a life void of prayer and devotion.
In response to the challenges
listed above, there are certain conceptual boxes that beget checking, no matter
how incipient the effort turns out being:
- Optional involvement, requiring
active interest from the player (make it a resource, not a tax)
- Diminishing returns (don’t want
to overemphasize a secondary facet of play)
- Transparent mechanics but incomplete
knowledge of outcome (minimize arbitrary calls while emulating the unknowable
nature of the divine)
- Reduced overhead (both
mechanically and conceptually, as the number of gods to a pantheon should be
kept manageable)
The watchword here is
utilitarianism, however indicting the term may sound, something that I don’t deem
possible (or even desirable) to transcend, for it is the only way for religion
to have an honest say in a game that’s ostensibly about free will: The keeping
of faith with a deity is a relationship based on giving and taking. Believers
make tangible offerings and sacrifices through rites of worship and priests
receive spells and divine guidance, while mundane characters settle for minor
divine aid, all of them tools for thriving in the setting.
Note that, in aknowledgement of different
strokes for different settings, the purposes of this post dispense with the
need to touch upon any deity’s concrete identity – grounded or fictional – or
character. The musings here expounded won’t require anything beyond fired clay
placeholders.
Soliloquy over, time to serve up
some stilted rulemongering.
1.
Standing
with the Gods
A player-character is held in varying degrees of esteem by
each deity in a pantheon combining to produce a character’s stead with the Gods,
these values are only determined strictly when needed and are kept under wraps
by the referee.
·
The roll
at the heart of the system is a typical reaction roll, made on 2d6, adjusted
for Charisma
·
A materialistic exchange guides all interactions
with the divine:
o
Whenever a deity is worshipped or honoured with
offerings or a promise, the character’s standing potentially improves
o
Whenever a deity is petitioned and beseeched for
boons (spells) or direct aid, the character’s standing potentially lessens
·
At the outset of play each player-character is
counted as being outside the gods’ notice, not having offended nor called upon
any among them to any significant extent
·
Once a character takes a stance on the gods, be
it through worship, calling upon a deity for aid or acting in a way markedly pleasing
or displeasing to one, the referee will make an appropriate reaction roll to
discover what is the character’s stead with that particular deity, noting down
the result.
2.
Worshipping
Deities
Worshipping the Gods through ceremony
Followers renew their bond with a
deity by attending a religious ceremony on a duly consecrated structure (the
size of which caps the results, as per the table)
·
A new reaction roll is made by the referee every
time worship rites are partaken, keeping the highest result
·
Clerics, on account of their close link to the
gods, get extra dice when attending temple ceremonies, rolling 3d6 for
non-patron deities and 4d6, dropping lowest, for their patron
* all results granting divine favour ignore Charisma adjustments (unless filtered through a Ceremony modifier, as below);
Ceremony modifier (+ 1/2/3/4)
A grandiose ceremony will please the deity and benefit all those in attendance, relying on four pillars to unlock a modifier that applies to all participants:
·
Size of the house of worship: Shrine, Fane,
Temple, Grand Temple
·
Number of worshippers in attendance: 10, 100,
1000, 10 000+
·
Value of offerings (money invested in the
ceremony, in silver pieces): 100, 1000, 10 000, 100 000+
·
Charisma score of the officiating priest: 13-15,
16, 17, 18+
All four pillars must be present
and only the lesser among them is counted to determine a ceremony’s
modifier
Pleasing or Displeasing the Gods through action
Each divine entity has a domain
governing one or several facets of existence. That domain will logically
produce a list of acts pleasing and displeasing to each deity; these cannot be
properly enumerated but must instead be discretionarily determined, each time the player being duly informed that what he’s about to
do could potentially please or displease a deity. Given that deities also maintain
rivalries inside their own pantheon, offending one might mean garnering esteem
with another.
Only significant actions are to be counted, this is not an exhibit for
“religion as infallible tool for social control”, but rather aims to represent
the myopic concerns of fractious polytheistic entities, with occasional nods at
a greater sense of cosmic justice only when dealing with things on the scope of
parricide, fratricide or outright atrocity, not something bound to turn up on
your average running.
The most basic and direct way to
displease a deity is to attack its luminaries and places of worship or to lay
devotion at the feet of a rival from another pantheon (example: looting an old
tomb for values would not alter a character’s standing with a god of the
underworld, whereas desecrating a hallowed and ostensibly dedicated resting
place could)
·
Whenever a character indulges in acts pleasing
or displeasing to a deity, the referee makes a new reaction roll, appropriately
replacing the current rating if it is higher (pleasing) or lower (displeasing).
·
If the nature of the act is noted as being
particularly offensive or pious, the roll can be made at Advantage or Disadvantage
(rolling an additional d6 and dropping highest/lowest)
Important exception:
·
If the roll comes up an unadjusted “12” on a
displeasing act or an unadjusted “2” on a pleasing act, these results are counted
as “high esteem” and “low esteem” respectively, superceding the action’s
superficial logic, as it might happen that the deity wishes to test its
erstwhile champion, that it is amused by the character’s defiant transgression
of its mores or that an apparently pleasing act has actually interfered with
the deity’s underlying schemes and plans
Devotional Promises
Outside of temple attendance, a
character can exceptionally attempt to improve his lot with a deity by
promising to further its name in deeds or material offerings, this counting as
an act pleasing to the deity (prompting a roll to increase the character’s esteem)
·
A promise is verbally communicated to the deity
(meaning the character needs at least a full round to effect its delivery)
·
The rarer the promised element, the greater
worth will the promise carry:
o
Examples of promises include donating riches,
making sacrifices, sponsoring ceremonies, converting unbelievers, slaying
heathens, making a pilgrimage to a holy site, embarking on a crusade, toppling
a rival temple, finding and donating a prized artifact to a temple or slaying
an infamous enemy of the deity
o
Deities crave variety: a character will gain
nothing from promising that which a deity has already been offered during the
course of a running (meaning any promises jotted down by each player must be
retained, even once they’re crossed over upon fulfilment)
· Characters can have only one outstanding
promise to each deity at a time, though that promise can be further elaborated
(increasing the amount, value or rarity of what is promised) on separate
occasions
·
A character who, given the opportunity for even
partial fulfillment, reneges on his promise to a deity will be penalized with
permanent disadvantage on further interactions with that deity until ammends
are made, either by fulfilling the promise belatedly or making good on another
promise of similar or greater worth
Godly Favour
Mere mortals can occasionally
pique the fleeting interest of a deity, achieving a temporary exaltation known
as favour
·
Whenever
a character favoured by a deity would lose esteem the player rolls the favour
die instead, retaining the deity’s favour on any result other than “1”
o
If a “1” result comes up, the favour die is
reduced by one size
o
Once the character ceases being favoured (a 1 in
d4 is rolled), his stead with the deity is rolled anew on 2d6 as normal
·
Unlike esteem, being touched by divine favour becomes
open knowledge to the player once the character gets the first use out of the blessing (who should then be noted down on the character sheet), though the character’s outwardly appearance belies nothing about this
fact
·
A character cannot be favoured simultaneously by
opposed deities
Godly Wrath
If the mortal oversteps his
boundaries, interfering with the divine or demanding too much in return for too
little, he may be struck down where he stands
·
Godly wrath is triggered:
o
When a character with a current esteem of “2” actively
beseeches the offended deity (the rating by itself being inert until the god is called upon)
o
Immediately upon a natural “2” being rolled when a
character takes an action displeasing towards a deity
·
The shape and violence of godly disapproval will
vary widely with the individual deity, be it withered limbs, blindness, spontaneous
combustion or lightning strike, the system for representing this is simply a
roll on the dismemberment table – interpret any middling results as a warning
shot or chalk them to intervention by a rival entity (a roll on less
dice/applying a modifier may be justified, if the wrath was brought on by something truly heinous)
3.
Beseeching
a Deity for Aid
In exchange for all of the above,
the Powers can occasionally be called upon to intervene and tip the scales for
their faithful
·
A deity
can only be beseeched for aid relating to a domain over which it holds sway
·
The beseeched deity must be verbally adressed (minor
action) as the referee verifies the character’s current standing with the
deity, if the character is held in high
esteem, aid is provided, otherwise none is forthcoming; In any event, the
deity’s stance is immediately rolled anew by the referee, keeping the lowest
result
o
The form of divine aid is not preestablished,
but will generally consist of rerolls or Advantage
on rolls associated with the domain, from guidance to the sword arm on an attack
to a plea to placate inclement weather or a prayer to avert danger on a journey
·
If a group would collectively benefit from
divine aid, it is only forthcoming if the majority of the group is held in good
standing, with the consequent reduction in esteem applying to all of the
characters; Those who are favoured count as a number of characters equal to the
die size
·
The Gods like best those who help themselves: the esteem of a character who calls upon
the same deity more than once in a single day is rolled down at Disadvantage (including any favour die rolls)
Closing Thoughts – finding further uses for the system
As it stands this is a pretty minimalist system but one with a fair margin
for expansion, here are a few examples:
·
Certain items may require favour or that the faithful
be held in high esteem to be usable
·
Some obstacles (barriers, traps, alarms) may
interact differently according to the faith rating of those who trigger them
·
Conversely, certain supernatural creatures may
react differently to characters held in high or low regard by a certain deity
o E.g.
certain undead targetting first those that the god of the underworld dislikes
or beasts reacting positively to those favoured by a sylvan deity
·
Spells borne of divine magic may gain extra
effects or target only certain characters in accordance to their standing with
the divine