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Showing posts with label Religion. Show all posts
Showing posts with label Religion. Show all posts

April 3, 2009

The Multiverse is REAL!

Just watched this Youtube video about a theory that there is a multiverse rather than a universe.



It's amazing to see how some of these theories mentioned are so similar to the D&D cosmology. The baby universes sounds like demiplanes and the Far Realm could be a parent of the current world (imagine the horror!). There are also some good homebrewing ideas to base on this theory of creation.

The implications of a multiverse theory gives us a new perspective on how we should treat religions in D&D. Maybe the gods have this knowledge of the multiverse and that the main motivations of the gods are battling for a much higher stake of cosmological dominance than they would have their clerics and paladins to believe in their faith. Perhaps only the Invokers are let on in this little secret?

This could be one way to look at planar campaigns for those who can't wrap their heads around it.

Tell me what do you think?

March 22, 2009

Questing's Readings - Player's Handbook 2 Edition

This week, the Player's Handbook 2 is finally released and gamers had a chance to try out the new classes in their FLGS that were participating during the WorldWide D&D Game Day.

If you've been following up to the launch of the book, you may notice that some of us got our hands on a copy of it before the release and they've been showing us their shinies. Now that the book is out, some other bloggers have also managed to get themselves an early copy.

If you are not sure if you want to buy the Player's Handbook 2 or just can't wait to know what's in it before it arrives at your doorstep, this week of Questing's Readings special edition is just for you.

It's filled with previews of the classes, reviews of the book, how to use the book in your game and even a chance to win a copy!

So take it away.

A Hero Twice A Month
Learning to Fly: Addendum
Rob is spreading his wings with the Player's Handbook 2.

At Will
Player's Handbook 2 First Impressions
The gamefiend sharing his first impression about the PHB 2 and talks about the power sources.

Campaign Mastery
50 Barbarian Hooks for Player's Handbook 2
No previews for this one but as a consolation, here's 50 ways to incorporate barbarians into your game.

cbpye.net
The Player's Handbook 2: Page-by-Page (Part 1)
Christopher talks about the races chapter and a bit about the artwork.

CriticalAnkleBites
The PHB2 Druid - Nature's Schizophrenic
Building a druid character and answering some questions about the class.

Critical Hits
Avengers: Batman is a Divine Striker
A preview of the Avenger.

PHB2 Roundtable: Classes
Dave and a few other bloggers share their thoughts on the new classes.

PHB2 Roundtable: Races and Other Topics
Dave and the bloggers again on the new races, backgrounds and feats.

Flames Rising
Player's Handbook 2: A Look at the Shaman
A preview of the Shaman.

Game Cryer
Player's Handbook 2
The Game Cryer, Chris Perrin reviews the PHB2.

Geek's Dream Girl
Spring Break Bard Contest: Win a D&D 4e PHB2!
E is giving out a copy of the PHB2 if you can come up with a concept for the bard. If you're reading this here for the first time, then hurry! She's picking a winner on Monday.

Gnome Stew
Player's Handbook 2 Preview: A Veteran GM's Take on GMing and the PHB 2
Have fears about what your players will be able to use with the PHB 2? A GM's review of the PHB 2 and how will it affect your game.

Icosahedrophilia
Celtic connections in Player's Handbook 2
Finding the pot of celtic themes at the end of the Player's Handbook 2 rainbow on St. Patrick's Day.

Incredible Vehicle
I has the P to the H to the 2, 4 real
A good look into the racial and class combinations from the PHB2.

Musings of the Chatty DM
Players' Handbook 2 Preview: The Warden
The Chatty DM can't stop talking about the Warden.

Newbie DM
What should new DM's expect from the Player's Handbook 2?
The Newbie DM giving us a summary of the book's content and what to look out for as a DM.

Stupid Ranger
The Sorcerer: Destruction Personified
A preview of the Sorcerer class.

Customizing Your Character with the PHB2
A preview of the new options in the PHB 2; backgrounds and the variant ritual book.

PHB2, Races New and Old!
A look at the new races, Deva, Goliath and Shifter in the PHB 2 and the racial paragon paths.

Striking a Musical Chord
Stupid Ranger raving on about her beloved bard.

PHB2 Release Day is upon us!!
Dante listing down his favorites from the PHB2.

The Core Mechanic
Players Handbook 2: The Invoker ... a REAL Bad Ass
A preview of the Invoker class.

Uncle Bear
Player's Handbook 2: Bring on the Bards
A preview of the bard.

Player's Handbook 2: Gnomes Return
Uncle Bear rejoicing the return of the gnomes.

Player's Handbook 2: New Races
Introducing the new races.

Player's Handbook 2: New Classes
A summary of the new classes.

November 19, 2008

4 Fundamental Questions That Religion Should Answer in a Fantasy Setting



It's been a while since I would imagine myself contributing my fair share into a blog carnival. Last month's Superheroes was just a subject that I was too unfamiliar to crack. This month's Religion while broad has managed to produce some really interesting and insightful pieces on the subject thanks to the wide amount of talents and thinkers in the RPG bloggersphere (that just keeps getting bigger!).

So here I go, with my first post (hopefully more will come) on Religion and here's hoping that it would be just as good as those that came before it. The title says it all so take it away.


Religion plays a big part not only in the lives of just the wandering adventurer but also to the common folk that stay in their farms and towns. Its influence can be overraching beyond the character's expectation and the fervor that it causes could even frighten the most toughest of adventurers. Faith is a power that cannot be underestimated, many good and evil has been and can be done in the name of faith, religion and gods.

Psychology aside, religion also plays an important part in fantasy settings because while scientific explanations is not usually embrace for explanining the planes, cosmology and magic, religion is one of the key knowledge that people see as the most acceptable (if not logical) explanation to the mysterious and supernatural.

These fundamental questions should underpin some of the important aspects of how religion plays a part in making a fantasy setting more alive to your players and at the same time provides a guideline for homebrewers when they are making their own pantheon for their setting.

What is the source of divine magic?
In a fantasy setting like D&D, there are classes which are inclined to a divine power source which grants them their spells. Clerics and paladins, for example, rely on their devotion to a divine source which translates into giving them powers for their devotion.

Religion should give a proper explanation of where the source of their powers come from because it is the first act of will of the gods that is prevalent from a cleric than a wizard. Divine servants are mortal beings empowered by their faith and how that faith translates into manifestable power is going to be the first question that people will ask when they see it on a daily basis.

The simplest explanation given in 3.x D&D is that gods had the ability to grant spells to their followers. They only have to pray, meditate or dedicate a certain number of hours at a particular period of the day and they will be rewarded with their spells.

But what if you wanted to try something different? What if divine magic did not come from the gods?

In the Forgotten Realms before the Spellplague, while clerics were granted their spells by their gods but the source of energy that powers their spells still comes from the Weave which is the embodiment of Mystra, goddess of magic.

This is one of the first mysteries that when designing of using a published pantheon that a DM should be able to give a straight answer to his players who needs to know an answer. Naturally, there could be many versions of the truth for different deities and pantheons but a cleric needs to know who is powering his/her spells and how.

Who are the gods?
As a servant of the gods, the servant must know what kind of relationship he/she shares with their patron. Naturally as a servant of a god, there is a bond that the servant must feel that he/she shares deeply with their god that would give him a source of power for his faith.This could depend on how the god/pantheon normally operates and the possibilities in a magical fantasy setting can be much more than in the real world.

There are many settings (Birthright, Forgotten Realms) with examples that gods had or do walk the earth alongside their mortal worshippers which means that the worshipper is able to see their god and interact with him/her/it physically.

Then there are gods who remain distant (Eberron, Dragonlance?) from the affairs of mortals and only provide their own words of guidance when they worshippers call their names or never give them an answer at all.

In 3.x and older editions, these answer will have implications on how spells like Commune or other divine divination spells work.

Only by being informed on how the gods will respond to their worshippers will their servants know when to call upon their name and have a greater understanding of how their work would expand the grand scheme of things in the universe/cosmology at large.

What happens when I die?
One of the main reasons why people believe in religion is to have an insurance against death and joining the clergy is one good way to get top marks in getting the best benefits in death. The reward that awaits after death is a great motivation for a servant to dedicate his/her entire life in the service of one god.

Thus the details will need to be laid out on why dying or being a matyr in the name of one god is better than the other god. One of the most common reward anticipated in a religion on the matter of death is going to heaven; a promised land where the soul can rest eternally in the most absolute and ideal way as possible.

Will a cleric for the god of war be satisfied if he is promised that he will be taken to the land of eternal peace and pacifism or the land of eternal battle, bloodlust and bravery?

Then there is also the issue of death and resurrection. In D&D, this is a quite a common question and problem because raise dead and resurrection spells are accessible by higher level clerics. What happens to the soul when it leaves it mortal shell? Does it suddenly wake up and find itself in whatever fate it is suppose to deserve or a spiritual journey must be taken to complete his exodus to the heavenly/infernal realms?

How are resurrection spells suppose to work in the context of how death, soul and heaven/hell is interpreted by that religion?

Perhaps souls that have reached their final destination and have passed through the gates of their metaphorical heaven means that the soul has committed itself beyond the mortal realm and cannot be called back to the living?

Then how does this answer the question about the position of the undead and the process of creating undead?

These are important questions because death and undeath is a common issue in most fantasy settings especially in D&D.

What is the Meaning of Life?
Modern monosthetic religions in real life have teachings, scriptures or doctrines that tends to tell mortals how to live their lives. A person who follows these tenets to the extent that he/she preaches them to others should have great foundation of belief in those values that he/she thinks could change the world.

By answering this question, it becomes very useful for players to roleplay their divinely enlightened characters. It usually starts with a few core values of what the god believes makes the world go round, what it should be and finally comes down to the mission.

Missions are the greatest pointers on how a cleric or paladin should act and lies as the main motivation for his/her action in everything they do. It has becomes the sole purpose that they believe that their god has given to them in life and this is what they must do. Although the application and implementation of their actions in accordance to their mission is widely variable to subjective repercussions but at least it gives them a sense of meaning for their actions, justified or not.

Whether it's the mission to evangelist and convert every non-believer into neophytes of the One True God, to enhance the knowledge of the ignorant folk for the god of knowledge or to slaughter every orc man, woman and child that is the abominable offspring of the orc god in the name of Moradin, the Soul Forger.


There could be more questions that needs answering and I just wrote whatever that popped in my mind. I really don't mind if any of you had others to share and your views on the subject. Hope you enjoy this and let me donate my modest contribution to this month's blog carnival.

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