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[Clerics]When do the Gods speak to them?

Started by Serious Paul, September 25, 2007, 02:41:22 PM

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Serious Paul

So how do you handle the connection between the Clerics and their Gods? Do they have a direct open two way line? Or is it a one way thing? Or is it faith based? I want to explore this relationship with my player, but I need to think about where the limits are, and what sort of things can we do to make this fun-with out overwhelming. Any input?

Serious Paul

My player is a Cleric of War, his diety the chief of the pantheon. His diety is a chaotic good god of war and storms-loosely based on Zeus. He is a self righteous prick, who knows that he is the head honcho of the good gods, and expects everyone to simply fall in line behind his word-which he knows to be absolutely righteous.

I imagine him as disdainful at times of his clerics, whom he sees as flawed and frail, and I imagine him as speaking down to them at times, simply expecting them to follow his orders with little in the way of explanation at times. He is definitely above mans law, and considers his holy word to be authority that men should strive to follow his word, which is the way.

He is not opposed to his clerics making war, and in fact encourages them to strike down evil where ever they see it.


More later.

TonyLB

Well, I let my players run with it a fair amount, but my personal take on matters is that it can be really hard to distinguish that "small, sweet voice within you" that is your God giving you wisdom and instruction from that "small, sweet voice within you" which is your unrecognized motives and impulses.

I get a lot of folks saying "We're on a mission from God!" with great sincerity when, in fact, they're clearly just following their character's personal obsessions.  And I'm fine with that ... it's fun to watch how they deal with the dichotomy.

If I had an actual God come down and say "Uh ... hey, Renfrick ... you know that I would never have advised you to do this crazy thing, right?  Okay, good.  We're good then.  Carry on," then I'd spoil all that :D
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Spike

In all the games I've played in, this never really came up.  Clerics had 'awezome Powerz' or whatever, and the ability in some games to pull the fat from the fire with a d20 roll for divine intercession.

But actual 'mano e mano' conversations? Nope, not even attempted.


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VBWyrde

I have this depend on the level of the Cleric in a general sense.  First, once a person commits to a specific deity and becomes a cleric, it is not typical for them to switch, and so they usually have a long term relationship with that deity.  So I try to build that relationship up over time.   At first they may have one significant vision that 'hooks' them, and basically says, "Yes, you're really a member of the Deity's gang" and that should be a positive experience for the Good Guys, and a wierd/scarey (but thrilling) one for the Bad Guys.   After that the higher Clerics are their principal points of contact with the Diety.  Then, one day, something New happens, but still subtle and usually out of the blue.   A Dream, or a Vision, or an Artifact of the Deity is found, or some event occurs that is Special.   Then more plodding through the world gaining levels and powers and trying to achieve the Deity's favor.   If they do well then one day they get another Vision or Dream or something.  But all along I try to make sure that whatever it is that they are doing is in alignment with the Deity - because if it isn't then bad sh*t happens in various subtle or not so subtle ways.   The village they take care of has a big fire which they might have accidentally been involved in (knock over any oil lamps lately?), or a bad omen occurs in town (seen any five legged pigs lately?), or the head Cleric of their temple fumbles the Cup of Quaffing at the morning ritual and spills it on the character's shirt, looking omenously like blood... or some such.   I try to give the impression overall that the Deity is around... and aware of what the Character is doing... but not directly on his case and it is veeeeeeery rare that they will actually meet the Deity at all unless they achieve a truly worthy level.   And if they ever do meet the Deity it's after a long build up and usually at a moment of great significance in the overall Campaign as well as the Character's life.   The day the Dark Hordes rise from the Black Marsh, or when the King dies and the Prince ascends the Throne, and/or ... etc.   I think you get the gist of it.   That's how I try to pattern it, but I tend to play long term campaigns so it works for me.  In short games?  No way.
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ancientgamer

I would play by the personality of the deity, what domain he, she or it has, and take account the history of the god in question.  For instance, maybe nobody gets to talk to their god but intermediaries are sent down ocasssionally to give messages, visions and whispers can do wonders, or perhaps the god or goddess is louder...the rumble of the earth could mean something, or a lightning bolt strikes close to the character.

In short, there are a lot of things you can do other than ignore the issue or have direct conversations.
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