In D&D, typically it is a given
that the gods exist (the way the cleric and paladin classes are
written in 5th edition don't help, either) and are very
powerful (9th level cleric spell anyone?). However,
depending on the world, the gods can have various degrees of
influence and have various limits. Personally, I like to run games where the gods exhibit
these kinds of limitations, and for this reason I will discuss various ways
to achieve this effect. Each type can also be applied to individual
gods in order to create some variety.
What a Cleric/Paladin Is
In some games I
have played you could be a cleric or paladin that wasn't worshipping
a god but instead an ideal. Allowing this allows doubt to be cast on
the power or even existence of the gods in the world (if you want a
D&D game where the gods aren't present, this is an easy way to
have that). The definition used will have effects through the entire
campaign.
Benefit
When dealing with
unreliable gods, the players' actions are put into focus and they
cannot rely on divine intervention. It also allows for different
world and stories to be told and different characters to be created.
As with everything else, this becomes a Dungeon Master choice and I
have played in some very good games of D&D where divine
intervention could and did occur quite often. However, it is
important to factor this into the world itself as it can and probably
will have story and game complications (at the very least they'll
need an opposing god to bring things to a level playing field and
cancel out their divine help).
A World with Doubted Gods
Originally, the
reason I even wrote this article is this topic. One type of world I
enjoy is where the players are never quite sure if the gods their
characters believe in exist. This can be used to great effect in
worlds with multiple cultures and multiple pantheons of gods.
However, how can we create this effect? The below are elements that
can be used individual or combined in order to try and create this
effect but they can also be used as ways to create unique settings or
gods instead.
Unreliable Power
One way to create
a world with unreliable gods is to make their powers to help in
situations unreliable. This means that players cannot rely on divine
help, though they can expect it randomly to remind them they are in
good or bad favour with one (or at the very least unnaturally lucky).
In such a case there are gods that exist, but not all worshipped gods
may as some may be an artifact of random chance. Since the gods'
power is unreliable, it still allows for divine intervention for
certain situations where it makes sense to in the story being told.
It can also create doubt, both in the power of the gods as well as
their existence, if played correctly. When looking at this topic, it
is also important to define exactly how their power is unreliable. Is
it that sometimes they can influence events, and sometimes they
can't? Is there a special set of rules the gods follow that the
inhabitants of the world don't know? Can the gods' attempts at
interfering backfire (they try to bring rain but instead cause a
fire) or is it that the magnitude of their attempt changes (rain
turns into a flood by accident or too little rain falls for the
crops, even though it falls)?
Weak Power
If the gods are
distant and have very little power in the world, it once again means
that the players cannot rely on the gods to make things right and
instead need to take matters into their own hands. They also can't
rely very heavily on their power because there really isn't anything
to rely on. Instead, they have to rely on the other things a god may
possess such as knowledge, wisdom, teachings, etc. The downside (or
upside, depending on your view) is that with this approach there is
no room left for big acts by the gods. They can subtle influence
small situations, overtime adding up, but they cannot create massive
intervention. As a result, the responsibility falls into the hands of
the players. It is also important to understand that the difference
from the previous section is that here, we limit the magnitude of the
gods power instead of their reliability.
Uninterested in Mortal Matters, Incomprehensible or Extremely Powerful
Of course, the
gods could be incredibly powerful but their interactions are hard for
the mere mortal player characters to grasp. Instead of coming in
physical forms, they may influence dreams or bend luck to push the
world to the direction they wish. In this case, we still have divine
intervention but the method used is incredibly important. It has to
be abstract and difficult or impossible to interpret as the work of a
being. This can also be easily combined with the other elements, as a
god can actively choose to do very little (Weak Power) or doing small
tasks for a single being could be like trying to write on a grain of
rice with a can of spray paint for them (Unreliable Power).
Conclusion
It's easy to see
that there are different types of gods that can be created for a D&D
world. I hope that at the very least, as always, the above got people
thing about this element of a D&D world. There are so many
different elements that make up a good setting for D&D, including
gods, and there are multiple different techniques that can be used.
If there are any that I didn't mention above, feel free to share.
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