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Topic: The Mechanic of "Religion" in Role-Playing Games
Started by: Kester Pelagius
Started on: 12/5/2002
Board: RPG Theory


On 12/5/2002 at 7:33am, Kester Pelagius wrote:
The Mechanic of "Religion" in Role-Playing Games

Greetings All,

So I was reading threads. Something about the quote below struck me like a two-by-four upside the head on a bright day when a cold wind blows down your shirt raising goose pimples up and down your too sensitive to the cold front moving in downgrade in temperature.


Jonathan Walton wrote: The Problem of Religion

So, I was re-reading the current thread on "Christian gaming," when I slowly realized that there are very few, if any, roleplaying games that really treat religion in a way that is both mature and respectful.

Think about it. How do you normally see religion depicted in roleplaying


To begin with I should probably say that I never really thought that there was a "problem", per se, and yet it is true that the "religion" portion of most of my "home brew" games has probably been lacking. Create a "cult" for use in a game? No problem.

Ah, but the mechanics, the rules of play, that's the sticky wicket. As the British say.

Course the main "problem" here, I think, is the belief that role-playing games are supposed to "treat religion in a way" that is anything other than a *game* scenario. Viz. in a Fantasy game you have a Cleric, who uses "magic" with the "deity" whose tenents they must obey being the justification for the "how and why" that they are able to cast spells.

Actually that pretty much sums up Priests and Clerics. They are merely magic users who must obey strict rules. That is what alignment was really for. It had no real bearing on other characters, except for Holy Warrior-Paladins and games based on a Moorcockian universe.

I really don't see what the fuss is about. Unless we are talking about the treatment of real world religions within the context of a role-playing game. In which case I would say they shouldn't, be treated in any *game* context, period. To do so can only be seen as a trivialization of modern belief systems. Whether the author intends it or not, someone, somewhere, will make a loud noise to this effect.

Also it effectively removes the *game* aspect from role-playing. Rather what you have is either a encyclopdeia in disguise or a proselytizing tool, viz. Dragonraid (Dragonraid.net I think, for those interested) and so-called "games" of its ilk.

Yet, reading some of the posts in the assorted threads on this touchy topic, I wonder. Why is the question really being asked?

I've never heard religion brought up in relation to playing Monopoly, Life, Parchesii, Snakes and Ladders (and that IS a religious game), Dominoes, Go, Chess, Checkers, Backgammon, and etcetera.

True, few of these boardgames portray religions. But we don't ask why religion isn't represented in, say, Monopoly. I mean, Monopoly! If *any* game could portray the intricacies of a religion... But then that's the point, isn't it. Games aren't meant or intended to portray the intricacies of a religion.

Not even Snakes and Ladders attempts that, and the end goal is to reach the final square and Nirvana. More or less.

Yet, as to how I've seen religion portray in role-playing, I'd have to say I've seen it portrayed in intricate depth and as a superficial ends to a character's "ability" to cast spells. Then again I've also seen games writtin in obvious "styles" that identify the author as... well... you've seen them yourlseves I am sure.

The books with actual alchemical ingredients, listed in drahms, and recipes for mixtures... these, IMO, should be of far more concern than how someone portrays religion in a game. To the uninitiated such texts can become such recipes for danger, pure and simple. But that is neither here nor there.

So how do I think religion should be portrayed?

In a justified manner to the game background. The rules should be concise and straightforward. In a fantasy setting the deities should be well defined, their "spheres of influence" or what have you clearly defined. As is their "alignment" and "powers" gifted to their adherents.
If you must take that approach.... Ah, but then in order to really know how to answer the probing questions being asked, I think, we need to ask ourselves what the "approach" and "intent" of having religion represented within the context of a RPG (world setting) is.

Don't you?


Kind Regards,

Kester Pelagius

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On 12/5/2002 at 7:52am, Eric J. wrote:
RE: The Mechanic of "Religion" in Role-Playing Games

I think that since you made a split from a thread; you should probably have declared why, but I won't continue and be declared a hypocrite. Anyway-

I agree on most of your points, except on how RPGs aren't special in terms of how they are used to portrey religions. And I don't think that people have brought up how hisorical RPGs actually treat religion correctly, or modern day RPGs for that matter. Or if they don't, they could. The truth is that either:

A): The GM doesn't want to tought the topic with a... 39 and 1/2 foot pole.

B): The GM doesn't feel like simulating a particular religion due to setting ect.

Any one can portrey then correctly, but it isn't really the designer's responsability. Besides, most people don't even know how religion has been treated historically. If you won't admit that all religion (which I don't neccicarilly do) you must admit that it did in ancient times. It was once said that the only difference between a cult and a church was the political power the organization held.

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On 12/5/2002 at 8:29am, Kester Pelagius wrote:
declaring why

Greetings Pyron,

Hope all is snug and cozy in your part of the world. If not, and the snow is piling up, then I have just one thing to say...

Why aren't you out building armies of snowmen!?? *smirk*

Pyron wrote: I think that since you made a split from a thread; you should probably have declared why...


Mainly because I was reading threads at random, that post struck me, and I didn't want to "hi-jack" or "inpose" what might be considered a rant on the thread in question.

Apologies for not stating that up front.


Kind Regards,

Kester Pelagius

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On 12/5/2002 at 8:44am, Kester Pelagius wrote:
RE: The Mechanic of "Religion" in Role-Playing Games

Pyron wrote: I agree on most of your points, except on how RPGs aren't special in terms of how they are used to portray religions. And I don't think that people have brought up how historical RPGs actually treat religion correctly, or modern day RPGs for that matter. Or if they don't, they could. The truth is that either:

A): The GM doesn't want to touch the topic with a... 39 and 1/2 foot pole.

B): The GM doesn't feel like simulating a particular religion due to setting ect.


I'd also add it's usually easier to just play Mages, or treat Clerics as mages with an extra "package" of "must follow this duty/rules" in order to be able to cast spells.

Since that is really how most games portray the Priest class, as just another 'spell user', having extra rules for them never really made much sense to me. At least not as the class was usually presented.

Then again I could say the same of Elementalists or Witches. Aside from giving them the name, in most systems they were just 'spell users', albeit specialicists. Though no system I had really did more than create seperate spell lists fromt he same core spells.

To me a "Elementalist" Fireball spell would not and should not be the same as a "Wizard" Fireball spell. Of course this would mean having to create seperate spell stats for every spell.

From a design standpoint that would be a nightmare.

I mean can you imagine having to actually come up with individual stats for the same spell, but as applies to every slightly different spell caster?

*shudders at the thought*



Pyron wrote: Any one can portrey then correctly, but it isn't really the designer's responsability. Besides, most people don't even know how religion has been treated historically. If you won't admit that all religion (which I don't neccicarilly do) you must admit that it did in ancient times. It was once said that the only difference between a cult and a church was the political power the organization held.


Don't I know it. Once, in the long long ago of my squandered youth, when I was GM, I asked a player during the pre-game character creation: "Is your cleric from a cloistered order or..." and got this glazed looked and a answer that was basically "she's just a cleric".

That's a fine example of a GM doing too much background work (I had established a in-game signifigance between belonging to a cloistered vs. non-cloistered order) and the average player just wanting to play the game and not care about minutia, like details. *shrug*

Of course I also had a player who knew all about the differences. They even tried to explain things, bless them. Alas, as I recall, the discussion got sidetrekked by that bane of RPGs everywhere. Player Knowledge.

To sum up the conversation got turned around to the Mage's Guild, it's magical gate, the demon that inhabited it and... well you know how it goes. One sidetrek leads to another, which led to the player in question wanting to create a Wizard instead and blah blah, bleh. *laughing*

Of course if not for the role-playing game I bet most of us here probably never would have learned words like cloistered, eh?


Kind Regards,

Kester Pelagius

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On 12/6/2002 at 1:37am, wyrdlyng wrote:
RE: The Mechanic of "Religion" in Role-Playing Games

Kester wrote: To me a "Elementalist" Fireball spell would not and should not be the same as a "Wizard" Fireball spell. Of course this would mean having to create seperate spell stats for every spell.


But would you really need to do that? Wouldn't the difference be solely in description and visualization? Wouldn't the end result (things burn and take damage) be the same?

Perhaps all that would be needed is different descriptives for the different spell-casting types.

As to Cleric/Priests I still think that it relies heavily upon Player Commitment and level of Simulation you're going for.

One thing that I did like about 3rd Ed D&D is the domains for Dieties. This allowed us to more easily make splinter sects of the same "religion" by changing primary domains. For example, my priest followed the Vengeful Judge aspect of St. Cuthbert as opposed to most other priests who followed the Good Protector aspect. This also led to my priest being constantly at odds with the mainstream church of St. Cuthbert, and other dieties, as he kept converting people to his sect and establishing small shrines wherever he went. :)

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On 12/6/2002 at 9:41pm, Kester Pelagius wrote:
RE: The Mechanic of "Religion" in Role-Playing Games

Greetings wyrdlyng,

wyrdlyng wrote:
Kester wrote: To me a "Elementalist" Fireball spell would not and should not be the same as a "Wizard" Fireball spell. Of course this would mean having to create seperate spell stats for every spell.


But would you really need to do that? Wouldn't the difference be solely in description and visualization? Wouldn't the end result (things burn and take damage) be the same?


Yes, and no.

Obviously the basic spell description would be different, if only because the effects are achieved through different means. However, just because a Fireball is a Fireball doesn't mean it *has* to do identical damage.

As I recall, the system I started to work on, had damage scales which were linked to various things. For instance a Wizard would get a *flat* damage rating whereas a Elementalist, being about to directly call upon and manipulate the elements, woudl hvae a *dynamic* damage rating.

Of course there is a obvious reason why we don't see such systems. It is easier to do generic spell systems of the type found in D&D games, though I think some noble efforts were made here and there over the years in trying to create dynamic spell systms. Alas their very complexity seemed to be a turn off for most gamers.


wyrdlyng wrote: Perhaps all that would be needed is different descriptives for the different spell-casting types.

As to Cleric/Priests I still think that it relies heavily upon Player Commitment and level of Simulation you're going for.


True.

Basically, as I ran the priestly classes, the character creation process included the player choosing a Deity. The Deity came as a "packaged unit" which gave the character their Alignment, world view, a set of "advantages and disadvantages" in addition to groups which they were not to associate with et al.

That is really how the Cleric/Priest should be set up, with a list of Deities that the player chooses for their character which thus imparts a basic template to overlay upon the character.

When was the last time you saw a system like that?


wyrdlyng wrote: One thing that I did like about 3rd Ed D&D is the domains for Dieties. This allowed us to more easily make splinter sects of the same "religion" by changing primary domains. For example, my priest followed the Vengeful Judge aspect of St. Cuthbert as opposed to most other priests who followed the Good Protector aspect. This also led to my priest being constantly at odds with the mainstream church of St. Cuthbert, and other dieties, as he kept converting people to his sect and establishing small shrines wherever he went. :)


That sort of thing would be integrated into the "package" template I outlined above. Splinter sects, however, I must admit I did not really put into the character creation process. Can't say they didn't exist, as I had players who insisted on wanting to play certain character types (Holy Cavalier comes to mind) which technically didn't exist in my world milieu.

Course I also allowed for the "ok, if you have a basic idea write it up and now try to *create* the class within the game" sort of thing. Alas not everyone grasps that subtlety of role-play. Most just want to take a class out of a book and play it as is.

What's been your experience?


Kind Regards,

Kester Pelagius

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On 12/10/2002 at 11:43am, simon_hibbs wrote:
Re: The Mechanic of "Religion" in Role-Playing Gam

Kester Pelagius wrote: Course the main "problem" here, I think, is the belief that role-playing games are supposed to "treat religion in a way" that is anything other than a *game* scenario. Viz. in a Fantasy game you have a Cleric, who uses "magic" with the "deity" whose tenents they must obey being the justification for the "how and why" that they are able to cast spells.

Actually that pretty much sums up Priests and Clerics. They are merely magic users who must obey strict rules. That is what alignment was really for. It had no real bearing on other characters, except for Holy Warrior-Paladins and games based on a Moorcockian universe.


Given the very close relationship, to the point of common orrigin, between religious beliefs and magical theory in the real world I think you have this back to front. Magicians are merely lay people using theological lore outside the context of a religious institution.

Regarding you point on religion in Monopoly. If you play roleplaying games from a purely gamist stance, treating your characters as simple playing pieces with no characterised personality beyond your own, then that's a perfectly fair point. What you're missing is that many of us at least occasionaly explore the personality and motivations of our
characters.

A gamist approach to playing a game based on Lord of the Rings might
be to have Gandalf take the ring to mount doom on the back of
Throdor (the giant eagle) and risk failing the saving thows to avoid
temptation by the ring along the way. A roleplaying approach taking into
account the character's personality almost certainly wouldn't choose
this approach, as it's contrary to the kindly old wizard's ethical
beliefs. If the ethical choices of our characters have a place in gaming,
then so do the religious convictions of our characters, just as much as
their political ideals might.


Simon Hibbs

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On 12/11/2002 at 8:31pm, John Wick wrote:
RE: The Mechanic of "Religion" in Role-Playing Games

I've always treated religion respectfully in all my writing. In my head, it is the core to designing a fantastic culture. What holds a culture together? What the people believe.

In L5R, I tried presenting a fantastic version of Buddhism and Taoism, one that was accessable to a Western reader and familiar enough to someone familiar with the ideas to say, "Oh. It's a simple (but respectful) version of 'blah.'"

In 7th Sea, it was all about presenting a gnostic alternative to the Catholic church. Yes, the church was corrupt, but the faith was pure.

Orkworld was my most whole-hearted attempt to present not just a religion, but a philosophy of life, as dictated by a primitive, migratory people.

And, to cap it all off, I still don't see any reason for "clerics" and "wizards." Every magic system in the history of man has been based on faith in a supernatural power (there has never been an "athiest magic system"). In my mind, wizards and clerics are one and the same.

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On 12/11/2002 at 9:08pm, Mike Holmes wrote:
RE: The Mechanic of "Religion" in Role-Playing Games

there has never been an "athiest magic system"

Interesting. I'd say that's because magic does not demonstrably exist. If it did, you can bet that there would be a scientific/atheist description of it.

But then some people would say that this would not be magic. Still, it would be something, so that would be belaboring the point. Which is to say that John has just tautologically explained why in real life magic is religious. But not why it must be in games.

Mike

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On 12/11/2002 at 9:43pm, John Wick wrote:
RE: The Mechanic of "Religion" in Role-Playing Games

Mike Holmes wrote:
there has never been an "athiest magic system"

Interesting. I'd say that's because magic does not demonstrably exist. If it did, you can bet that there would be a scientific/atheist description of it.

But then some people would say that this would not be magic. Still, it would be something, so that would be belaboring the point. Which is to say that John has just tautologically explained why in real life magic is religious. But not why it must be in games.

Mike


In 7th Sea, we had a "Faith" Advantage that cost 5 Points. Problem was, the players' description was "You don't know what this does. It could do nothing at all."

In the GM Guide, we had 5 different Faith mechanics, all of which took place behind the GM screen, so the player never knew when his "Faith" was working. Oh, and one of the 5 mechanics was: "Faith does nothing at all."

That's the closest thing, I think, I've ever come as a game designer to properly "representing" religion in an RPG. And to think, I had to fight tooth and nail to get it in there.

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On 12/11/2002 at 9:45pm, John Wick wrote:
RE: The Mechanic of "Religion" in Role-Playing Games

Mike Holmes wrote:
there has never been an "athiest magic system"

Interesting. I'd say that's because magic does not demonstrably exist.Mike

I'd say that's because you've never seen it. ;)

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On 12/11/2002 at 11:05pm, Blake Hutchins wrote:
RE: The Mechanic of "Religion" in Role-Playing Games

Hi Mike,

My dilettante's understanding of Hermetic philosophy suggests that even this tradition, commonly depicted in RPGs as bringing a "scientific" take to magic, has a rich spiritual component with its own theological dimension and cosmology. Where it diverts from "religion" is in its humanocentric focus, e.g., the potential of the magus to learn and master the mysteries as part of his/her own spiritual evolution to a higher state of being. I think the key distinction between magic and science is that magic - all magic in folklore - consists of a personal, subjectively managed, frequently capricious force arising from gods, angels, demons, spirits, and human knowledge thereof. Even alchemy, about the nearest thing I can think of regarding a scientific approach to magic, has a great number of these elements, and medieval alchemy has at least as much to do with the purification of the soul of the practicioner as with the application of the lore itself.

If magic were discovered to be an impersonal force observable through experiment to achieve repeatable quantified results regardless of the practicioner, then yeah, you could make a case for atheist magic.

In turning to the core question of this thread, I've always found religion in RPGs to fall into one of two categories: (1) gods exist objectively as powerful spiritual patrons who embody broad archetypes and use their followers as pawns in a cosmic conflict (DnD, Hero Wars, Stormbringer, arguably Fading Suns, Ars Magica, and almost every other fantasy game out there), or (2) the gods are silent and belief is a matter of faith (I dunno, maybe Prince Valiant). In the latter case, so-called clerical magic is either no more than "regular" magic as practiced by priests, or it is miraculous coincidence correlated with prayer by one of the faithful. Either way, there are no "objective" manifestations of deity beyond textual claims such as "our sacred book says X pulled off this miracle 1,000 years ago."

In the majority of games, godly interaction ranges from Gods as cosmic politicians (DnD) without IMO much Mystery, to Stormbringer's Cosmic Fuckers in an Eternal Knife Fight, Ars Magica's "God is Out There," and the complex and layered mythologies of Hero Wars.

The DnD depiction of clerics does strike me as pretty secular, lacking much of anything in the way of Mystery.

Best,

Blake

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On 12/11/2002 at 11:27pm, John Wick wrote:
RE: The Mechanic of "Religion" in Role-Playing Games

In our Thursday Ravenloft game, one of the characters is a "humanist cleric." His holy symbol is an abacus (or something like that) and he turns undead because "they have no place in the rational world of men!"

He's the coolest thing ever.

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On 12/12/2002 at 12:09am, Uncle Dark wrote:
RE: The Mechanic of "Religion" in Role-Playing Games

John,

Much Chaos Magick and certain forms of Magickal Qabalah and Ceremonial Magic are athiest. They generally posit either:

Magick is a non-sentient force, and the "spirits" and "gods" are a psychological prop magicians use to manipulate that force.

or:

Magick is a discipline by which unconscious talents and aspects of personality are brought out in the magician, in ways that can be used consciously.

Your friendly, neighborhood occultist,
Lon

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On 12/12/2002 at 12:21am, John Wick wrote:
RE: The Mechanic of "Religion" in Role-Playing Games

Uncle Dark wrote: John,
Magick is a non-sentient force, and the "spirits" and "gods" are a psychological prop magicians use to manipulate that force.


You are still making an appeal to a supernatural force seperate from mankind. Call it what you want, it's bigger than you and you have to appease it in some way to draw its energy. That's prayer. And how can you "tap in" to a force that isn't sentient and can't hear you or doesn't even know that you exist? Ur. Post-modern magic doesn't make any sense to me. (Although, honestly, that's probably because I've never read a coherant explanation of why it works.)

Magick is a discipline by which unconscious talents and aspects of personality are brought out in the magician, in ways that can be used consciously.


Do you mean, "summoning the will?" Using willpower in a specialized way that most folks can't tap into?

If you do, that isn't magic(k). It's exercising the human will.

Boy, looking back at this post, it sure sounds confrontational. It's not intended to be. After all, I'm the guy who insists on spelling "ork" with a "k." :)

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On 12/12/2002 at 12:54am, M. J. Young wrote:
Magic and Religion

I've read good things about 7th Sea's treatment of religion. Thanks for sticking to your guns on that, John.

Multiverser takes a belief in magic to be inherently religious. It doesn't require any specific sort of religious belief but this: the belief that there is indeed supernatural power, some sort of force or energy which is tapped from beyond the universe. It does, however, distinguish between "holy magic" and "arcane magic".

The idea of "holy magic" is that the practitioner is specifically petitioning some supernatural persona to act on his behalf. Although most people immediately think God or gods (and most players play it that way), it equally applies to demons, djinn, dryads, and any other spirit creatures who might be petitioned by prayer or ritual to act on behalf of the character.

"Arcane magic" takes the view that there is some sort of "free energy" in the supernatural realm. Whether you think it something like the stuff of which that realm is made, or stray energy radiated from its inhabitants, or some other concept, the idea remains that the character is drawing energy directly rather than through the intermediacy of a spirit creature. This is still religious, in the sense that the practitioner must believe in the existence of a supernatural realm from which the power is drawn; but it does not require any specific connection to that realm and doesn't oblige the character to some personage who provided the power. Many characters use both holy and arcane magic; some appeal to more than one spiritual being for power.

Because the belief in the supernatural is a specifically religious belief, atheists and agnostics are barred from using magic of any sort. If they don't believe the power is there, they can't have the expectation necessary to tap it, no matter what they do to attempt to do so. This is balanced by a second factor, that if magic is used directly against them they are to some degree protected to the degree that they disbelieve it (a "religion" type score equivalent to the faith others have in the spirits who provide their holy magic).

Lon raises the issue of those who believe in magic which is not supernatural in origin. C. S. Lewis warned of the dawn of the "materialist magician" who could tap magic without believing in it. Some would insist that such persons are confused regarding the source of their own power; but Multiverser doesn't treat it so. Rather, the answer the game gives would derive from the sort of descriptions Lon gives for the source of the power.

'Uncle Dark' Lon wrote: Magick is a non-sentient force, and the "spirits" and "gods" are a psychological prop magicians use to manipulate that force.


Which suggests that the practitioner does believe in supernatural force, but not in specific persons in the supernatural realm; it is thus a religious belief supporting the use of arcane magic.

'Uncle Dark' Lon wrote: or:

Magick is a discipline by which unconscious talents and aspects of personality are brought out in the magician, in ways that can be used consciously.


Which states that the source of the power is within the user himself, and not in some supernatural realm; it is thus, under Multiverser rules, psionics and not magic, the power of the soul of the individual. Rituals in this case are merely means of focusing concentration to tap those powers, and the person is actually an atheist who uses something like magic but believes magic itself does not exist (as defined, even if he uses the word for what it is he does). It is much the same as the stage magician who calls his work magic even while he knows it is scientific illusion, not supernatural at all.

I suppose in the end there are different levels of religious belief. One of my current players has expressed his belief that "there is something out there, but I have no idea what it is". That would be sufficient for the character to learn magic under the game rules, although if he wanted to do holy magic he would probably have to decide what is out there.

--M. J. Young

Edit: It seems I've cross-posted with John; first time I've done that here, to the best of my knowledge. He seems to have hit pretty much the same points as I, considerably more cogently.

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On 12/12/2002 at 9:43am, Kester Pelagius wrote:
RE: Re: The Mechanic of "Religion" in Role-Playing Gam

Greetings Simon,

Nice to be able to chat with you.

simon_hibbs wrote:
Kester Pelagius wrote: Course the main "problem" here, I think, is the belief that role-playing games are supposed to "treat religion in a way" that is anything other than a *game* scenario. Viz. in a Fantasy game you have a Cleric, who uses "magic" with the "deity" whose tenents they must obey being the justification for the "how and why" that they are able to cast spells.

Actually that pretty much sums up Priests and Clerics. They are merely magic users who must obey strict rules. That is what alignment was really for. It had no real bearing on other characters, except for Holy Warrior-Paladins and games based on a Moorcockian universe.


Given the very close relationship, to the point of common orrigin, between religious beliefs and magical theory in the real world I think you have this back to front. Magicians are merely lay people using theological lore outside the context of a religious institution.


It actually depends largely upon how you look at the developmental stages of religion (organized) verses religion (primitive practice). Once you get into the realm of institutions there are rules laid down for how things are done. Of course most of us, and perhaps even the clergy, have no idea why things are how they are.

But let us consider what would happen if the world suffered, God forbide, some terrible calamity. It now falls to you to impart all your knowledge to the next generation. Let us say you live in a rural area, thus gardening and farming skills may be part of your basic knowledge which you wish to impart. Now, we all of us who have yards have foibles about how we water things. Maybe we hve little garden gnomes, turtles, frogs, or what not in our garden. Just decoration?

Not necessarily. If you have a garden that does not have a lot of organic material (viz. high sand content) you may choose to use your water bucket by pouring onto a stone, leaves, or one of those previously mentioned garden ornaments. Now you know you are just doing it to dispers the water more evenly.

Would a young child understand this?


Children learn by observation. Things that are done, especially repetitive tasks, our foibles, can be passed on as traditions. Thus what might a child two or three generations down the line make of this?

"Momma does it cuz grandma did it, and grandma... ??"

We have just outlined a possible tradition that, if overlayed with supertition could, concievably, a few years down the line merge into a religious practice. Sort of a "propitiating the nature spirits" kinda thing, maybe?

Think about it for a minute.


simon_hibbs wrote: Regarding you point on religion in Monopoly. If you play roleplaying games from a purely gamist stance, treating your characters as simple playing pieces with no characterised personality beyond your own, then that's a perfectly fair point. What you're missing is that many of us at least occasionaly explore the personality and motivations of our characters.

A gamist approach to playing a game based on Lord of the Rings might
be to have Gandalf take the ring to mount doom on the back of
Throdor (the giant eagle) and risk failing the saving thows to avoid
temptation by the ring along the way. A roleplaying approach taking into
account the character's personality almost certainly wouldn't choose
this approach, as it's contrary to the kindly old wizard's ethical
beliefs. If the ethical choices of our characters have a place in gaming,
then so do the religious convictions of our characters, just as much as
their political ideals might.


How one chooses to "roleplay" a character has little to do with the rules of play governing how that character is designed to operate, save that the rules of play will outline specific modes of play allowed within the established game environment.

Of course when talking about ethics, in relation to role-playing a set and specific persona, when playing a Cleric that sort of thing should (and indeed I would venture to say must) be established up-front in order to play such a character. That is what makes them a Cleric. For most games the Wizard is just sort of... there. Any ethical considerations which the character may have are presumed to stem from the foibles of the player as they play their character. Thus, for some, this represents a open opportunity to play the character however they see fit.

That should not be the case with a Cleric. If I am playing a Hierorphant or Priestess of Athena then I would not expect to have access to any (special) electrical based spells... though maybe a loud and awe inspiring rabble rouser might do. (viz. the affects of the Aegis.)

By the same token I would not expect a Priestess of Aphrodite to be exactly the same as a Priestess of Astarte, even though the basic template of the deity would be silimarl. There are more than just cultural differences between the two.

Yet a mage is but a mage. The most you can do with them is seperate them into basic archetypes like: Wizard, Sorceror, Enchanter, Necromancer, and etcetera. Alignment rules really did not apply to them, not in the strictest sense, since they really came with no ethical package. (Not even the Necromancer did, really. Though that is debateable.) It's really all a question of approach, more or less, don't you think?

As for Gandalf *evil smile*...

[Semi Amusing Ramble]
One could argue that the point was not so much the destruction of the ring (though the breaking of the circle is very symbolic of the end of a cycle) but rather that the ring, being invested with the will and essence of Sauron, was designed to create just such an end. What Sauron could not possess in life he would destroy in death, thus the destruction of the ring, while destroying Sauron, was no true victory as the only way to win would be to reforge the ring (thus gaining power over the will and essence imbued within it) but... then again, there is that subtle hint of the fight against the "All Seeing Eye" and conspiracy theorists all know how futile that fight is. ;)
[/Semi Amusing Ramble]


Kind Regards,

Kester Pelagius


Eidted because I forgot to capitalize important word.

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On 12/12/2002 at 9:57am, Kester Pelagius wrote:
secrets and keyholes

Greetings John,

Lots of fascinating posts to read in this read today.

John Wick wrote: And, to cap it all off, I still don't see any reason for "clerics" and "wizards." Every magic system in the history of man has been based on faith in a supernatural power (there has never been an "athiest magic system"). In my mind, wizards and clerics are one and the same.


I'll let you in on a secret (shhhh) which few of us seem to realize, or at least remember...

We live in a post-Cateclysm, post-Apocalypse (sort of) world.

Yes, that's right boys and girls. It may not be a world like those envisioned in Gamma World, Twilight 2000, or Fallout but if you've read Plato (and who here hasn't?) then you know what I am talking about. It's one of those 'cyclical' things. Even Eastern philosophical texts talk about the cyclical nature of civilization, and how each thinks they *alone* are the pinnacle of existance.

Don't believe me?

There are ruins of past civilizations dotting the entire surface of our humble globe. From Stonehenge to the Pyramids, the White Pyramids of China to the Pyramids of the Moon and Sun in South America, to say nothing of the civilizations mentioned in the Mahabharata.

My point?

Wizards vs. Clerics.

Clerics are really the epitomy of the medeival (read post Roman Catholic Church) archetype of what a medieval Priest should be. Pious, subservient to their deity, et al. The Wizard is a throwback, someone with the *esoteric* knowledge of the "before time". They know... things and stuff. Whereas the Priest doesn't need to know anything, save how to call upon the aide of their Deity (or a representative thereof). At least as presented in many a old FRPG, yes?

Anyone have a game that presents these character archetypes together, but in a different light?




Kind Regards,

Kester Pelagius

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On 12/12/2002 at 10:18am, Kester Pelagius wrote:
RE: The Mechanic of "Religion" in Role-Playing Games

Greetings All,

A lot of interesting posts. Yet most speak to the treatment of relgious institutions within the context of a game environment, not so much the issues of game mechanics. (viz. the actual crunching bits about running of religions or Priest characters.) To me a good write up is always a plus for a game, not merely fluff, even if some may feel that it is.

So let me pose another brain teaser for your entertainment.

Since some are of the opinion that magic in inherent to *belief* in some preternatural force, be it a Deity or no, then I wonder why religion isn't a issue in Super Hero games. Most, if not all, create the exact sort of preternatural affects which Wizards and Clerics are able to perform, within a game environment. Yet, somehow, such games remain all but divorced for the sorts of debates which rage about Wizards and Clerics in relation to religion.

Why is that?

(No atheist magic indeed! *wink*)

Games like Gamma World also managed to all but skirt this issue by making their Mutants seem more like superheros in a post-holocaust setting. Again, funny how using the word superhero seems to diffuse these questions before they really get sparked.

Of course there is a difference. In superhero games and post-holocaust games with superhuman characters these are considered abilities. No lists of effects to memorize or skills, your character has certain innate abilities. Yet is that not also what magic is to a Wizard?

I guess that would depend upon the system, wouldn't it!

After all the system, the actual game mechanics, those wonderful "rules of play" create the flavor of the game environment as much as the narrative write-ups help us envision the game world.

Still, I can't help but wonder if perhaps some of the arguements and debates some gamers have might not stem from some other source closer to home.

After all a game is just a game, even if it simulates a entire world environment, populated with diverse peoples and cultures, right?

Even so Religion is a rather touchy subject, to be sure. Perhaps more so for some than others. But does having a game allowing players to have a Cleric or Magic-User trivialize religion, as some might think?


Kind Regards,

Kester Pelagius


edited for clarity

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On 12/12/2002 at 10:34am, contracycle wrote:
RE: The Mechanic of "Religion" in Role-Playing Games

What I feel is missing from the portrayal of religion is wisdom. Religious institutions are the locus of research, speculation about the world we inhabit; quite a lot of this data is useful if, as Kester pointed out, not well articulated and comprehended in its own right. In RP, religion is either Useful or Not... it is not explicatory. This is partly because worlds are seldom re-drawn to challenge our conventional thinking about how the world is composed - I am always amused to see fantasy worlds with gods and magic which are themselves spherical, in space, and in solar orbit. Thus there is very little for the player to understand about the world; indeed the player understands the world better than the characters could possibly hope (see arguments about relativity in TROS forums). The net result is that religion can only act as a material resource in the game world; it cannot and does not act to explain and church people are not revered for wisdom or insight.

There are exceptions, but I feel this is the general case.

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On 12/12/2002 at 2:48pm, Alan wrote:
Re: secrets and keyholes

Kester Pelagius wrote: Clerics [in most RPGs] are really the epitomy of the medeival (read post Roman Catholic Church) archetype of what a medieval Priest should be. Pious, subservient to their deity, et al. The Wizard is a throwback, someone with the *esoteric* knowledge of the "before time". They know... things and stuff. Whereas the Priest doesn't need to know anything, save how to call upon the aide of their Deity


You're right that most RPGs base their religious magic workers on the midievil Christian model. But I think that "magic" workers throughout history have believed in two ways to gain power: piety and gnosticism (having a relationiship with the supernatural, and having special knowledge.) Midievil Roman Catholocism just discarded the second one and required that all miraculous power must be the result of a relationship to god or the devil.

The word "gnosticism" means, roughly, "the practice of knowledge" and was coined to name a loose mystic movement among early Christians who believed that special knowledge gave special power. It was an extension of the pagan mystery cults.

Piety comes from latin and referred to a worshipper's reverence for his ancestors and the gods. Good relationships with these being brought blessings and powers.

Religious figures in pre-christian cultures used a combination of both to invoke "magic". (I've read some material written in the late middle ages where the magician is instructed to pray for purity as preparation to spellcasting.) During the Christian era, this practice went largely underground, though it rears its head from time to time. Humans like the idea of special knowledge giving special power.

BTW Kester, did you know that Pelagius was a 4th century British heretic? I recall he preached a personal relationship to god and the bishops didn't like being cut out of the loop.

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On 12/12/2002 at 3:44pm, Mike Holmes wrote:
RE: Re: secrets and keyholes

Alan wrote: BTW Kester, did you know that Pelagius was a 4th century British heretic? I recall he preached a personal relationship to god and the bishops didn't like being cut out of the loop.

Interestingly, I think he was canonized. Oh, and culturally a Celt, IIRC. Coulda been somewhat Romano/British, I suppose (obviously, religiously speaking he was).


Anyway, to get back to my previous point, I think all you have to do is acknowledge that Atheism is itself a faith, and it all makes sense. Yes, John, I don't believe in magic precisely because I haven't seen it. I have faith in a rational world. Please don't belittle my beliefs, and I'll not belittle yours. ;-)

My point is that these are fantasy games, and we can fantasize about whatever we like. I don't need any real world examples at all, if I don't want to go that way. That's the advantage to fantasy.

OTOH, if you don't like such a treatment of magic, well, that I can't argue against. But that just makes it a personal preference, bearing no weight a priori. Each individual designer will have to decide if it makes sense to have an Atheist magic for themselves. Our resident Theologist seems o think it's viable...

As for Impersonal, Sentient forces that one can control, um, electricity? You are aware that there are those who believe that such forces are, in fact, supernatural, and that the scentists who manipulate such forces are just priests of beings that control these forces. Again, it's all a matter of perspective.

I could get further into arguments about whether it's possible to create an objective god in an RPG from a character's POV (I don't think it is possible). But that's just starting into my own opinion. Which was not my point. I just wanted to say that I feel there's really no "proper way" to approach magic and religion. Only ones that will satisfy our individual preferences more. And those preferences obviously differ in some particulars.

Mike

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On 12/12/2002 at 5:24pm, Kester Pelagius wrote:
RE: Re: secrets and keyholes

Greetings Alan,

First time chatting with you?

Well, here's hoping our civil discourse does not accidentally lead to the corruption of the less informed by opening their eyes... *wink*

Alan wrote: You're right that most RPGs base their religious magic workers on the midievil Christian model. But I think that "magic" workers throughout history have believed in two ways to gain power: piety and gnosticism (having a relationiship with the supernatural, and having special knowledge.) Midievil Roman Catholocism just discarded the second one and required that all miraculous power must be the result of a relationship to god or the devil.


Actually that would probably be better distilled into "faith and spirituality" or "theism and theurgy", don't you think?

Gnosticism is more properly a proto-Christian movement rooted in the teachings of the early 1st to 2nd centuries B.C. that saw expression, or at least was labeled as such by the Church, in various heretical movements such as the Cathari.


Alan wrote: The word "gnosticism" means, roughly, "the practice of knowledge" and was coined to name a loose mystic movement among early Christians who believed that special knowledge gave special power. It was an extension of the pagan mystery cults.


Not wishing to quibble or appear to be attempting to slap your hands here but, alas, one must do what one must do...

"Gnostic" simply means "knowledge"

"Gnosticism" (when one uses the -ism) simply refers to the religious movements bearing the label/name of... well... Gnosticism. Alas there were actually quite a few movements (even Mandeanism) labeled as being Gnostic "heresies", though many had no direct links to the historical gnostic movements of the early 1st-2nd centuries mentioned above.

addendum I actually had one, but things hickupped on my end. So much for attempts to clarify. *laughs* If I remember I'll let you know. Until then, if you don't already have it, look for a copy of Frazer's Godlen Bough. You can find a TXT version at Gutenberg and a few other flavors at BlackMask, among other things. Good luck with your game designs!


Alan wrote: Religious figures in pre-christian cultures used a combination of both to invoke "magic". (I've read some material written in the late middle ages where the magician is instructed to pray for purity as preparation to spellcasting.) During the Christian era, this practice went largely underground, though it rears its head from time to time. Humans like the idea of special knowledge giving special power.


Yet, for all that, isn't it amazing how most RPGs distill the Cleric down into little more than a spellcaster with healing magic?

I mean, honestly, there is rich and vibrant real world tapestry of historical background to draw upon. Ss how is it that the Priest character became a wound tending medic able to Turn Undead, in some games???

Alan wrote: BTW Kester, did you know that Pelagius was a 4th century British heretic? I recall he preached a personal relationship to god and the bishops didn't like being cut out of the loop.


Since you asked so nicely... Yes, I was peripherally aware of the fact. I did a quick search to try and find the links I originally stumbled on, only found one. But for those who are wondering what we are talking about, and who may want a few decent sites to do research into their game's religious orders, I offer you the following:

The New Advent Catholic Encyclopdeia article on Pelagius and Pelagianism.

Here's the Mystica article on Pelagius.

Another interesting article about Pelagius.

There might also be a few links in the Forge's Resource Library, if let me know and I'll add half a dozen links to core texts for the game developers out there in need.


Kind Regards,

Kester Pelagius

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On 12/12/2002 at 5:54pm, Kester Pelagius wrote:
RE: Re: secrets and keyholes

Greetings Mike,

Do you ever look out your window and realize, hey, this already *is* a Mad Max kinda world?

I mean we have the intelligent mutant squirrels and people road raging all over the place. Sad, really, then again it could be worse.


Mike Holmes wrote: My point is that these are fantasy games, and we can fantasize about whatever we like. I don't need any real world examples at all...

....I feel there's really no "proper way" to approach magic and religion. Only ones that will satisfy our individual preferences more. And those preferences obviously differ in some particulars.


Ah, and that's the sticky wickett isn't it.

Personally I'd say that it is not the responsibility of a game designer to represent real world religion in any wise. However, what it is the responsibility of the game designer to do, is present the world they have chosen in as playable a format as possible.

For pure fantasy games this means at least taking the time to do basic research, even if that means checking out a copy of Hamilton's or Bulfinch's mythology books. (Though Graves would be better.) As for religion, at the most basic game mechanics level, all that is really needed is a simple expression of how it works.

Of course in order to present such a mechanic one has to do research, real research, into real religions past and present.

Very sticky ewok, er, wicket. *smiles*


Mike Holmes wrote: OTOH, if you don't like such a treatment of magic, well, that I can't argue against. But that just makes it a personal preference, bearing no weight a priori. Each individual designer will have to decide if it makes sense to have an Atheist magic for themselves. Our resident Theologist seems o think it's viable...


We have a resident Theologist?

And which of our fabu moderators might that be, if I dare ask.

As to the "Atheist" magic thing I'd say... magic is magic. First define the effects, in terms of game mechanics, then worry about the why's and whatfore's. *wink*

Mike Holmes wrote: As for Impersonal, Sentient forces that one can control, um, electricity? You are aware that there are those who believe that such forces are, in fact, supernatural, and that the scentists who manipulate such forces are just priests of beings that control these forces. Again, it's all a matter of perspective.


Exactly!

Which is why, in some post-apocalyptic fiction and RPGs, there are "Techno-Wizards", "Techno-Shamens", and even *gasp* "Techno-Priests". Amazing how that works out, isn't it?


Kind Regards,

Kester Pelagius

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On 12/12/2002 at 6:02pm, Uncle Dark wrote:
RE: The Mechanic of "Religion" in Role-Playing Games

John,

It didn't sound antagonistic to me, just a little dogmatic. As to whether or not focusing will is magick, it seems you and Aliester Crowley (and I) would disagree.

But on to game mechanics...

It seems to me that religion plays three roles in a game:

1) a source of supernatural power
2) a way to link a character to a society, via contacts, special skills, advantages/disadvantages and so on
3) to give context and motivation to a character's actions

Most games seem to focus on 1, giving the other two some notice in passing. I think 2 is the most neglected.

Note, however, that 2 and 3 are not dependent on 1. In a game where there is no supernatural power, religion can still play these roles. Usually without modifying the mechanics of a game at all.

That this hasn't been written into non-fantasy settings more often seems to be due to one of two reasons; either the "religion is a myth we'll grow out of (in many SF settings)" assumption or "we don't want to offend any potential customers with our portrayal of religion," or both.

Lon

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On 12/12/2002 at 8:10pm, Blake Hutchins wrote:
RE: The Mechanic of "Religion" in Role-Playing Games

Lon,

Thanks for the correction RE: Hermetic philosophy. Much appreciated. Obviously, I shall have to have to read more carefully next time.

John,

That abacus cleric does sound way effin' cool, especially with that kind of pulp/Gothic dialogue. Reminds me of the True Reason stuff once bouncing through Ars Magica, but much, much better.

Everyone,

FWIW, I know in computer RPG design, clerics are typically cast as wielders of defensive magic and wizards as wielders of offensive magic. It's an oversimplified, somewhat hidebound take, I think, but surprisingly entrenched and absolutely derived from the DnD classes.

Best,

Blake

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On 12/12/2002 at 8:27pm, Seth L. Blumberg wrote:
RE: The Mechanic of "Religion" in Role-Playing Games

John--As for "atheist magic systems" in RP, have you ever read Bonewits's Authentic Thaumaturgy?

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On 12/12/2002 at 9:33pm, greyorm wrote:
RE: The Mechanic of "Religion" in Role-Playing Games

Much Chaos Magick and certain forms of Magickal Qabalah and Ceremonial Magic are athiest.

Some, I would say, says the other occultist in the room.
The Qabalah is heavily rooted in Judaism, so much so, that even if you aren't Jewish or if you are an atheist, you are still left with the psychological trappings of a religion. So while you may recognize that the spirits and so forth are mere psychological construct to help focus the Will and free the conscious mind from modern, mundane limitations, you still have a religious aspect to it that is quite telling.

What I believe John means, if he's as up on his armchair occultism as I think he may be, is that no magical system in the world is bereft of any of these religious elements -- no matter what they are ultimately believed to be: real beings or internal mental constructs -- and no system arose from a non-religious void.

In ancient times, magicians and priests went hand in hand: they were one and the same (one factor for this being that a magician is studied and knowledgable; in times past, this was only true of the priests of a culture). Look at Babylonia and Mesopotamia, Egypt, the Objibwe or the Celts for specific examples. Hence magic and religion went hand in hand.

But, there are two problems with stating magic is religious because "belief in a supernatural power" is religious, or that calling on "the force of magick" is religious:

First, magick is not seen as supernatural by its practitioners. Magick is the natural ability of the mind (the Will) to affect the world at large.
Second, no studied practitioners will claim magick is a "force" or a "thing" or an "energy" as magick is a non-entity. Magick is a verb like run, swim, think, pee.

Much as there is no "thought energy" that must be believed in and embraced or drawn upon in order to think, there is no "magickal energy" that must be believed in and embraced or drawn upon in order to work magick, despite what you read in modern fantasy.

So, magick itself is not a religious act...that is, one of faith, because it is not perceived or performed as such (ie: you don't know what you're going to get). You want to walk or run, you walk or run. You want to work magick, magick happens...though it has ritual and ceremonial aspects to it, and functions in the realm of the psychological, much as religion does, they are ultimately two different beasts.

contracycle wrote: Religious institutions are the locus of research, speculation about the world we inhabit...This is partly because worlds are seldom re-drawn to challenge our conventional thinking about how the world is composed - I am always amused to see fantasy worlds with gods and magic which are themselves spherical, in space, and in solar orbit.

This is dead on, and one of the big problems I've had with most fantasy worlds for ages. It bothers me so much, in fact, that my current D&D campaign breaks this mold and specifically creates a mythic reality:

For example, there is an edge to the world, beyond which lies the shores of the afterlife, you only have to sail westward long enough.
There is no eastern edge of the world, it is a desert that goes on forever, over which the sun rises each morning (no, it can't be logically explained, and that's the point).
The sea is literally a vicious goddess, the shadow of a once-slain god.
The stars are servants and children of the sun, which can be called down to the world to serve wise magicians.

Additionally, the whole concept of mythic reality is bound up in the myths and religion of the main culture...all the above realities are straight from the religious texts and mythology of the main culture of the campaign.

Though they've already had the experience of saving a city from sinking into the Abyss, the great, empty void beneath the world where all the demons who fled at Creation hide, I'm not certain if my players believe the material I've sent to them about the world quite yet.

I think they are starting to realize that it isn't just like Earth with a funny hat on...and ultimately, I think it will challenge their assumptions enough that if they stumble upon some fact like "climbing the Mountain of Ur will bring you to the heavens, where you can walk among the star-spirits," their modern minds drenched in typical D&D won't immediately think "just a mountain, must be a portal or something to some outer plane" but may just believe that climbing the mountain will directly lead to the heavens, just like sailing west will lead you over the edge of the world or to the lands of the dead.

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On 12/12/2002 at 9:35pm, Walt Freitag wrote:
RE: The Mechanic of "Religion" in Role-Playing Games

I'm surprised this discussion of fantasy magic and religion has proceeded so far without (unless I missed it) mention of what I thought was the most common fantasy-religion trope of all: the idea that gods are created and empowered entirely by the cumulative acts of worship performed by their believers. In a magic-saturated world, worship is a specific exercise of magic whose effect is to imbue power (and all the phenomena fueled by that power, such as sentience and moral identity) into the supernatural entity being worshipped. Thus, gods are objectively real and truly supernatural, but not necessarily mysterious. A god's individual action can be capricious, but overall, the deity's behavior must always be what the society of believers expects it to be.

This fits in nicely with role #2 on Lon's list. The god represents (metaphorically but also literally, inside the fantasy world) the cultural power of a society.

A cleric in such a fantasy world can be confident (even through direct observation) in the existence and power of the deities he worships. It's also reasonable that in most cases the cleric would believe in the deities' eternal-ness or existence independent from worshippers. Inside the fantasy world that would be an objective falsehood, but it would be difficult to observe, so gods would be perceived as powerful in their own right. At the same time, the cleric might have opportunity to observe that in a foreign land where some other religion is practiced, his gods lack power (except that which might be locally channeled through the cleric himself) over the society, or that ancient forgotten gods have little or no power.

Few modern real-world religions claim to have created their own gods nor that the continued existence of their gods depends on continuous worship. So fantasy religions based on this idea are at the same time distinct enough from real-world religions to be inoffensive to most, and consistent enough with the observable behavior of real-world religions to be plausible or at least not jarring. (For example, in the real world, in a head-on clash, the army whose gods have the most worshippers tends to win, though smaller groups can often prevail locally or when their worship is more fervent. And most real-world religions are rather insistent on serving and glorifying the deity through worship, even while vehemently denying that the deity, being already omnipotent, is in any way in need of such service.) This notion of how gods work is unfalsifiable in the real world, just as the existence of specific gods is. This makes depicting gods this way in fantasy reasonably comfortable, except for those who must regard even a fictional entertaining of such a notion as blasphemous.

- Walt

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On 12/12/2002 at 10:08pm, Seth L. Blumberg wrote:
RE: The Mechanic of "Religion" in Role-Playing Games

Walt wrote: ...what I thought was the most common fantasy-religion trope of all: the idea that gods are created and empowered entirely by the cumulative acts of worship performed by their believers. In a magic-saturated world, worship is a specific exercise of magic whose effect is to imbue power (and all the phenomena fueled by that power, such as sentience and moral identity) into the supernatural entity being worshipped.

This view is not too far off from one that is well-represented in real-world practitioners of ceremonial magick: see Bonewits's Real Magic. Bonewits would disagree with you about whether gods are sentient or have a moral identity, however.

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On 12/12/2002 at 10:51pm, Mike Holmes wrote:
RE: Re: secrets and keyholes

Kester Pelagius wrote: We have a resident Theologist?
I refer to MJ Young. IIRC, he has at least one and maybe more degrees in the subject.

Mike

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On 12/13/2002 at 8:13am, M. J. Young wrote:
RE: The Mechanic of "Religion" in Role-Playing Games

Mike Holmes wrote: I refer to MJ Young. IIRC, he has at least one and maybe more degrees in the subject.

Yes indeed, two degrees and experience teaching at the undergraduate level, before pursuing my juris doctore. Not an expert, by any means, but with a certain amount of gnosis in the field.

Kester Pelagius wrote: It actually depends largely upon how you look at the developmental stages of religion (organized) verses religion (primitive practice). Once you get into the realm of institutions there are rules laid down for how things are done. Of course most of us, and perhaps even the clergy, have no idea why things are how they are.

and later wrote: Clerics are really the epitomy of the medeival (read post Roman Catholic Church) archetype of what a medieval Priest should be. Pious, subservient to their deity, et al. The Wizard is a throwback, someone with the *esoteric* knowledge of the "before time". They know... things and stuff. Whereas the Priest doesn't need to know anything, save how to call upon the aide of their Deity (or a representative thereof). At least as presented in many a old FRPG, yes?

In my efforts to defend the use of magic in RPG's to the more conservative branches of the Christian community, I've concluded that this idea of "magicians" predating "priests" doesn't have support.

The most liberal critics of the Old Testament would place the bulk of its authorship in the early Persian empire; the bases for that dating have been crumbling as archaeology confirms more and more of older and older stories, such that there is genuine credibility for dates a thousand years earlier for those sections claiming such origins.

Within the earliest of those texts, as most of you are aware, there are prohibitions against the use of magic; these are the texts cited by those rather narrow objectors to the games, that they contain or portray "magic" and therefore must be evil. But if you analyze the texts (several have done it besides me) you find no evidence for the sort of gnostic magic suggested in this thread and in many games. What you find is that the magic exists on both sides. Priests and prophets are commanded and empowered to perform the same kinds of things that are forbidden as magical practices. The magical practices aren't forbidden based on what they do, but based on the fact that they are calling on spirits other than The Lord, and Israel is not to have any contact with such spirits.

If you look at the story of the Exodus, when Moses led Israel out of Egypt, it pits Moses against the "magicians" of Egypt. But if you examine the miracles Moses works in detail, you perceive within them that each impinges on the area of power of one of the major Egyptian gods. The magicians of Egypt were those who exercised the power granted by their gods; the entire point of the plagues and signs was to state that The Lord was able to defeat the gods of Egypt in their own spheres of influence. (Note: whether you believe the miracles as miracles, or believe as many do in some complex chain of scientifically verifiable events, or think the entire thing a fictional myth, the literary significance remains the same. The point of the story is still that The Lord defeated the power of the gods of Egypt, and the story only makes sense if the power of the magicians is equated with the power of their gods.)

Magic was generally viewed as religious expression long before there were Catholics to object to it. Oh, and most clergy understand the reasons for most things done in their churches.

Again Kester wrote: I wonder why religion isn't a issue in Super Hero games. Most, if not all, create the exact sort of preternatural affects which Wizards and Clerics are able to perform, within a game environment. Yet, somehow, such games remain all but divorced for the sorts of debates which rage about Wizards and Clerics in relation to religion.

Why is that?

(No atheist magic indeed! *wink*)

Games like Gamma World also managed to all but skirt this issue by making their Mutants seem more like superheros in a post-holocaust setting. Again, funny how using the word superhero seems to diffuse these questions before they really get sparked.


There are several answers to this. Perhaps not all are obvious.

• There are those who object to Superman, the X-Men, and other superheroes precisely because they see these powers as thinly-veiled magic. They don't get so much press, as these things are culturally accepted and no one listens to them. However, just this past week I received a letter warning me against psionic abilities as just another form of magic (I disagree, and see no reason why fiction can't imagine an increase in our mental powers without it having to assume some sort of spiritual connection--my article Faith and Gaming: Mind Powers argues that such increases in mental ability can be documented historically).
• The very point of magic is about the source of the power. No one complains about the "technological magic" of Star Trek or Buck Rogers precisely because it is tacitly assumed that there is a natural explanation for it. The objection is not that a person would dematerialize in one place and materialize in another, but that he would use supernatural power to do so. It's not that he would be able to know something bad is about to happen, but that some spiritual being has told him this. It's not that he can throw fire, but that the explanation invokes something essentially religious.
• That, ultimately, is the objection to magic: whatever explanation you use for it ultimately proves to be a religious explanation. Even if you say that magic is just a natural force within the universe, the objection is raised that this suggests there is no supernatural world and thus no God. If you use pantheistic or polytheistic or dualistic explanations, again you are challenging religious ideas with contrary religious ideas. But if you merely say, it's not magic, it's not supposed to be magic or to be like magic, but it's supposed to be a natural non-magical thing which the characters all understand because it's part of their reality even though it's beyond anything we know, suddenly there is no religious implication because it is not about supernatural powers.


One of the challenges of the Harry Potter books is its seemingly non-religious magic. Christians can't agree whether it's really witchcraft; Wiccans can't agree whether it's really witchcraft.
'Uncle Dark' Lon wrote: It seems to me that religion plays three roles in a game:

1) a source of supernatural power
2) a way to link a character to a society, via contacts, special skills, advantages/disadvantages and so on
3) to give context and motivation to a character's actions

I agree with this completely. I also agree that the third is oft overlooked. Multiverser suggests that referees should bonus or penalize the use of holy magic in relation to the character's adherence to his faith, whether through conduct or goals or something else; but I wish we could have done more. Personally, my characters are often motivated by their religious beliefs in some sense. But perhaps the question is whether there is a practical way to motivate generally irreligious gamers to take the beliefs of their characters seriously. The majority of "practicing" anythings in this age don't take their beliefs terribly seriously, and it's difficult for them to grasp the idea that the content of faith matters, often terribly, to characters of the sort they are pretending to be.

Rev. Ravenscrye Grey Daegmorgan a.k.a. Greyorm wrote: First, magick is not seen as supernatural by its practitioners. Magick is the natural ability of the mind (the Will) to affect the world at large.
Second, no studied practitioners will claim magick is a "force" or a "thing" or an "energy" as magick is a non-entity. Magick is a verb like run, swim, think, pee.

Raven makes several excellent points, including the religious influences of the texts and that magicians and priests were once the same thing. But the quoted statement strikes me as a religious belief itself. That is, what it tells me is that those he knows who practice magic believe it works in these ways. I don't think that the magicians of Egypt thought they were using their will to change reality--they thought they were calling on their gods to do so. Now, they would not have used words like "force" or "thing" or "energy" to describe it; they would just say that the god did it, and leave it at that.

Raven further wrote: So, magick itself is not a religious act...that is, one of faith, because it is not perceived or performed as such (ie: you don't know what you're going to get).

I completely disagree with this definition of faith. Faith is what causes me to put my feet on the floor of my bedroom without first turning on the light to be sure it's still there. Faith is seen when I flip the wall switch without wondering whether the light will come on--despite the fact that I fully understand how electricity works. Faith is how I know that an atom can be split releasing a nearly inconceivable amount of energy. Faith is the assurance of things hoped for, the conviction of things not seen. Faith is that facility we have that enables us to believe what we don't know, not in some "maybe or maybe not" sense, but in the sense of not having the experience already. I don't know that the floor is there; I believe it is there, because it's always been there before. I don't know that the light will come on--indeed, sometimes it doesn't, and I have to replace a bulb or reset a breaker (in which case, my faith was ill-placed--I still had faith, but was proved wrong)--but I believe it will come on because it usually does. Similarly but different, I don't know that atomic bombs work by splitting atoms; I don't know that they work at all--I have never seen one, never built one and detonated it. I believe that they work because I trust the information given me by people who I think would know and would not intentionally deceive me. In the same sense, I believe that God is there, because I have sufficient evidence to convince me (whether or not it is sufficient to convince anyone else). If Reverend Daegmorgan believes that he will be able to walk before he walks, that is faith; and if he believes that his ritual will bring about specific results before they happen, that is also faith. It is only religious faith if it also involves a belief about the supernatural, even if (a la Mike's comment on atheist faith) that belief is that the supernatural is irrelevant or non-existent and that the power ultimately comes from within himself.

Magic is essentially a religious issue, even if you state that there is no magic.

--M. J. Young

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On 12/13/2002 at 9:46am, Kester Pelagius wrote:
sorry, a bit long

Greetings M. J. Young,

Quite a bit of thought provoking posts here.

M. J. Young wrote: Magic was generally viewed as religious expression long before there were Catholics to object to it. Oh, and most clergy understand the reasons for most things done in their churches.


Sadly *most* usually means they might have a explanatuion for many of the more recent instituted traditions, but few answers for what many would consider the *deeper* questions about the religious organisation. I don't mean questions about faith, life, the universe, and all the other sundries which organized religions work so hard to establish stock answers for.

In real life these are the sorts of answers found in pamphlets and the like (think *sunday school syllabus* type thing) about common subjects. Which, oddly enough, is often far more information that most game designers thing to include in their section on religion.

That's even including many tomes of short story compilations masquerading as game resource material. (Popular as that may be for some.) Odd. But is it anymore odd in trying to figure out what it is that isn't asked, which probably should be, about a religion?

It's a difficult question to tackle since most of us can only come at it from our own religious experiance. Yet many of us, if asked to examine a religion other than our own, might think ourselves far more capable of answering such a question. Which, IMO, is perhaps why so may gamers are disaffected with the portray of Priest and Cleric characters in most role-playing games. They can't relate to them based upon their own experiances, at least that seems to be the arguement most often stated.

Yet I have to wonder if the point of the game mechanic hasn't somehow been lost in all this?

Why is a religion the way that it is?

Why do they build their temples in a certain way?

Why... why... why... There are a lot of questions which we could ask of our real world religions. Of course the big question is why would we want to, right?

Simple. Because where else can you find living resource material than in your parish priest, temple rabbi, or coven priestess?

And why don't more game designer's approach such persons while researching their game religion? (Have you?)


greyorm wrote: For example, there is an edge to the world, beyond which lies the shores of the afterlife, you only have to sail westward long enough. There is no eastern edge of the world, it is a desert that goes on forever, over which the sun rises each morning (no, it can't be logically explained, and that's the point). The sea is literally a vicious goddess, the shadow of a once-slain god. The stars are servants and children of the sun, which can be called down to the world to serve wise magicians.


In terms of game mechanics the above would be great for inclusion in a resource book. But how does this impact play beyond being a interesting creation myth for the players to read?

How many reading this would like to see more background detail like this in their games? Less?


M. J. Young wrote: Within the earliest of those texts, as most of you are aware, there are prohibitions against the use of magic; these are the texts cited by those rather narrow objectors to the games, that they contain or portray "magic" and therefore must be evil. But if you analyze the texts (several have done it besides me) you find no evidence for the sort of gnostic magic suggested in this thread and in many games. What you find is that the magic exists on both sides. Priests and prophets are commanded and empowered to perform the same kinds of things that are forbidden as magical practices. The magical practices aren't forbidden based on what they do, but based on the fact that they are calling on spirits other than The Lord, and Israel is not to have any contact with such spirits.


That's a difficult statement. It's sort of a "yes and no" kinda thing. (Not commenting on the moral underpinnings.) It's not so much about "magic" as it is about a "prohibition" against those practices of 'divination' that are not sanctioned by, or for approved for, the priestly caste. viz. The Urim and Thummim. A Divinitory device if ever there was one.

Of course, as we are speaking about how some interpret the text, there are those who would flatly state that all divinitory devices are proscribed for everyone. Which isn't exactly right, nor is it exactly wrong. Just as using the term "magic" will invoke a certain preconception (mostly derived from the early Spiritualism and Neopaganism movements) that, I think, does not wholly apply here. Can it trully be said that it absolutely does not apply?

No. Because language is a dynamic.

Of course without going into detail about the various words actually used that really isn't saying much since the same thing can be said of the usage of the word "witch" and "witchcraft" in biblical context. The words are applied using a wholly different meaning from what the words have since obtained.

So what does that have to do with how silver pieces should be exhanged for a gold piece?

Something most of us probably don't even realize, when commenting on actual real-life still active religions, or reading commentary about them, is the religions of the past are viewed through a modern prism. We think, erroneously, that because religion is one way today that that must also be how it was yesterday. Yet, just looking at recent spirtual movements, I think most would say that Neo-Paganism is no more related to Cabalism than Cablism is related to Spiritualism or... Yet, in most games I can recall, cults are lumped together into Pantheons. It is sometimes assumed that a character can almost freely pick and choose their deity, if deity is even a consideration. Which, I know in the earlier RPGs, it really wasn't.

Clerics were just magic-users with a Holy Symbol instead of a Spellbook.

Of course that was AD&D. Other systems introduced Piety, Faith, and various similar alignment replacement traits. Still, for most of the systems I recall, these were just Spell Points. Which, oddly enough, are usually called Manna Points. Why is that?

Manna. How many realize where that word originates from?

Ok, so everyone here is exceptionally bright. What about the average junior high or high school gamer?

Which brings me to my next big question...

When writing about your game's (or game world's) religion should you, as a game designer, take into account that people may not really know where the terms you use originate? How much of a explanation should be offered beyond in-game related story?

In short: How much responsibility for educating the game about the sorts of real world religion topics discussed here should a game designer have, if any at all?

Ok that's probably a bit too long so I'll sign off now.


Kind Regards,

Kester Pelagius

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On 12/13/2002 at 5:02pm, Uncle Dark wrote:
RE: The Mechanic of "Religion" in Role-Playing Games

Kester,

You asked a lot of questions. Most of them I've asked myself in creating religions for a campaign, but the answers don't matter so much to anyone who's not playing a game with me, so I'll leave them out.

Incidentally, did you mean "manna," as in divinly-created food (from Exodus), or "mana," as in the Polynesian word for the mystical force places, objects, and beings contain?

As to the responsibility of a game designer to educate: none at all. I think the responsibility should, rather, fall to treating religions with respect. Sure, if the game is using real-world terms or concepts, it would be nice if the designers let you know where they got them and what they mean in the real world. Still, a gaming manual is not a theology textbook. A designer can treat his/her source material with respect, and treatments of actual religion can be respectful, without going out of their way to educate the players.

Lon

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On 12/14/2002 at 8:20am, greyorm wrote:
RE: The Mechanic of "Religion" in Role-Playing Games

I'd like to keep this from becoming a theological debate, much as I fear it is going to have to drift into that territory somewhat. So please, moderators and gentle reader, view this presentation as an alternative viewpoint and supporting explanation for the inclusion of a unique and non-traditional design of religious philosophy in the game world.

Mostly this is all relevant, and not just argument or counter-point to MJ because it does showcase an entirely different philosophy and belief structure than that generally supported by Western designers -- who can't help but be influenced by their own beliefs in their designs.

No offense to Mike or MJ, but they're products of Western thinking...two distinct branches, but Western thought none-the-less. This will hopefully bring a non-standard belief-set to the table, a different set of standard assumptions to work from than those provided by both Mike and MJ in regards to the meaning of various words, the nature of various items (be they real or fictional) and the obvious conclusions of such logic.

As I have really grown weary of designs that echo Western sentiment and underlying structures of culture and belief without clearly stating they do so, the following is presented. I dare say that once digested and stripped of the included rationale for explanation, it is a more traditional view of the world as would exist in an ancient, magical society and culture.

(The reason I say "stripped of the included rationale" is because much as with our own Western, modern set of beliefs, we believe them without having a rationale -- we are simply immersed in them as a culture and take them at face value as "true"...much the same for an individual who grew up under the following set of beliefs, the end result of the beliefs are considered true without the supporting arguments)

As well, anyone can feel free to argue the theological or logical grounds of the following with me in private, but not here (don't hijack the thread). This is not an attempt to say to anyone, "Hey, your viewpoint is wrong and here's why" (except in the specific case of judging the beliefs outlined earlier specifically). This is an attempt to clarify the logic and rationale such beliefs so they can be understood on their own terms, with their proper support, rather than viewed in the context of a foreign mindset, as well as open it up to designers who would wish to utilize such material in their own designs of fantasy religions.

That, ultimately, is the objection to magic: whatever explanation you use for it ultimately proves to be a religious explanation. Even if you say that magic is just a natural force within the universe, the objection is raised that this suggests there is no supernatural world and thus no God...
...If Reverend Daegmorgan believes that he will be able to walk before he walks, that is faith; and if he believes that his ritual will bring about specific results before they happen, that is also faith. It is only religious faith if it also involves a belief about the supernatural...

MJ's above statement plays an important role in the following responses, and is the main reason I have serious disagreement with him on this issue.

You see, I don't believe in the supernatural.

Neither I, nor most pagans, hold the Gods, spirits, magic and various ecetera to be supernatural in any way, to exist as seperate from nature.

"Supernatural" is a word that is thrown around quite a bit, in fact, without clear definition. So let's take a look at what it means before we go on:

According to my trusty copy of Merriam-Webster, super- means above, over, surpassing, superior, more than. Natural means being in accordance with or determined by nature (and nature is, of course, the external world in its entirety.

Something which is not supernatural is said to be occurring in conformity with the ordinary course of nature and existing in or produced by nature: not artificial.

Here, however, is where "supernatural" breaks down: either it means, "anything that occurs which is unexpected" (which opens up a huge and obvious can of worms), or it means "anything that occurs which is not understood" (which opens up another huge can of worms).

In the latter case, especially, what is natural today is supernatural yesterday...a radio communication from Asia to Europe would be supernatural in the Middle Ages.

There are events in quantum science today which are yet ill understood which were, when first concieved and not yet observed, proposed to be impossible because they defied logic and explanation of them appeared to be supernatural hoo-ha.

This is the problem of limited human perception...what IS the natural flow of events? What is expected in one age is not in the next, what is believed to occur in one century is overturned as the expected and understood order in the next.

Let us take the given example of technology and what it produces.
Is technology natural or artificial? (Wait before you answer!)

Does technology conform to the expected flow of events?

If not, science and technology are supernatural because they do not conform to the expected flow of events. Thus man long ago mastered the supernatural in his use of science and technology...mere wizardry and sorcery of the age!

Yet, since mankind is the result of natural creation, and his technology is the result of natural genetic wiring that enables intellect and the desire to create tools, and the cause-and-effect of his natural history is such that technology had to occur (on some level)...

Then man's technology is occuring within the ordinary course of nature...he creates technology because nature "intended" him to do so, or (to use a less loaded phrasing) the natural skill and desire to do so developed in him.

A specific example: "That building or city wouldn't be there naturally because nature would not have created it," is the expected response to the above. This logic makes nature only that which is-not-man or which is-not-of-man, since no tool would exist without man's interference in the course of events.

The belief examined is that man's interference in things results in unnatural things occuring, like buildings being erected. If so, then man is in some way supernatural or unnatural, even though he and his technology are only the result of a natural, expected evolution.

Taking this "interference" idea further, that antelope would still be alive if the hunters hadn't slain it, and that plant would still have berries if the gatherers hadn't stripped it bare. The "natural" flow of events has been interrupted and interfered with.

But what is the natural flow of events?

Taking the analogy even further, that antelope wouldn't be dead if that lion hadn't eaten it. Since the lion does make a choice, it could have decided not to hunt and kill that specific antelope. Is the event natural or unnatural?

"Natural" we cry, as though animals are robots following some grand, mindless, genetic plan which makes their actions somehow a part of a "natural" course of programmed events that, for some reason, man has no place in.

This view places man outside of nature, proclaims his actions -- for some reason -- are unnatural, despite being the result of natural events. (Hubris!)

Yet, even if animals were mindless, choiceless genetic machines behaving according to a programmed nature, how and why is man different?

To become supernatural or unnatural, at some point in his history or evolution, something would have had to occur to mankind that was the result of unnatural or supernatural circumstances -- some event that simply could not occur within nature. Anything brought up as abnormal, such as pointing out factors such as mankind's societal and cultural groupings or his intellect, must be shown to be the result of an unnatural occurrence in order to be considered unnatural.

If not, is not man following his own grand, mindless, genetic plan of tool-making and technology?

The result here is always that any course of events which causes changes to the world could be considered supernatural; ie: the building or city being built over there. Yet the "natural" world changes itself constantly.

So what then is not a part of nature?
Ultimately, what is nature? What is a part of nature?

Most people will answer, "You know, grass and trees and stuff."
Right, then, and where does it end...this "nature" thing, and "not nature" begin?

Simple answer: biological matter is natural, rocks are natural...tools (items created with conscious intent) aren't. This is the third explantion of supernatural, that of the artificial, the not naturally created.

Yet, this is precisely my point, tools are the result of the natural evolution of a species. If nature intends things, then tools are intended, if nature is simply a mindless, programmed machine, then tools did not come about without the preceeding input of the machine...they are the natural effect of a natural cause in any case.

How, in any way, does man or his works defy the laws of nature?
Simple, he and they don't. Man works within them, man's works all rely on natural, physical principles. Man uses knowledge as any beast will to advance its own agenda, an agenda arising from natural instinct overlain with the ability to express that instinct to others (the language of intellect).

It may not seem like it, but I am talking about divinity above as well, hopefully you'll see how.
So to get back to the question of divinity, the divine, if supernatural, would be defined as something which exists outside the ordinary course of nature and is not a part of its structure, whose actions and being supercede nature.

Is God is not part of the ordinary course of the natural world?

I have always find the notion that he is not bizzare, to say the least, especially coming from Christians. Ggiven the view of God as the Creator of All and as the Architect of History, God should, logically, be the ordinary course of the natural world. In other words, if God or his actions are supernatural, then God's Will is...artifical!

(Quite the blasphemy, as I recall. God's Will for Creation is THE Will for Creation, Creation exists for His Will, so they are inseperate.)

However, I know many Christians are prone to take the supernatural view of God, because God is held to be apart from the natural world, existing apart from his Creation and being able to influence it to do things it "shouldn't," hence God is supernatural.

This is a stark contrast to the pagan view that Creation and Creator are one and the same. The Gods are the natural world; the Gods are nature or nature is the Gods -- the natural flow of events are the Gods in action. For pagans, there is nothing for the Gods to be apart from, and their acts cannot be artificial or supercede nature, since their acts are the acts of the natural world -- explainable or unexplainable.

So, again, I quite simply don't believe in the supernatural, and thus the logic give above by MJ: that a view of magic as natural must lead to a denial of the divine is only true if you hold there to be a supernatural world the divine must be a part of. However, if you believe anything that exists is a priori natural, then the divine is no more supernatural than you or I, trees, grass or rocks (in fact, the divine IS trees, grass and rocks (note this is different from saying that the trees, grass and rocks are divine by themselves...I'm not talking about animism here)). It is impossible, in fact, for anything to be supernatural or unnatural.

(In fact, I will note at this point most people will confuse natural and unnatural with discussions of right and wrong, and this confusion is where the majority of hesitation lies in accepting the above.)

Hence, is my faith religious or non-religious, given that I don't believe in any sort of supernatural entity? (just natural ones) Given that I can point to a rock and say "There is God." I can prove the rock exists. I can prove the universe exists (certain interesting branches of philosophy dealing with perception not withstanding). This is God.

What all this tells me is an age-old wisdom about judging the actions or beliefs of others based on your own beliefs -- that is, judging the pagan mindset or belief-structure based on a Christian understanding of the world. Such a method leads to error and false conclusions. That is, your logic about natural magic, supernatural = religious, and so forth don't hold up for me because the underlying assumptions are all wrong, in my view and experience.

In fact, I note here, out of interest and in conjunction with the above in regards to both pagan and Christian thought about the divine, another definition of nature is a creative and controlling force in the universe.

In this, I think, beyond the interesting implications that has for either a pagan or a Christian exploring their faith, I find another way to portray natural and supernatural in a game: that which is supernatural is that which defies the will of nature...that is, goes directly against the wishes and intents of the creative, controlling force of the universe, whatever those might be.

This certainly allows for things which defy the order set by the Gods, or which go against the will of the Creator, depending on which diretion you take it, without leading to moral or logical problems like the undead being "natural." Particularly useful in epic and high fantasy, as things such as the undead, sorcery or necromancy could be displayed as definite and without question unnatural or supernatural.

In the case of of Tolkien's works these are that which defies the known and REAL natural order as defined by Eru or which supercedes it in order to cause an effect (interestingly, this means Gandalf's magic is natural, part of the natural magic of Middle-Earth).

One of the challenges of the Harry Potter books is its seemingly non-religious magic. Christians can't agree whether it's really witchcraft; Wiccans can't agree whether it's really witchcraft.

I don't know a witch worth their salt (haha, funny, Raven) who would consider the magic in the Harry Potter books to be remotely similar to the actual practice of witchcraft (because it isn't). This (ie: is it? isn't it?) may be an issue in the Christian community, but not among Wiccans. Hence I'm curious whom or what gave you the notion, or where you have seen such a debate occuring in the Wiccan, pagan or magickal communities?

(ie: you don't know what you're going to get).

I completely disagree with this definition of faith. Faith is what causes me to put my feet on the floor of my bedroom without first turning on the light to be sure it's still there.

I believe what we have here is my not being clear enough, and boorishly so.

MJ, your more wordy answer as to what faith is is dead-on in-line with my own. I can see how you read my statement in reading your response to it, but know my simply and quite poorly phrased statement was meant to convey your infinitely clearer statements about the idea.

Simply, "you don't know what you're going to get when you get out of bed in the morning, but you expect the floor to be there without proof that it is" is precisely the same to me as your given definition "faith is the assurance of things hoped for, the conviction of things not seen." I don't necessarily agonize about getting out of bed in the morning, I have faith that my floor remains intact without even thinking about it.

That is, faith to me is (uneloquently) "surety without proof."

However, I'm not big on faith as the center-point of my spirituality...I'm far too much the scientist to do or believe anything without proof. As well, this was attractive about Bhuddism, which teaches that direct experience is the only key to true knowledge...you can only know precisely the events you experience in context, not as they are told to you or what you deduce. The most easily expressed form of this being, "If a man tells you about his neighbor, all you really know is what that man thinks of his neighbor, you know nothing about the neighbor."

Whether someone believes me or is convinced of the same evidence as I am isn't my concern. I am, and I'm a great questioner and doubter of the unproven. And of course, a key tenet of Wicca is that religion and spirituality are experential, so I'm sure you can see how that ties in with this.

Finally, again, anyone can feel free to argue the theological or logical grounds of the above with me in private, but not here, please. The above is not an attempt to argue a point or convince anyone of any specific thing being true. Its purposes here, in the context of a Forge post, are idea fodder for the portrayal of religions and their cultures (or vice-versa) in a game world...it is not up for off-topic debate.

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On 12/14/2002 at 8:24am, greyorm wrote:
Re: sorry, a bit long

Kester wrote: In terms of game mechanics the above would be great for inclusion in a resource book. But how does this impact play beyond being a interesting creation myth for the players to read?

Mechanically, it doesn't.

Play-wise, it does.
That is, the players respond and react differently to the world when they realize it isn't Earth-with-a-funny-hat...oh-and-magic. The fact that the world is flat, that the sun really is a God, that you can literally sail to the shores of death, changes everything.

They stop thinking in terms of the modern world, in terms of physics, chemistry, and rational, scientific views. They more easily immerse into the world of the game...in other worlds, they play their roles better, acting more like an inhabitant of that world and less like an inhabitant of modern Earth thrust into an alternate universe.

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On 12/14/2002 at 9:29am, Kester Pelagius wrote:
RE: The Mechanic of "Religion" in Role-Playing Games

Greetings Uncle Dark,

Uncle Dark wrote: You asked a lot of questions. Most of them I've asked myself in creating religions for a campaign, but the answers don't matter so much to anyone who's not playing a game with me, so I'll leave them out.


Actually that is very telling answer in and of itself. (see below)

Uncle Dark wrote: As to the responsibility of a game designer to educate: none at all. I think the responsibility should, rather, fall to treating religions with respect. Sure, if the game is using real-world terms or concepts, it would be nice if the designers let you know where they got them and what they mean in the real world. Still, a gaming manual is not a theology textbook. A designer can treat his/her source material with respect, and treatments of actual religion can be respectful, without going out of their way to educate the players.


Exactly.

A game book is just that, a game book. It is intended to provide for the rules of play. Now resource books can go into details, and often do, but in so far as providing information above and beyond that directly pertinent to the game world they, as you say, are not a textbook.

Now I know many will probably say no FRP game should ever present a real-world religion in any sort of context. Yet there are many that should, but don't. For instance does anyone remember anything about religion in old FRP games like Top Secret, James Bond, Gang Busters, or any of the many period games prior to the upsurge in the use of angels and demons in games? (And what about those games, how do they portray religion?)

As many have noted religion plays a very large part in our actual lives, whether we consider ourselves to be religious or not. I don't just mean the philosophical question about life after death and the soul, but the fact of the religious institution, and the power and influece which they represent. I know that in the early days of gaming Rogue's and Wizard's guilds had lots of information published about them, but I really can't recally much put out about religious institutions.

Not even the stuff that was put out about Druids really addressed the pre-Roman Druidic councils or Druid colleges.

Deficiency or oversight?

I'm thinking it has far more to do with the mechnics used to represent religion. Though, from reading this thread, I am assuming that has changed in recent years. At least with some games.


Uncle Dark wrote: Incidentally, did you mean "manna," as in divinly-created food (from Exodus), or "mana," as in the Polynesian word for the mystical force places, objects, and beings contain?


Yep, smart people.

Still I can't help but recall comment made, years and years ago now, about one certain resource book I happened to rescue from the used gaems bin. It was about alchemy and alchemists, provided lots of "detail" in herb lists and recipes for things. (Looked like someone might have just copied, or made up based upon, medival lists of stuff.) What I recall rather vividly is a player asking if they could "borrow" the book because they, of all things, wanted to try some of the formulaes to see if they worked.

Yep, lots of smart people here, but it's the others roaming around out there that I worry about.

Which is why I sometimes think that the "fluff" should be limited to little more than thumbnail descriptions keyed to support of the game mechanics. I have learned, as a general rule, people are dumb. Me included. We do dumb things, not because we are stupid, but because our intentions are too good for our own good.

And, no, I most certainly did *not* let the player borrow the book. In fact I shelved it and didn't use it, mostly because of that incident.

So, what do you think, was it irresponsible to include such detailed lists or was that just a bit of *flavor* that someone took the wrong way?


Kind Regards,

Kester Pelagius

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On 12/14/2002 at 9:42am, Kester Pelagius wrote:
RE: Re: sorry, a bit long

Greetings greyorm,

greyorm wrote:
Kester wrote: In terms of game mechanics the above would be great for inclusion in a resource book. But how does this impact play beyond being a interesting creation myth for the players to read?


Mechanically, it doesn't.

Play-wise, it does.



I would humbly beg to differ. The world you describe would (and in my opinion should) have a very different form of physics and native reality, just by the very nature of the construct. That *does* impact mechanics of play.

Once you define the reality that becomes part of the rules of play.

Yet, you seem to indicate you don't think this is case. Which makes me wonder why not. After all if the world is flat, yet continues on in both directions...

In games I have run players character's have adventured to various alternate planes of existence. Not always the same way. In fact, as part of the rules of play, the methods of travel were clearly delineated. I remember this well. In one game we had "world gates" (just big stonehenge like arches) in another they were sort of swirling vortices of charged energy (very unstable, and NO world gates) in yet another...

Well I wont bore you. But obviously that does establish, through the background, rules of play. Thus it impacts game mechanics.

How?

Think about those "hold portal" or "open portal" types spells in the old AD&D games. They might take on new meaning when applied to a dimension hyper-portal, or not. The DMs call affects the mechanics of play.

In a Greco-Roman world the Underworld may literally be under your feet, accessed through subterrenean passages. While in a Aegyptian styled campain the Otherworld of the Tuat may, quite literally, be an other world.
To say nothing of the Realm of Fairy, which is also known as the Otherworld, et al.

Or might one posit my above statements to be more a aspect of interpretation and gaming style?


Kind Regards,

Kester Pelagius

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On 12/14/2002 at 2:35pm, lumpley wrote:
RE: The Mechanic of "Religion" in Role-Playing Games

Kester wrote: And, no, I most certainly did *not* let the player borrow the book. In fact I shelved it and didn't use it, mostly because of that incident.

How come? Weren't you curious whether it worked?

Personally, I think that RPGs are as reliable and valid a source for real-world magic and religion as any other.

Well, okay, I don't actually think that. But pretty close. Magical systems and theologies are ideas. They're just as accessible to gamers and RPGs as they are to novelists and filmmakers, and it's appropriate for gamers to address religion in just the way it's appropriate for novelists to. The Name of the Rose, the RPG? Tex and Molly in the Afterlife, the RPG? The Chosen, the RPG? Bring 'em on.

(Also, treating religion with respect and circumspection is only one option. I'm critical of religion and I think it shows in my games, even some of the ones that aren't about puppies.)

-Vincent

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On 12/14/2002 at 8:58pm, contracycle wrote:
RE: Re: sorry, a bit long

Kester Pelagius wrote:
I would humbly beg to differ. The world you describe would (and in my opinion should) have a very different form of physics and native reality, just by the very nature of the construct. That *does* impact mechanics of play.


It can, but it need not IMO. Worlds with physically accessable underworlds could be represented as mechanically in GURPS as a custom-built system which represents aspects of its cosmology (like FVLMINATA's use of social rank for initiative, IIRC). But the uses to which the mechanics are put will differ perhaps due to the different plausible options available in-game to the characters.


Not even the stuff that was put out about Druids really addressed the pre-Roman Druidic councils or Druid colleges.

Deficiency or oversight?


Lack of data, rather, I believe.

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On 12/15/2002 at 6:41am, M. J. Young wrote:
RE: The Mechanic of "Religion" in Role-Playing Games

First, in respect for his request that we not hijack the thread, I will limit any further theological debate about the definition of magic and supernatural; this is to answer one question and one issue.

Rev. Ravenscrye Grey Daegmorgan a.k.a. greyorm wrote:
Quoting something I wrote: One of the challenges of the Harry Potter books is its seemingly non-religious magic. Christians can't agree whether it's really witchcraft; Wiccans can't agree whether it's really witchcraft.

I don't know a witch worth their salt (haha, funny, Raven) who would consider the magic in the Harry Potter books to be remotely similar to the actual practice of witchcraft (because it isn't). This (ie: is it? isn't it?) may be an issue in the Christian community, but not among Wiccans. Hence I'm curious whom or what gave you the notion, or where you have seen such a debate occuring in the Wiccan, pagan or magickal communities?

My information is second-hand. There was a debate recently on a forum at Belief Net in which several prominent Christian authors were invited to discuss whether Harry Potter was positive or negative from a Christian perspective. Both sides cited quotes, published and privately obtained, from Wiccans and other self-defined witches. One prominent writer who thinks that the Potter books glorify witchcraft and should be avoided by Christians cited several who claimed that Harry Potter was a great promotional boon for their beliefs (not an accurate representation, perhaps, but similar enough that they could see themselves in the stories). Several others cited comments by people whose opinion jives with yours, that this is nothing like the religion or practice they know, and does nothing positive for witchcraft but paint a distorted caricature thereof.

I tried to access and link the threads recently, but it appears that they have been archived for members only (I am not a member, and don't have the time to become involved) with only minor excerpts posted to the main site which did not include comments from some significant contributors.

Raven further wrote: I have always find the notion that he is not bizzare, to say the least, especially coming from Christians. Ggiven the view of God as the Creator of All and as the Architect of History, God should, logically, be the ordinary course of the natural world. In other words, if God or his actions are supernatural, then God's Will is...artifical!


What Christians (and, I believe, Jews) believe is that God exists independent of the physical universe, and that He created something separate from himself--in much the same way that you create games that are separate from yourself. The universe thus contains and expresses much of God and His nature, and in a sense God is constantly active within it, but He is not it and it is not He.

"Supernatural" in this context means anything which has its primary existence outside the physical universe, that which we tend to call "creation". It does not mean "unnatural", nor does it necessarily mean contrary to nature. Great theological treatises have been written examining how the miracles of Christ all reflect God's ordinary work in nature but at a different rate or distance or something (e.g., God multiplies grain and fish constantly in fields and rivers; Jesus multiplied cooked bread and dead fish instantly to feed the multitudes). The argument is that even in this "disruption" of the natural order, the concepts of the natural order are still seen, as the disruptor is the creator, the author using the same theme in a different context. Thus a "supernatural intervention" doesn't necessarily mean making nature do that which is contrary to nature, but rather may mean no more than inserting an uncaused cause such that course of events might change--in much the same sense that a scientific experiment cannot demonstrate how likely it is that the lab assistant will interfere with the experiment.

--M. J. Young

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On 12/15/2002 at 7:57am, Kester Pelagius wrote:
RE: Re: sorry, a bit long

Greetings contracycle,

To think all I intended to do was log in to clear out my e-mail. Yet, here I sit, typing away. When I could reading a book. *snickers*

contracycle wrote:
Kester Pelagius wrote:
I would humbly beg to differ. The world you describe would (and in my opinion should) have a very different form of physics and native reality, just by the very nature of the construct. That *does* impact mechanics of play.


It can, but it need not IMO. Worlds with physically accessable underworlds could be represented as mechanically in GURPS as a custom-built system which represents aspects of its cosmology (like FVLMINATA's use of social rank for initiative, IIRC). But the uses to which the mechanics are put will differ perhaps due to the different plausible options available in-game to the characters.


Ah, what you say is true. In so far as it relates to a game's core system. However, would you not agree, that once a author outlined a world, begins to establish what does and does not exist, that, in a manner of speaking, they are establishing the mechanics of the game world?

As I see it there are the core rules mechanics, the mechanics of the game world, and a number of minor variable mechanics that should, though rarely ever really seem to, be able to plug into a setting.

Such as is the case with Religions and Magic. Of course some systems are, shall we say, more user friendly than others. For instannce AD&D has it's magic system pretty well integrated into the core rule mechanics, not only that but the underlying core rule mechnics actually go part way to definining not only the milieu but the sort of game world one is likely to play in.

Other systems, like Chaosium's in-house BRPS, seemed to aim at having a core rules mechanic which worked with a seperate world mechanic (namely the campaign setting). Certainly that is what made its variety of product lines possible. Of course I really only can speak to Stormbringer, but I know there was a Hawkmoon, Call of Cthulhu, Elfquest, and a game based on Theive's World all of which used the same BRPS system.

Not a "universal" or "generic" system, at least not as most seem to define such systems (meaning a single system that tried to do everytying, including washing windows) but rather a more modular plug and play kinda system. Sort of.

That may sound a bit confusing but, nest as I can state it, is that RPG rules systems are of three basic types:

1. The Integrated Rule System
2. The Core Rule System
3. The Generic/Universal Rle System

Obviously AD&D would fall into category 1, since much of it's setting material is pretty well integrated into the rules. Though games like MERP and probably's Trollbabe (based upon what little I know of it) would probably be better examples since they are a game designed wholey and soley to represent a type of world setting.

Games with a good core rule system of category 2 would, IMO, be of the BRPS type. Meaning they allow quick, easy, and adaptable plug and play.

GURPS would probably be category 3, since it tries to do everything, yet it really isn't. Every source book, from what I recall, at least attempted to stand on its own, thus it is sort of a hybrid category 2.... hmm.

Maybe I need to rethink my categories, any thoughts?


contracycle wrote:
Kester Pelagius wrote:
Not even the stuff that was put out about Druids really addressed the pre-Roman Druidic councils or Druid colleges.

Deficiency or oversight?


Lack of data, rather, I believe.


Yet authors allowed their imaginations to wander freely to fill in the gaps in many other fantasy world settings, some of which actually *had* accessbile material. But which few seemed to make use of.

Though I wonder what other systems treated Druids with depth, besides AD&D (which did, after a fashion). Anyone have any good examples?


Kind Regards,

Kester Pelagius

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On 12/15/2002 at 8:12am, Kester Pelagius wrote:
RE: The Mechanic of "Religion" in Role-Playing Games

Greetings lumpley,

lumpley wrote:
Kester wrote: And, no, I most certainly did *not* let the player borrow the book. In fact I shelved it and didn't use it, mostly because of that incident.

How come? Weren't you curious whether it worked?


There were formulas for elixirs, poisons, herbal remedies, ungents, potions, and (if memory serves) the philosophers stone.

I s**t you not!

Now do you see the reason for my reticence to let someone "borrow" such a book? (Especially after they expressed a desire to "experiment".)

Of course the Internet makes trying to keep such information out of the hands of the, shall we say, explorative minded a bit moot. Not that I have looked, but from the things I have stumbled on... *whistles*

So, knowing a little more about the book, do you still think such formulaes should have been included? Or should there just have been charts and tables detailing the name, type, and effects of the supposed elixers and such?


lumpley wrote: Personally, I think that RPGs are as reliable and valid a source for real-world magic and religion as any other.

Well, okay, I don't actually think that. But pretty close. Magical systems and theologies are ideas. They're just as accessible to gamers and RPGs as they are to novelists and filmmakers, and it's appropriate for gamers to address religion in just the way it's appropriate for novelists to. The Name of the Rose, the RPG? Tex and Molly in the Afterlife, the RPG? The Chosen, the RPG? Bring 'em on.


The Name of the Rose was good movie, I've give you that. Better even than Cadfael, then that was a BBS series.

What you say if very true. However I would not attribute RPG material as being a good source of information about religion, of any kind. Yet, I can tell you honestly, I did know one or two gamers who had a copy of Legends & Lore and treated it with an almot religious reverence. Even though their faces went blank if asked about Hamilton's or Bulfinch's Mythology.

Of course that was many long years ago, they were much younger, as was I.

Hmm. I must have been one strange teenager, reading Hamilton's and Bulfinch's mythology as a RPG resource and not as part of a class. 'Splains a lot! *insert favorite comic expression here*


Kind Regards,

Kester Pelagius

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On 12/15/2002 at 9:36am, Andrew Martin wrote:
RE: The Mechanic of "Religion" in Role-Playing Games

lumpley wrote:
Kester wrote: And, no, I most certainly did *not* let the player borrow the book. In fact I shelved it and didn't use it, mostly because of that incident.


How come? Weren't you curious whether it worked?


I read a book back in the 90's, that described the works of a real life wizard and the various herb and minerals that he combined and burned to contact "demons" with. After reading the descriptions, and checking with a medical reference, I discovered that these herbs and minerals were hallucinogenic when burned! There was the source of the "demon", a hallucination, a manifestation of one's own mind.

I experimented with dowsing in the 80's with two "L" shaped metal rods (it was a technique used at my work place for finding buried cables), and with dowsing with pendulums and found that they worked for me. With more experimentation, I found that real trick to making dowsing work was to "listen" to one's subconscious. The rods and pendulum were responding to subconscious movements in my own body, produced by my own mind. I could control the movements of the device just by my willing it to be so, and so causing my muscles to move the device. No magic, just subconscious (or conscious) perception through one's own mind.

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On 12/15/2002 at 8:23pm, greyorm wrote:
RE: Re: sorry, a bit long

Kester, don't make me slap you with a mackerel.

You ask me a question about how a world of mythic reality influences the mechanics of play, I answer that it does not influence mechanics or need to, and you come back with an analysis of how the physics of the world would be different so the mechanics have to be different?!

Alright, then, I give. You explain to me, please, how the facts that the world is flat, has one edge beyond which lies the afterworld, and so forth will alter the following mechanic: roll D20 + your skill + your ability modifier.

No convoluted bullshit about the world impacting play and maybe adding this modifier here or there, either, please. Direct, clear examples of how the nature of this different reality fundamentally alters the mechanics of the game.

I'm sorry to come off so harsh, but you've been here long enough to know better.

So, simple answer to the above question: it doesn't.
The game mechanics are no different than they would be in a plain old regular D&D campaign where the world is spherical and surrounded by a void.

In the world we're talking about, the physics can remain the same, the laws can remain the same, they don't have the same explanation, perhaps...and why go creating seperate physics?

There is no need. We are telling a human story in a world that behaves is usually expected on the grossly physical level of common experience. We are playing in a world that is like the one we know, or as our ancestors knew it.

Your problem, perhaps, is that you're still thinking like a 20th-century native of modern Earth. Rational thought and the scientific method have clogged your thought-processes with their fingerprints, so that you believe everything must have a natural explanation, one that is logical and discernable (protests expected but ignored).

Here, however, is a world where science is not reality, where such thinking is, in fact, ultimately wrong. For example, the wind doesn't blow because of differing air pressure cells, it blows because the Lady of Breezes breathes upon the world...and there is no air pressure, the Lady of Breezes is not an explanation for air pressure, or the force behind air pressure..."air pressure" simply doesn't exist.

"Wait, then!" the modern mind says, "If air pressure doesn't exist, then this can't happen, this can't happen, this can't happen, and how then did this happen?"

Exactly my point. Modern mind, shut-up. Air pressure doesn't exist, but that can happen, so can that, and the thing that did happen, too. No, you can't explain it with air pressure or its lack. The reason it works or doesn't is because the Gods say it does.

With enough of this unsolvable mystery, the modern mind eventually shuts down and the mind starts processing things according to the established reality of the game world.

Hence, what I am trying to do, to tie the religious reality of the game world directly to the game world by making the religious reality the physical reality.

In this, the Gods aren't a seperate thing from the game reality, off in "outer planes" and above an explainable nature and so on, they ARE reality, they are the Prime Cause. When this is realized, suddenly religion becomes a whole lot more important in-game, because the player can see where the character is really coming from.

And all this is why the usual methods of promoting and establishing religion in-game have fallen flat for me, as well as arguments about it not being something that actually can be established unless the player is willing to go the extra mile and play it up.

They never really addressed the basic issue and the basic problem: players never really have a logical incentive for doing so...a motivating character-reason, because "Yeah, he believes because this happened to him" or whatever explanation of faith is given falls flat for everyone, since it is only the character that can see that viewpoint, and the character doesn't count.

Actually, this should be a "Why Gamers Suck" column. I despise "Science Nerd Gamers," the guys who sit and poke holes in fantasy and science-fiction games, or make up scientific rules to cover the percieved problems, like "dragons are too big to fly!" or "the jump-gates in Babylon 5 could never work!" or "Here's my spell-point system based on quantum-energy physics."

Folks like that remind me of that episode of "the Simpsons" when Homer was fielding questions about the cartoon character Poochy, and the snorting nerds in the front row were pestering him with observations about how unreal it was that the cartoon cat didn't have enough rib-bones.

For fantasy games, and alot of other types of games, such conditioned thinking completely misses the point.

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On 12/15/2002 at 8:41pm, greyorm wrote:
RE: The Mechanic of "Religion" in Role-Playing Games

MJ, thanks for answering my query.
Also for the detailed analysis of the view of deity as an "independent entity;" you'll note I did reference that view in the paragraph following my comment about my perception of it as odd, so as to contrast it with the pagan view of deity as non-external to the universe.

And to a couple others...watch yourselves, certain of you are starting to free-associate all over the place. Check the topic, then post.

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On 12/16/2002 at 5:42am, Kester Pelagius wrote:
RE: Re: sorry, a bit long

Greetings greyorm,

greyorm wrote: Kester, don't make me slap you with a mackerel.

You ask me a question about how a world of mythic reality influences the mechanics of play, I answer that it does not influence mechanics or need to, and you come back with an analysis of how the physics of the world would be different so the mechanics have to be different?!

Alright, then, I give. You explain to me, please, how the facts that the world is flat, has one edge beyond which lies the afterworld, and so forth will alter the following mechanic: roll D20 + your skill + your ability modifier.


*quirking eyebrow*

Mayhaps you skimmed over the part where I stated there is a difference between a RPG "core mechanics" and it's "world mechanics"?

So I shall reiterate in what, I hope, to be plain english.

The core mechanics are the base system mechanics, as all here know this covers character generation, maybe touches upon skills et al, but really covers little else.

The world mechanics are what delineate, define, establish, and precisely lay down the rules of play for the game environment. viz. whether the world is flat, floating in mists, a oblong toroidal Dyson sphere, what have you. There is a difference.

Once lets you generate a character. The other presents the stage upon which the character is to be played.


greyorm wrote: No convoluted bullshit about the world impacting play and maybe adding this modifier here or there, either, please. Direct, clear examples of how the nature of this different reality fundamentally alters the mechanics of the game.


I really have no idea where this steam is venting from. Save, perhaps, to assume that you have encountered some far less inspirational systems than I over the years?

greyorm wrote: I'm sorry to come off so harsh, but you've been here long enough to know better.

So, simple answer to the above question: it doesn't.
The game mechanics are no different than they would be in a plain old regular D&D campaign where the world is spherical and surrounded by a void.

In the world we're talking about, the physics can remain the same, the laws can remain the same, they don't have the same explanation, perhaps...and why go creating seperate physics?


There are many types of magic systems. Some make use of Leylines, power nexii, or Manna. By definition that is a world mechanic affecting character design.

For instance: The world of Elric is not the world of the Soprano Sorceress anymore than either of those worlds are the world of Bilbo Baggins. There exist subtle differences, expressed not just in character descriptions, but certain subtleties of the background which help define the world.

Of course how one decides to create a character for use in such a world matters not so much as does establishing the proper flavor of the world to play in. That includes the sort of characters, monsters, monetary systems, et al which one may encounter within such a world. Even the belief systems. That is a world mechanic.


greyorm wrote: There is no need. We are telling a human story in a world that behaves is usually expected on the grossly physical level of common experience. We are playing in a world that is like the one we know, or as our ancestors knew it.

Your problem, perhaps, is that you're still thinking like a 20th-century native of modern Earth. Rational thought and the scientific method have clogged your thought-processes with their fingerprints, so that you believe everything must have a natural explanation, one that is logical and discernable (protests expected but ignored).


I got to this point and, quite frankly, saw the "ignored" bit and sat agasht, then became slightly digusted, then just shrugged.

Rant and rail as you will, I guess is the best response I can type. (?) I believe that I have expressed the distinctions clearly. Still I shall make no attempt to clutter this thread further with this matter, since it is obviously a pinprick into some nerve or another I did not intend to set off and, as you have stated you are likely to ignore such posts... *scratches head in confusion* Sad, really, something might have devloped out of of such a discussion.

Here's hoping that our next discourse wont be on such techy grounds.


Good Evening,

Kester Pelagius

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On 12/16/2002 at 5:56pm, greyorm wrote:
RE: The Mechanic of "Religion" in Role-Playing Games

Alright Kester, fair enough.
I overreacted, and much due to my missing any discerning between the ideas of "world mechanics" and "game mechanics" in your posting.

By "world mechanics" you are referring to alterations to or differences in the setting...but then I fail to see what your original disagreement was about? There are still no differences mechanics-wise.

Yes, again, there are differences setting-wise...the very differences I stated are the differences in setting (which is blatantly obvious). And your talk about different sources of magic, such as ley lines or mana, differing depending on the world, this is more of the same: description of the specific color of a setting.

Simply, I am left scratching my head at the reason for mentioning such things at all, for it sounds to me as though you are saying, "Settings have differences depending on their differences."

What, precisely, was the point of your original question and your later disagreement, especially as it relates to the topic at hand?

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On 12/16/2002 at 6:47pm, Valamir wrote:
RE: The Mechanic of "Religion" in Role-Playing Games

Well, I hate to jump into the middle of this discussion, but if I may, I think I see what Kester was getting at...mainly because its something of a pet peeve of mine.

In much the way Raven, that you have a distaste for the science nerd (a distaste I share but in a slightly different fashion...I like the hole poking to a point, because it tells me where they myth is weak and lets me fill in the holes I would have missed) I have a distaste for fanciful things that aren't taken to their logical conclusion (like D&D with lists of the 350 kings who ruled Oberthanahal...wait a minute...for a simple payment of gold my 7th level fighter got himself ressurected 3 times...the only reason there should ever be more than 1 king is if there was a coup, a death that resulted in total destruction of the body, or the king ran afoul of the church (all churches). That sort of thing.

So a strong but fantastical world myth (I love those...I have one involving a race being cursed by the moon, because the moon's lover begat the race on the sea...thinking the sea was it was the moon, because the trickster god put the moon's reflection in the water...that sort of thing) should have an impact on how the world works, and some of that can/could be reflected in mechanics. Now when I think mechanics I go beyond the very basic mechanism of the mechanic (die + modifier or what have you). To me rules for WHEN to invoke that mechanism are as much a part of the mechanic as the mechanism itself is, and so on.

As a concrete example, you indicated your world was flat. Well, the horizon is caused because of the curvature of the earth, distant objects being literally too "low" to see. If the world is flat, visual distances would work much differently. Even with a enormously powerful telescope I can't see all the way across the Atlantic...the curvature of the earth sees to that. But with a flat world...on a clear day...with a powerful enough telescope, I could stand in New York and watch fishing boats in the Bay of Biscay. Now while that may not effect the core mechanism of the game, it should effect things like when a party needs to roll to see if they've been spotted...which could happen MUCH farther away than our reality based intuition would suggest. In other words WHEN the mechanism gets invoked might be different based on the underlying myth.

For instance in the world I mentioned above weather is actually created in a manner similar to the Heat Miser / Frost Miser feud from the old Christmas Special...an ongoing war between cloud living Fire and Frost giants. If I were to play D&D3E in such a world I might well have to rework how "weather sense" abilities work...they might be cleric based instead of ranger based. Spells like Lightning Strike, or Call Weather, might have to be rewritten. Summoning cold weather might well piss off the local cloud of Fire Giants (like snow in South Town), may even change the balance of power in the on going war and herald the beggining of an Ice Age.

So I can definitely see places where a mythology (if its actually true and factual mythology) could have an impact on the broader set of what I would consider mechanics (i.e. mechanisms plus implementation of mechanisms).

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On 12/17/2002 at 6:23am, greyorm wrote:
RE: The Mechanic of "Religion" in Role-Playing Games

Valamir wrote: If the world is flat, visual distances would work much differently.

Thanks, Ralph, I get what you are saying about Kester's idea...however, the above example is exactly the kind of notion I'm talking about ridding oneself of.

You're talking physical reality...you can't see beyond a certain distance because the earth curves, and if it didn't, you could. But...it's unimportant.

Simply, the world is flat and you still can't see beyond that certain distance because that's just the way the world is. No explanation necessary. Same physical laws, same gross physical "reality"...different actual cases of reality.

Regardless, I realize that's picking at the point, and I understand the intent behind the example. Ultimately, I agree, in a number of given cases alteration of the game world could affect the specific usage or usage-result of the mechanics.

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On 12/17/2002 at 9:27am, contracycle wrote:
RE: The Mechanic of "Religion" in Role-Playing Games

greyorm wrote:
Valamir wrote: If the world is flat, visual distances would work much differently.

You're talking physical reality...you can't see beyond a certain distance because the earth curves, and if it didn't, you could. But...it's unimportant.


It is not unimportant. This is one of the examples, I feel, of the denial of wisdom; nobody in the game knows or cares why there is a limit to vision, not for any particular reason, but just "because". In this case, seeing as there is no alternative explanation, players will continue to operate on their default understanding of how the world works. And our priests and diviners don't know either, apparently, so why does anyone expect us to treat them with any respect?

Of course we are talking about physical reality - this is inescapable because the entire model we use is one of physical creatures moving about a physical space. To establish such things as both unkown and unknowable makes all forms of comprehension meaningless and valueless; is it any wonder then that players ignore them?

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On 12/18/2002 at 7:28am, greyorm wrote:
RE: The Mechanic of "Religion" in Role-Playing Games

Gareth,

I agree, that would be a problem, and precisely what I feel (and am finding) my method allows the group to avoid, so you don't get characters or peoples who ignore their priests and diviners, nor players who fall back into "Just Like Earth(tm)" modes of thought and behavior.

Note that nowhere have I ever said "leave it utterly undefined" and similar statements about unknowing and unknowable. You're ascribing statements to me I'm not making: I'm saying that such things are best left to description through the campaign's mythology, and that such is supported as the truth in order to be recognized as such.

There is some context in regards to the issue of "unimportant" physical reality that is set up in previous posts in this thread as well as following the portion of my statement you quoted, which detail my reasons for making the statement that you might wish to reread to get a better idea of what I was promoting and what I was disapproving of, and why.

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On 12/18/2002 at 9:29am, Kester Pelagius wrote:
RE: The Mechanic of "Religion" in Role-Playing Games

Greetings greyorm,

greyorm wrote: Alright Kester, fair enough.
I overreacted, and much due to my missing any discerning between the ideas of "world mechanics" and "game mechanics" in your posting.

By "world mechanics" you are referring to alterations to or differences in the setting...but then I fail to see what your original disagreement was about? There are still no differences mechanics-wise.

Yes, again, there are differences setting-wise...the very differences I stated are the differences in setting (which is blatantly obvious). And your talk about different sources of magic, such as ley lines or mana, differing depending on the world, this is more of the same: description of the specific color of a setting.


Ok, I'll try this one more time.

In Stormbringer the way magic works is not how it works in, say, oh, just about any other novel prior to the series publication. Since then, sure, plenty of demon swords. However, it is not merely "flavor" or "setting", witness the Stormbringer boxed set.

Ah, the Stormbringer boxed set. It's magic is not AD&D magic. It's not even Palladium magic. Nor is it MERP magic. Rather, it is something else altogether.

Yet how can that be?

You would argue there is no difference, save in minor details of the setting. That this doesn't mean anything. But it does!

Many novel series present a world in which magic comes with a cost, which can often be expressed in terms of *mechanics* as Fatigue or Lifeforce Drain. Which, of course, is dependant upon how the world is established. That is a world mechanic.

If magic will only work by rote, blood letting, summoning of daemonic forces, or while standing on one foot and reciting love poetry under a full moon on the 11th day of Aum then you have just established a world mechanic by defining conditonals within the framework of the world setting cum background cum flavor.

Of course there is one good *bad* example of this I can think of, though only because it's implementation bore the obvious earmarks of having too many wouldbe cooks putting too many spices into the stew. That would be, IMO, the Spelljammer campaign setting from TSR. (A campaign set I liked a lot, despite it's faults.)

It borrows much from early Cosmology, mostly medieval and Ptolemaic, alas beyond the use of names and certain ideas the material presented takes off on one too many tangents. Thus it looses itself.

Why is this important?

Because your game mechanics should derive directly from your world mechanics. All novels that make it to print generally do so because they have a strong world mechanic, meaning they allow the reader reasonable room for suspension of disbelief. Thus they seem realistic within their own environment, even if they bear no resemblance to our perceived reality.

Those familiar with Spelljammer will probably be instantly able to cite several falws with the basic combat ship-to-ship system. A system which, oddly enough, would have made a great 2D naval warfare system, if printed as such. Alas that is also why the system was a failure.

Why, if I just stated it was such a good 2D naval combat system, would I then say it was a failure?

The answer is simple. What was needed was not a 2D table-top naval warfare system but a 3D ship-to-ship system. That is what the world mechanic called for. That is not what the boxed set presented. The game mechanic went against the established world mechanic.

Spelljammer was supposed to be AD&D in space. Yet not only was Spellhjammer ship to ship combat presented without taking the 3D nature of space into account it, amazingly, ignored the world setting which it attempted to establish. Namely that vessels, once they left an planetary atmosphere more or less became a planetoid, meaning it retained its own gravity plane and "air envelope".

Why is that a problem in ship to ship combat?

Because it sets up a system whereby a ships personal gravity must be taken into account when firing a catapult or crossbow. I mean, think about it, once a projectile leaves a vessel's gravity well it would be in freefall. Alas, in Spelljammer, you had the wonderful roll the dice to see if you hit method. A method which, I have to admit, even the gamers in my group that didn't care for worrying over rules began to question. Why?

Because it didn't make sense. The game says that you are in a ship with it's own gravity well. Thus, effectively, you are firing from a gravity well through the void, hoping to hit a target that has it's own gravity well. Yet once a projectile leaves the vessel's gravity influence what is to keep it on it's trajectory? And what about catapults?

That is a prime example of what can happen when a game mechanic is applied without first considering the world setting.

When done properly there should be no conflict. Thus, in a novel, if casting spells drains life energy a good mechanic might be to use a Fatigue system. However if magic is powered by some form of mystical energy, then a Manna System might be preferred.

Thus the world setting matters a great deal. Because it defines the world mechanic, and the world mechanic defines the environment of the game; thus the rules of play should be reflective of the world setting.

Going back to our Spelljammer example: If you establish that a vessel can leave a planet's atmosphere, and procede to explain how this is achieved, your game mechanics must fit the world mechanics which you have established. Spelljammer failed to do this with 100% accuracy. Sure, it only took a few tweaks, alas most casual designers seem unware that there is a difference in core game mechanics which govern a character's creation and the world mechanics which govern what those characters are (or should) be able to do within the environment that has been established.

Setting is not merely background. It is the stage upon which the characters are going to play. If you tell me that the stage is being dressed for a swashbuckling epic then I would expect to see cutlasses and a certain cut of costume like we see in most pirate movies, not laser wielding scantily clad g-string cheerleaders fighting mutant ninja frogs; would you?


Kind Regards,

Kester Pelagius


Edit: This also affects the Mechanics of Religion as presented within a RPG environment. Or should be. Alas, as I believe I might have stated, from most appearanced Priest types are merely specialist magic-users. It's all about presentation, don't you think?

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On 12/18/2002 at 9:44am, contracycle wrote:
RE: The Mechanic of "Religion" in Role-Playing Games

greyorm wrote:
Note that nowhere have I ever said "leave it utterly undefined" and similar statements about unknowing and unknowable. You're ascribing statements to me I'm not making: I'm saying that such things are best left to description through the campaign's mythology, and that such is supported as the truth in order to be recognized as such.


Sure, but putting it in the mythology is not enough, IMO, especially if the mythology is contradictory. All the players need to share the vision of how the world works so there is no assumption clash - and I strongly agree with Kesters presentation of how important this is and how it interacts with the de facto uses to which mechanics are put. Mythology may well be the vector by which exposition of the facts is laid out, but they must still be hard facts in the game world. So this is exactly why you cannot say:


Simply, the world is flat and you still can't see beyond that certain distance because that's just the way the world is. No explanation necessary. Same physical laws, same gross physical "reality"...different actual cases of reality.


An explanation is most certainly necessary, cannot be otherwise: for I as the GM have responsibility to adjudicate and to do so with the illusion of fairness. If explanation of how the world works is just plain missing, then I cannot do so with any confidence. If the explanation is located in mythology, and the mythology is given as subjective, then I will be responsible for resolving the clashes. Therefore, even if the detail happens to be ommitted from the presentation delivered to the players, it absolutely must be given to the GM. These characters will be active, will Do Stuff, and they will try to exploit their situation to the best of there ability. We have to know that the situation is.

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On 12/18/2002 at 10:49pm, greyorm wrote:
RE: The Mechanic of "Religion" in Role-Playing Games

Kester wrote: Because your game mechanics should derive directly from your world mechanics. All novels that make it to print generally do so because they have a strong world mechanic, meaning they allow the reader reasonable room for suspension of disbelief. Thus they seem realistic within their own environment, even if they bear no resemblance to our perceived reality.

Kester,

I agree wholeheartedly with your statements! However, note that what you are discussing as "world mechanics" is what the GNS essay precisely refers to as "Color" and the idea you are presenting is one long supported by the Forge and by Ron's original "System Does Matter" essay: that the system must support the intended goals of the design.

That is, what you are talking about is making your mechanics reflective of the goals of the game itself. As a specific example, if a goal of the game is to support the Exploration of Setting and Color, then the mechanics need to focus on and support the important parts of the Setting and the Color, centralizing them.

I've long been a proponent of this, and steadfastly dislike any system which does not follow this philosophy...it is my objective criteria for judgement: do the game mechanics support the intended goals of the game itself?

A specific example is "Sorcerer," which supports its Premise through its specific mechanics and makes it the center of play by making the mechanic of the Premise of central importance in the game.

contracycle wrote: An explanation is most certainly necessary, cannot be otherwise: for I as the GM have responsibility to adjudicate and to do so with the illusion of fairness...If the explanation is located in mythology, and the mythology is given as subjective

Gareth,

I agree; it's my fault for being terribly unclear in my later examples. I assumed the reader would build off my previous statements and stay with me, instead of interpreting the "no explanation necessary" statements as existing by themselves without the context of the mythology discussion.

What I should have said instead is that no explanation is necessary in the scientific realm, and once the world is established as existing in its shape and form by the whim of the gods, explanations themselves need not be given for gross, experienced reality...because the explanation IS "that's the way the gods want it."

Further, determining the precise explanatory details of an observable fact is precisely what mythology does...it establishes why things are the way they are (and this, I think, would be an excellent cornerstone for a game about mythology).

As well, most people of a typical pre-industrial (or even modern) mindset will simply not notice or question such things as the Earth's curvature...the world is simply the way it is, and only occasionally will someone notice it and question it.

(You would be surprised how many people are actually unaware of simple scientific facts or phenomena like this; including individuals whom you have to take down to a dock and show them it occuring specifically before they believe it happens...which is more people than you think)

Finally, you bring up a complaint about subjective mythology interfering with your ability to GM. I don't believe I've stated the mythology in the context we're discussing is subjective, in fact, I've stated numerous times in this context it is fact.

I haven't yet explored that certain items in a mythology can be subjective, YET TRUE. At this point, I don't think I want to get so deep when we haven't gotten past the shores of what I've already established of the method.

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On 12/19/2002 at 10:09am, contracycle wrote:
RE: The Mechanic of "Religion" in Role-Playing Games

greyorm wrote:
What I should have said instead is that no explanation is necessary in the scientific realm, and once the world is established as existing in its shape and form by the whim of the gods, explanations themselves need not be given for gross, experienced reality...because the explanation IS "that's the way the gods want it."

Further, determining the precise explanatory details of an observable fact is precisely what mythology does...it establishes why things are the way they are (and this, I think, would be an excellent cornerstone for a game about mythology).


These two paragraphs seem to contradict each other. You see, I understand your initial position, that the world must be realised, but I disagree that subjective mythology goes anywhere toward achieveing that.

So the explanation offered is "because thats the way the gods wanted it". What information do I gain from this fact? Nothing; it adds nothing to my body of observational data. Why does water run downwards? Will of the gods. Why does rain fall? Will of the gods. Why does the lion not lie down with the lamb? Will of the gods. At the end of this Q&A session, I understand nothing more than when I started. There is nothing that I can take from this back to the real world; there are no general principles I could try or insights I could verify. My ability to act, my degree of comprehension, remains unchanged.

Will of the gods is not an explanation; it is an excuse to not provide an explanation. Mythology very seldom provides us with seriously useful information, it tends to explain the world in moral terms and be self-referential to an established model of social conduct. Thats perfectly legit in terms of character knowledge, but it is not adequate in terms of GM knowledge. Nor does it challenge the probability that a player will default to a modern understanding of the sun and the moon or the horizon, because no alternative model is being presented.

So it seems to me that to say that no explanation must be given for gross perceived reality is false; that is exactly what needs the most explanation.

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On 12/19/2002 at 2:50pm, Valamir wrote:
RE: The Mechanic of "Religion" in Role-Playing Games

contracycle wrote:
Will of the gods is not an explanation; it is an excuse to not provide an explanation. Mythology very seldom provides us with seriously useful information, it tends to explain the world in moral terms and be self-referential to an established model of social conduct. Thats perfectly legit in terms of character knowledge, but it is not adequate in terms of GM knowledge. Nor does it challenge the probability that a player will default to a modern understanding of the sun and the moon or the horizon, because no alternative model is being presented.


Well, the other side of that Gareth is that in Raven's case the Myth isn't a myth at all. So while it is an excuse to not provide an explanation in our world, in a world where it is reality it IS the explanation.

That's the difference between:

A) People really BELIEVE that lighting is the thunder bolts of Zeus when really they're a meteorlogical event, and.

B) lighting really IS the thunder bolts of Zeus. As in if a wizard cast a fly spell and flew up into the middle of a storm he'd see a big god flinging cyclops forged bars of bronze around the sky.

My comment to Raven to above was to illustrate that if B is the case that there are ripple effects that would have repurcussions in the mechanics of the game. But I do agree with the essential difference between a world that is reality but people have myths to explain what they don't understand about reality vs. a world where the myths ARE the reality...the world really IS carried on the back of a turtle.

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On 12/19/2002 at 2:56pm, Valamir wrote:
RE: The Mechanic of "Religion" in Role-Playing Games

greyorm wrote:
Valamir wrote: If the world is flat, visual distances would work much differently.

Thanks, Ralph, I get what you are saying about Kester's idea...however, the above example is exactly the kind of notion I'm talking about ridding oneself of.

You're talking physical reality...you can't see beyond a certain distance because the earth curves, and if it didn't, you could. But...it's unimportant.

Simply, the world is flat and you still can't see beyond that certain distance because that's just the way the world is. No explanation necessary. Same physical laws, same gross physical "reality"...different actual cases of reality.

Regardless, I realize that's picking at the point, and I understand the intent behind the example. Ultimately, I agree, in a number of given cases alteration of the game world could affect the specific usage or usage-result of the mechanics.


Quite, this is where my tangent about liking the science nerds to poke at came from. Real world reality must always be the default because in the absence of description to the contrary that's what all of our brains are programmed in. So by real world reality you should be able to see "forever" on a flat world. If that isn't the case in your world...if the horizon is only 6 miles or so, then there should be some other facet of your myth to explain why this is so...

One could come up with really good ones. Something like the god of mist and obfuscation covered the entire earth such that no one could see their hand before their face. Some big blah blah event happen where the sun god casts him out but in the final solution (like the compromise of the pomegranates) the horizon was created as the boundary beyond which the god could obfuscate but within which he couldn't (except when he rebels against the agreement and invades the land with fog until the sun god is again able to drive him away.

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On 12/19/2002 at 3:02pm, contracycle wrote:
RE: The Mechanic of "Religion" in Role-Playing Games

Right, yeah, we agree - if the myth says that Zeus is up there, then Zeus had better be up there. If the mythology says the world is carried on the back of a giant turtle, I want to hang over the edge and tickle its nose.

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On 12/20/2002 at 2:57am, greyorm wrote:
RE: The Mechanic of "Religion" in Role-Playing Games

contracycle wrote: These two paragraphs seem to contradict each other. You see, I understand your initial position, that the world must be realised, but I disagree that subjective mythology

Gareth, again, you are on about "subjective mythology," ignoring the ending paragraphs of my last post, where I specifically address the issue of "subjectivity" and mythology in the context of this discussion.

As well, you have twisted my statements about "the will of the gods," stating I am saying it should be used as an excuse! Honestly, what did you think I meant when I said "[mythology] establishes why things are the way they are"?

In that same vein, you've failed to note my use of mythology facts like "the sun is the creator god, who dies every night and returns every morning" as game truth in support of this method.

You have missed everything I stated about creating a mythic reality and the methods to do it, though I fail to see how that is possible.

If you wanted to bring these important issues up as seperate thought lines, instead of in responses to my statements, then you should have done so, because you are right that such things need to be addressed...but not by building cases from straw-men, presenting opposition to things I didn't say.

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On 12/20/2002 at 6:09am, Kester Pelagius wrote:
random title #5

Greetings greyorm,

Ah, the soft hushed sounds of the Magical Mystery Tour album.

greyorm wrote:
Kester wrote: Because your game mechanics should derive directly from your world mechanics. All novels that make it to print generally do so because they have a strong world mechanic, meaning they allow the reader reasonable room for suspension of disbelief. Thus they seem realistic within their own environment, even if they bear no resemblance to our perceived reality.

Kester,

I agree wholeheartedly with your statements! However, note that what you are discussing as "world mechanics" is what the GNS essay precisely refers to as "Color" and the idea you are presenting is one long supported by the Forge and by Ron's original "System Does Matter" essay: that the system must support the intended goals of the design.

That is, what you are talking about is making your mechanics reflective of the goals of the game itself. As a specific example, if a goal of the game is to support the Exploration of Setting and Color, then the mechanics need to focus on and support the important parts of the Setting and the Color, centralizing them.


Yes and no, in some things; perhaps.

As I touched on in a earlier post it is highly dependant upon the system and whether it is a :

1. Integrated Rule System (World Mechanic is central)
2. Core Rule System (No primary World Mechanic, open ended)
3. Generic/Universal Rle System (The "everything" rules mechanics)

The D&D family of games do, yet do not, have a centralized World Mechanic, at least in the sense which we have been discussing it in recent posts. Palldium, Stormbringer, and perhaps Sorcerer (not having seen it I will have to take your word for it) are Integrated Rule Systems where the World Mechanic is central to the core rules.

Most systems, I think, fudge it. Which is probably what some here might say AD&D does. But when you overlay Greyhawk or Forgotten Realms, well, it's a tough call. There is a definitive "flavor" there, but it's not really a Integrated Rule System since it tried to leave itself open ended, but only to games of a type.

Speakin of Reality, which I see we are, going back to the Spelljammer example... there was one oddity which those here no familiar with the setting or system may not be aware of, but which I think is germane to the current discussion.

When traveling from one "sphere" to another Clerics were strictly forbidden from having any spells above 2nd Level *if entering a "spjere" where their deity was unknown*, if memory serves. Also, it was stated, that to regain spell levels (meaning the ability to cast spells above 2nd Level) they would have to find a deity whose basic template was relatively similar to their own to worship... or some such.

With all this talk of subjective mythology and things being the way they are because the "gods" say they are that way, I was wondering what you (and whoever else might like to reply) thought of such rules?


greyorm wrote: I've long been a proponent of this, and steadfastly dislike any system which does not follow this philosophy...it is my objective criteria for judgement: do the game mechanics support the intended goals of the game itself?

A specific example is "Sorcerer," which supports its Premise through its specific mechanics and makes it the center of play by making the mechanic of the Premise of central importance in the game.


Sadly, for some game companies, I have gotten the impression over the years that they do not really give "Premise" much thought. At least beyond the premise of *getting product to the shelves*. Of course we all know a company that we can probably say this of, probably because the industry seems to treat itself as if it is just an extension of the book industry, paying authors pennies on the word.

Why do I mention this?

For one main reason. Most here have probably played self-published stuff at some point. The "indie" games. So, guys and gals, how would you say the indie games compare to the commercial grade mass produced gaming products you have?

Which, in your opinion, has treated Religion and other aspects of the "World Mechanic/Flavor" of a game better?


Kind Regards,

Kester Pelagius

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On 12/20/2002 at 6:13am, Kester Pelagius wrote:
RE: The Mechanic of "Religion" in Role-Playing Games

Greetings contracycle,

contracycle wrote: Right, yeah, we agree - if the myth says that Zeus is up there, then Zeus had better be up there. If the mythology says the world is carried on the back of a giant turtle, I want to hang over the edge and tickle its nose.


Oddly enough, you could do that sort of thing in Spelljammer. (Think it was even one of the examples in the rule books.)

Hmm... slowly developing the urge to dig up my old campaign material.

Ah, nostalgic memories.


Kind Regards,

Kester Pelagius

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On 12/21/2002 at 2:55am, greyorm wrote:
Re: random title #5

Kester Pelagius wrote:
1. Integrated Rule System (World Mechanic is central)
2. Core Rule System (No primary World Mechanic, open ended)
3. Generic/Universal Rle System (The "everything" rules mechanics)

Honestly, I don't see a difference between #2 and #3, they are functionally the same thing.

As well, your later breakdown makes no sense to me. Palladium does not have a centralized World Mechanic...that is, the game's mechanics are not about the Premise, nor are Stormbringer's, from my reading of it.

Palladium, in fact, is simply AD&D gone through with a thesaurus. There is little actual difference between the two systems, and certainly nothing in Palladium's system specifically indicates Premise.

With all this talk of subjective mythology and things being the way they are because the "gods" say they are that way, I was wondering what you (and whoever else might like to reply) thought of such rules?

What's to think about them? They do speak loudly about the cosmology of the D&D worlds (and specifically the Spelljammer supplements) without outright stating what its saying.

As to how it relates to the subject at hand, as a specific example it looks like this is a manner of handling the issue which indicates the gods are not in charge of natural law, since their influence does not cross planar boundaries...in other words, it is unlike a mythic reality.

Of course, one has to take many other items into account in any dissection of this specifically, since there is a host of other factors to take into account that are published on D&D's cosmology, assumptions which underlie the game choice detailed in your post.

how would you say the indie games compare to the commercial grade mass produced gaming products you have?

Compare how? I'm afraid this question is so wide-open and easily subjective that there is no way to answer it as given.

Which, in your opinion, has treated Religion and other aspects of the "World Mechanic/Flavor" of a game better?

In my personal experience, I've found that it is the Indie market which does so to a greater degree than the commercial market. This, I think, is more due the nature of the beast than anything else, because of two factors: the time it takes for new ideas to take root (such as the idea of world-central, or Premise-based mechanics, as exist in "Sorcerer" and "Hero Wars" and similar), and that industries are nearly always slower to change than independent creators on the edges of the current markets.

On the other hand, my own experience with game systems is not nearly broad enough to give an actual accounting of the state of the industry in this regard, and I would leave such conjecture to individuals such as Ron and those who have a broader experience with, and more importantly, study of the industry/hobby and its history as a whole.

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On 12/21/2002 at 9:26am, M. J. Young wrote:
RE: Re: random title #5

Kester Pelagius wrote: When traveling from one "sphere" to another Clerics were strictly forbidden from having any spells above 2nd Level *if entering a "spjere" where their deity was unknown*, if memory serves. Also, it was stated, that to regain spell levels (meaning the ability to cast spells above 2nd Level) they would have to find a deity whose basic template was relatively similar to their own to worship... or some such.


I note that this reflects a little-known OAD&D rule. According to the Dragonlance rules, any cleric or druid who enters the realm of Krynn from beyond immediately loses all ability to call on his gods for spells, and so is rendered powerless. Only Krynn gods have power in Krynn.

This is an odd extension of henotheism, to my mind. Sure, the Philistines believe that Dagon is stronger than any other god around; but they don't believe that the other gods don't exist or have no power--they just believe that the god who chose them is the best on the block. Even the Israelites believed that Dagon was in some sense a god; they just thought that he didn't measure up to YHWH at all, perhaps wasn't a god in the same sense of that word.

Multiverser has a rule on this: although gods have been given authority over specific universes, and although there are bonuses and penalties on (holy) magic use based on whether the user is in accord with or opposed to the basic principles of the ruling power of the universe, it is forbidden that any god would totally prevent anyone from communicating with his own deity in any way that anyone else in that world is permitted to communicate with any deity. If Odin can throw lightning bolts at enemy targets in response to the prayers of his faithful, he can't prevent Zeus from offering the same assistance to those who call on him from that world.

I don't like the D&D/Spelljammer rule. (Of course, I've never given Spelljammer a fair chance--I really enjoyed StarFrontiers [probably my favorite game before I was introduced to Multiverser] and saw a lot of promise in Traveler, and the idea of Dungeons & Dragons in space left me cold from the beginning.) I think if you decree that gods are limited in their influence to certain geographic realms, even if those are akin to different universes, you destroy much of what it means to be a god.

E. R. Jones had an interesting rule for this: a god could work in any universe in which he had at least one worshipper. This led to interesting game opportunities, as the gods would sometimes arrange for magical "accidents" to transport their clerics to other universes so that they could get a foothold on new soil. I'm not for unlimited power of the gods (if nothing else, they limit each other); but I don't see geographical limits as making any sense at all.

--M. J. Young

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On 12/22/2002 at 10:39am, Kester Pelagius wrote:
RE: Re: random title #5

Greetings greyorm,

greyorm wrote:
Kester Pelagius wrote:
1. Integrated Rule System (World Mechanic is central)
2. Core Rule System (No primary World Mechanic, open ended)
3. Generic/Universal Rle System (The "everything" rules mechanics)

Honestly, I don't see a difference between #2 and #3, they are functionally the same thing.


If there wasn't a difference games like GURPS, CORPS, or what have wouldn't try to sell themselves by labeling themselves as a "universal" or "generic" system.

A "Core" rule system concerns itself with a single environment, usually limited and confined to a specific genre label like "Space Opera", "Action Adventure", "Martial Arts", or "Horror".

The "Generic/Universal" rule system attempts, as plainly stated, to cover a little bit of *everything* and will seldomly tie itself to any sort of genre label, save perhaps in supplments.

Of course the problem is that, more often than not, the line between the two blurs. For instance some might think of GURPS as a "core rule" system, but it is not. It is "Generic/Unieral", not just because that is what it's authors have labeled the system as, but because it is not a "core" mechanic linked to a specific genre type.

Skyrealms of Jorune, Arduin, Harn, Metamorphosis Alpha, James Bond 007, Marvel Superheroes, Traveller (all flavors), Twilight 2000, Star Trek; these are integrated systems. World/Background and thus the underlying world and game mechanics are interlinked.

Dungeons & Dragons, Top Secret, Star Frontiers, Gamma World (a tough call); these are core systems.

Notice the list of core systems is rather small. Also, of the games listed, the core systems I could think of off the top of my head were all from TSR; which perhaps speaks more to their early approach to game design than anything else. It perhaps also explains these games appeal.

How so?

They created games that were divorced of a specific setting without being divorces of a specific setting.

Hos is that possible?

They used the basic genre archetypes/stereotypes. Star Frontiers was basically every cliche about the Space Opera genre (heavily reliant upon Star Trek) you can think of. Gamma World was a blatant effort at camp, again using genre cliches. They had settings, yes, but they were systems meant to by *built* upon. Not systems which laid downt he law ina set of rules which define how everything is, and thus setting the world mechanic in stone, and the game concept with it.

That, best as I can think to explain it, is the difference. Core Mechanics are presented to be worked with, using standard, often cliched, genre labels. Integrated mechanics are designed soley, strictly, and unwaveringly to create a specific setting; meaning they are games that simulate a very specific environment.

Universal systems do neither, explicitly, but rather attempt to provide rules to cover a little bit of everything.



Kester Pelagius wrote: As well, your later breakdown makes no sense to me. Palladium does not have a centralized World Mechanic...that is, the game's mechanics are not about the Premise, nor are Stormbringer's, from my reading of it.

Palladium, in fact, is simply AD&D gone through with a thesaurus. There is little actual difference between the two systems, and certainly nothing in Palladium's system specifically indicates Premise.


Stormbringer is VERY specifically designed to simulate, re-created, and establish a world environment based upon the series of novels set in the universe of Michael Moorcock's Elric of Melnibone's Eternal Champion.

Palladium established with its opening chapters that it is setting the stage for a very specific world. It has it's own races, it's own currency, it's own list of deites, establishes a game world, et al. Is it's system derivative of
D&D? Obviously so. As could be said of most games of the era, but what it does up front is establish that the rules are NOT a core system, meaning they are NOT something intentionally designed to be built upon or tinkered with.

Which is what D&D pretty much claimed. It was a set of core FANTASY rules, albeit for a highly Tolkeinized universe. Yet it doesn't limit itself to that template.

Of course once you can identify a game as being a integrated system, you can also learn to identify games with strong world mechanics.


Kind Regards,

Kester Pelagius

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On 12/22/2002 at 10:56am, Kester Pelagius wrote:
RE: Re: random title #5

Greetings greyorm,

Take note, much of what follows is based upon recollection of games played in the long long ago.

greyorm wrote:
Kester Pelagius wrote: With all this talk of subjective mythology and things being the way they are because the "gods" say they are that way, I was wondering what you (and whoever else might like to reply) thought of such rules?

What's to think about them? They do speak loudly about the cosmology of the D&D worlds (and specifically the Spelljammer supplements) without outright stating what its saying.

As to how it relates to the subject at hand, as a specific example it looks like this is a manner of handling the issue which indicates the gods are not in charge of natural law, since their influence does not cross planar boundaries...in other words, it is unlike a mythic reality.


Well you hit on the general gist of it.

Here's the problem, which everyone in every group I ever talked to that played (or made a go of it) Spelljammer, as I recall it:

A) To allow a Cleric to cast spells in a sphere oustide their deities influence or (now this is a VERY important point) where their deity is known to NOT exist was... extremely ludicrous. Not even the players undestood it, though the munchkins love the ruling.

B) To say that a Cleric can have access to spells if a deity of a suitable *type* (ie: any generic deity with the same general sphere of influence) existed, but limited those spells to a certain level, souned ridiculous... especially when one considers that the rules essentially say a Cleric would then have to convert to that deity to be able to cast spells. IE: EVERY time they enter a sphere this would occur. Uh... HELLO, can you say wishy-washy waffle Cleric you'll never get a third deity to care?

The rules were bad.

That simple.

Oh, yeah, did I forget to mention that Clerics seemed to be able to sometimes (pending how you read the rules) have spell ability in the Phlogiston?

The Phlem- what?

The area of hyperspace outside the "spheres". Where NO deities existed.

I remember this because it came up in a game once. I think that was also the last game we ever played of Spelljammer, since even my resident rules lawyer didn't want to have anything to do with it!!!

Now I can't speak to anyone else's experience with newer game product, but somehow I just can't imagine a system presenting the deity/priest dynamc any worse. Though if anyone here would like to chime in, say with how such matters were handled in Planescape, or whatever game system might have tried to cover such matters, I'd be very interested to read about it.


Kind Regards,

Kester Pelagius

PS. For those interested. I had a quick and simple fix, which worked until the group tired of the bad rules. It was sooo simples. The cleric, now brace yourself, the priest, ever humble hierophant.... Had to set up a ALTAR to their deity in a new sphere to get ANY sort of spells. Of course they also had to try to establish contact, commune, etc... Yeah, an altar. Much more important than a holy symbol, least in my game world.

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On 12/22/2002 at 11:14am, Kester Pelagius wrote:
RE: Re: random title #5

Greetings M. J. Young,

M. J. Young wrote:
Kester Pelagius wrote: When traveling from one "sphere" to another Clerics were strictly forbidden from having any spells above 2nd Level *if entering a "spjere" where their deity was unknown*, if memory serves. Also, it was stated, that to regain spell levels (meaning the ability to cast spells above 2nd Level) they would have to find a deity whose basic template was relatively similar to their own to worship... or some such.


I note that this reflects a little-known OAD&D rule. According to the Dragonlance rules, any cleric or druid who enters the realm of Krynn from beyond immediately loses all ability to call on his gods for spells, and so is rendered powerless. Only Krynn gods have power in Krynn.


Yeah, we speculated about that.

Then again I also applied a few "patches" to how D&D was played from the Dragonlance source book. At least for one campaign.

Funny that, no one cared for the Dragonlance setting (at the time), but everyone like some minor detail from the rule book. Like Kender and swashbuckling Minotaurs. *shrugs*

Made for some... interesting games.


M. J. Young wrote: This is an odd extension of henotheism, to my mind. Sure, the Philistines believe that Dagon is stronger than any other god around; but they don't believe that the other gods don't exist or have no power--they just believe that the god who chose them is the best on the block. Even the Israelites believed that Dagon was in some sense a god; they just thought that he didn't measure up to YHWH at all, perhaps wasn't a god in the same sense of that word.


Works fine, in a real world sort of way. But in a game like Spelljammer, where deities may literally not exist in the "shere" being traveled too... I mean every sphere is literally a soap bubble reality floating in the phlogiston sea. Thus you could, theoretically, go from the world of Elric to the world of Ulysses, if your DM decided to present them to you.

M. J. Young wrote: I don't like the D&D/Spelljammer rule. (Of course, I've never given Spelljammer a fair chance--I really enjoyed StarFrontiers [probably my favorite game before I was introduced to Multiverser] and saw a lot of promise in Traveler, and the idea of Dungeons & Dragons in space left me cold from the beginning.) I think if you decree that gods are limited in their influence to certain geographic realms, even if those are akin to different universes, you destroy much of what it means to be a god.


Only if you define all in-game deities as being omnipotent.

All my in-game deities were mythological constructs, meaning they had a chain of command, a command center, and a limited range/sphere of influence. viz. the Greek deities.

Seemed to work. Then again I really only ever had two players who cared to play full blown clerics. The rest multi-classed, but basically did so only to have a medic in party.

M. J. Young wrote: E. R. Jones had an interesting rule for this: a god could work in any universe in which he had at least one worshipper. This led to interesting game opportunities, as the gods would sometimes arrange for magical "accidents" to transport their clerics to other universes so that they could get a foothold on new soil. I'm not for unlimited power of the gods (if nothing else, they limit each other); but I don't see geographical limits as making any sense at all.


Yeah, funny how we lowly DMs managed to come up with quick fixes, eh?

That was sort of what my "patch" was about. I mean you take one Cleric/Priest and an Altar liberally sprinkled with holy water, stir, spice with a Commune spell; equals instant access to Deity. Most times.

*smiles*

Funny thing is I don't recall any of these problems with the planes, not even when I got the Manual of the Planes. Of course before that it was mostly find gate/portal, activate, move through... adventure on.

Matter of fact I can't really think of any other game that made such a fuss about it all. Hmm, wonder if that's just because Spelljammer flubbed so much of it that *it* sticks out in my memory all these years later?


Kind Regards,

Kester Pelagius

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On 1/2/2003 at 1:11pm, contracycle wrote:
RE: The Mechanic of "Religion" in Role-Playing Games

greyorm wrote:
Gareth, again, you are on about "subjective mythology," ignoring the ending paragraphs of my last post, where I specifically address the issue of "subjectivity" and mythology in the context of this discussion.


Perhaps we have been talking past each other a bit. What I really mean is that you cannot have conflicting mythology and hand-wave it away by saying mythology is subjective and/or cultural construct - not if it it has in game mechanical effects. I'm saying the mythology cannot really be subjective at all, really, it must be True, or at least largely true. If it is established the the sun is a god who is reborn every day, and there is a tribe over the hill who believes something else, then either you or they is Wrong (or there is a complicated reason you are both right in some qualified way). But at that point perhaps what we are talking about is more akin to pseudoscience than mythology. If there is a game mechanical effect dependant on the implications of the daily risen god, like magical endowments, then these facts, as they have become, need to be laid out in non-subjective terms for arbitration of in game events.

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On 1/2/2003 at 1:16pm, simon_hibbs wrote:
RE: Re: random title #5

M. J. Young wrote:
Kester Pelagius wrote: When traveling from one "sphere" to another Clerics were strictly forbidden from having any spells above 2nd Level *if entering a "spjere" where their deity was unknown*, if memory serves. Also, it was stated, that to regain spell levels (meaning the ability to cast spells above 2nd Level) they would have to find a deity whose basic template was relatively similar to their own to worship... or some such.


This is an odd extension of henotheism, to my mind. Sure, the Philistines believe that Dagon is stronger than any other god around; but they don't believe that the other gods don't exist or have no power--they just believe that the god who chose them is the best on the block. Even the Israelites believed that Dagon was in some sense a god; they just thought that he didn't measure up to YHWH at all, perhaps wasn't a god in the same sense of that word.


The problem here is a seperation of the god as a being from the thing he/she/it is a god of. This is a common and fundamental error made by many modern marterialists. If you look at the way ancient writers used their languages, there is little or no distinction made between a god and the related phenomena. Odin literaly means Breath, Zeus _is_ storm, a person filled with battle lust is literaly possessed by Mars, etc. Is the nature of war itself so different in the new world? Are the metaphysics of magic and religion so alien? These are the real questions.

IMHO a much more usefull way to view this problem is to make a distinction between the power being worshiped and the particular cult or religion of which the priest or cleric is a member. The ancient greeks and egyptians recognised each other's gods as being the same powers worshiped through different ritual methods, for example. The problem in xD&D is that almost no information is given about the ritual practices of the religious cults, or their metaphysics.


Simon Hibbs

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On 1/2/2003 at 1:52pm, simon_hibbs wrote:
RE: The Mechanic of "Religion" in Role-Playing Games

contracycle wrote: What I really mean is that you cannot have conflicting mythology and hand-wave it away by saying mythology is subjective and/or cultural construct - not if it it has in game mechanical effects.


I think that's a fair assessment, I'm no fan of pure subjectivism in game world metaphysics.

I'm saying the mythology cannot really be subjective at all, really, it must be True, or at least largely true.


For mutualy agreeable definitions of true, yes. What I am talking about are religious truths, not scientific materialist truth. The power of myth is alegorical. Consider the classical 'laws' of occult magic - Knowledge (understanding brings controll), Names (knowing the true name of a thing gives power over it), Similarity (Effects resemble their cause), etc. If you know a myth, then this can give power because the myth is similar to the phenomenon it explains.

The sun goes below the horizon, like a dead man being burried. It rises again, like a child being born. These conceptual keys unlock magical power. So what if another culture uses a different mythological explanation, utilising alternative symbolic language to achieve different effects? Why is that a problem?

If it is established the the sun is a god who is reborn every day, and there is a tribe over the hill who believes something else, then either you or they is Wrong (or there is a complicated reason you are both right in some qualified way).


The sun goes below the horizon, like a dead man being burried. It rises again, like a child being born. These conceptual keys unlock magical power. So what if another culture uses a different mythological explanation, utilising alternative symbolic language to achieve different effects?

But at that point perhaps what we are talking about is more akin to pseudoscience than mythology. If there is a game mechanical effect dependant on the implications of the daily risen god, like magical endowments, then these facts, as they have become, need to be laid out in non-subjective terms for arbitration of in game events.


It is a fact that the sun falls 'below' the world every night like a soul embraced by the darkness of death, and the body buried in the earth, yet it rises again every day like the joyous brith of a new child. These facts are obvious, what more proof is necessery?

The symbolism is psychologicaly powerfull in the real world, and therefore magicaly powerfull in the game world (and arguably the real world, for those with religious leanings).


Simon Hibbs

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On 1/5/2003 at 5:48am, contracycle wrote:
RE: The Mechanic of "Religion" in Role-Playing Games

simon_hibbs wrote:
The sun goes below the horizon, like a dead man being burried. It rises again, like a child being born. These conceptual keys unlock magical power. So what if another culture uses a different mythological explanation, utilising alternative symbolic language to achieve different effects?


Then they are both Right in a qualified way; their stories may only be relevant to the praxis of supernatural power, then, if the true basis is elsewhere (such as latent unconscious psionics). It is the mental construct which, in some way, is addressing power.


It is a fact that the sun falls 'below' the world every night like a soul embraced by the darkness of death, and the body buried in the earth, yet it rises again every day like the joyous brith of a new child. These facts are obvious, what more proof is necessery?


But surely it is obvious to the naked eye that every day the celestial dung-beetle rolls his ball of dung over the world and buries it at night, wence we are denied its lif-giving emanations.


The symbolism is psychologicaly powerfull in the real world, and therefore magicaly powerfull in the game world (and arguably the real world, for those with religious leanings).


Perfectly legitimiate if you provide an ultimate source of power, such as latent psionics or the hidden divinity; but how does the GM adjudicate a face-off between a priest-of-the-dung-beetle and the priest-of-the-newborn-sun? In game mechanical terms, if they are both effective then the "truth" or otherwise of their stories is unimportant and I would hazard unlikely to feature in game play much.

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On 1/5/2003 at 6:24am, greyorm wrote:
RE: The Mechanic of "Religion" in Role-Playing Games

I agree, Gareth, there needs to be some method of fair arbitration beyond fiat lain out for the GM or things can and will quickly become sticky.

But consider this: we're mostly talking about the idea of problems arising rather than providing concrete examples of such doing so. Let's get some definite concrete examples before continuing (that is, mythology with in-game mechanical effects).

Your example of the sun providing magical endowments isn't a problem in my mind; could you detail the exact problem faced by having two true-but-subjective mythologies and sun-based mechanical endowments affected by these? (or some problem of a similar sort)

Regardless, this isn't precisely the issue I'm thinking about; for example, I was watching the new "He-man" on Cartoon Network. Here we have a world full of technology like rocket-powered gliders, laser blasters, cybernetic implants right along side sorcery, magic and dragons...and more importantly, all the trappings of medival culture: swords, armor, crossbows, castles and so forth.

"He-man" has this weird blend of sorcery and technology, something that is both futuristic and medieval, and the question arises: why would anyone use a sword or a crossbow when they could use a laser blaster instead?

And actually, asking that question misses the point.

He-man doesn't "suck" because of this odd disparity and obvious incongruence, it rocks BECAUSE of it...it's modern mythology. You don't use a laser blaster instead of a crossbow because the world wouldn't be Eternia if you (and everyone else) were using laser blasters instead of crossbows.

This is what I said about hating the whole gamer-geek thing...reference the Simpsons episode about "Poochy" I mentioned..."He-man" wouldn't be "He-man" if you asked those sorts of questions or even arbitrated the damn things while designing the show. The show is what it is precisely because it avoids all that garbage.

Its a story, not a simulation. The fact that He-man uses a sword, his friends use crossbows, quarterstaves and laser pistols and go up against guys with lasers and magic in these psuedo-futuristic (or bizzare psychedelic) landscapes is what's important.

Its the color and events of the story that are important, not the logic. Kids get right past all that crap and enjoy the story for what it is, not what its "supposed" to be.

Yet for all our supposed immersion into this artform of creating stories, most gamers are utterly incompetent at even remotely realizing or capitalizing on this attitude, which is the essential attitude of story.

Dragons fly because they're SUPPOSED to, not because of some mystical hoodoo-judo mythological "explanation" that's really a sort of science wrapped up in a concealing cloak.

Eternia has lasers and crossbows alongside each other because its SUPPOSED to, and there is no other explanation...in fact, looking for an "explanation" that appeals to modern logic is foolish, because it misses the point.

If there is a game mechanical effect dependant on the implications of the daily risen god, like magical endowments, then these facts, as they have become, need to be laid out in non-subjective terms for arbitration of in game events.

However, consider for a moment that the answer isn't in making true mythology objective instead of subjective...that is, making the myths of one game culture be the actual truth and those of another simply false, but instead making them all true.

Consider quantum physics: reality depends on the observer. The universe, at least subatomically, is unformed and undecided until observed...until a conscious being decides to look at the answer...and weirder, the observer affects the results.

So...why not...they're all true, to the individual...even competing game effects arising from different mythologies are both right and both have effects.

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On 1/5/2003 at 7:14am, contracycle wrote:
RE: The Mechanic of "Religion" in Role-Playing Games

greyorm wrote:
Eternia has lasers and crossbows alongside each other because its SUPPOSED to, and there is no other explanation...in fact, looking for an "explanation" that appeals to modern logic is foolish, because it misses the point.


And if that is overtly expressed in the social contract, and is hopefully mechanically expressed as some form of Fangs genre expectation, all is well and good. But I'm not sure "don't ask don't tell" serves as a mechanism of religion (rather than magic). For one thing you have a serious problem with any problem solving activity because it makes the true nature of the world inaccessible. Its also difficult to have moral dilemmas over such narratives with no real need to consider whether your course of action is wright or wrong, as this no longer has significant meaning or consequence. You could not in this context accomodate a One God scenario, with which it inherently conflicts.

Consider quantum physics: reality depends on the observer. The universe, at least subatomically, is unformed and undecided until observed...until a conscious being decides to look at the answer...and weirder, the observer affects the results.


Hmm. Schroedingers cat is 'neither alive nor dead', as it were, UNTIL observed; but the dead cat and the live cat are in sparate universes. Quantum uncertainty is often invoked to support subjectivity but it doesn't, really. Schroedingers cat is a demonstrative thought experiment, not a literal description of quantum probability behaviour.


So...why not...they're all true, to the individual...even competing game effects arising from different mythologies are both right and both have effects.


Then what makes them work? I mean they can't all be true unless "true" means something other then "true", something like "moral" or "valid". Even so, in what way does this achieve the goal of making the content of mythology Really True in the game world; in fact it is not Really True but only true if you choose to think so. This would seem to reduce the religious beliefs to colourful tokenism.

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On 1/6/2003 at 5:31am, Kester Pelagius wrote:
RE: The Mechanic of "Religion" in Role-Playing Games

Greetings greyorm,

I hope your holiday brought you gifts a-plenty and happy tidings of joy.

Failing that, there's a whole new year ahead of us. Plenty of time to scheme your revenge. . . or something. ;)

greyorm wrote: But consider this: we're mostly talking about the idea of problems arising rather than providing concrete examples of such doing so. Let's get some definite concrete examples before continuing (that is, mythology with in-game mechanical effects).


The simple answer is that the supplied in-game mechanic (read: explanation of reality through the game world's cosmology) is what sets the stage for the game. If you are using Ptolemaic cosmology, then you would be limited to the precepts outlined therein. However there are many good examples of games that have used such a mechanic to define their world.

Of course in a campaign using a singular pantheon in a basically Earth like setting most GMs probably rarely tackle the hard questions which are being asked here. I know I didn't until that "undeveloped" portion of my campaign maps started to fill out with sketches of kingdoms and principalities and what not.

Still there are many commercial products which most of us should be able to discuss, if peripherally, as examples. The main one which pops into mind is the D&D Hollow World setting, followed closely TSRs Dune-ish rip-off game setting that was "Athas" (?), the boxed set incarnation of the *demi-plane of dread* Ravenloft, etcetera.

Of course just about every game has its own unique meta-world and setting, which reaches beyond mere window dressing for what archetypes to expect to play. Yet even that could be considered part of the meta-game mechanic which establishes a game's reality.

Take the D&D Hollow World campaign set. I am pretty sure it's nothing at all like the Hollow World of myth and legend. And while I can still recall that my initial impression of Athas as being "Dune like" I know others here would probably have other comparissons to offer.

It's all a matter of perspective.

A Hollow World can be populated by elves and ents, giants and dinosaurs, or UFOs and aliens. A Hollow World can even be all but divorced from concepts of religion, if you're using a science fiction setting.

Then again in a world where religion plays a major role, worlds where Priests and Clerics are amongst the major characters on the stage, then I agree that the in-game explanations for the what's and why's are very important. If a game author says the sky is gilded bronze, apples taste like blue cheese, and ogres looks like Santa Claus then, by gum, you know you are going to want the author to provide a rhyme and reason for why that is. Same holds true for matters concerning myth and religion.

Especially since in most fantasty games it is the myths and legends that are used to establish the setting.

Well, mostly. I still wonder wonder about the presense of Tolkien elves in so many non-Tolkien games. But that is neither here nor there. *smile*



Kind Regards,

Kester Pelagius

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On 1/6/2003 at 11:41am, simon_hibbs wrote:
RE: The Mechanic of "Religion" in Role-Playing Games

contracycle wrote:
simon_hibbs wrote:
The sun goes below the horizon, like a dead man being burried. It rises again, like a child being born. These conceptual keys unlock magical power. So what if another culture uses a different mythological explanation, utilising alternative symbolic language to achieve different effects?


Then they are both Right in a qualified way; their stories may only be relevant to the praxis of supernatural power, then, if the true basis is elsewhere (such as latent unconscious psionics). It is the mental construct which, in some way, is addressing power.


That's correct. The religious/magical world view is not of a mechanistic world which blindly follows arbitrary formulaic laws. It is a world in which the ultimate reason for being, the ultimate cause and arbiter of destiny is divine authority (in whatever form that takes). To modern hermetic magicians, the laws of names, similarity, contagion, are just as powwrfull and valid as Newton's laws of motion. Will is Power, but not power in the sense only of mechanistic energies, power in the sense that George Bush is powerfull - at a mere word men die and governments fall. This has nothing to do with his physical ability to exert Force according to newton's laws.



It is a fact that the sun falls 'below' the world every night like a soul embraced by the darkness of death, and the body buried in the earth, yet it rises again every day like the joyous brith of a new child. These facts are obvious, what more proof is necessery?


But surely it is obvious to the naked eye that every day the celestial dung-beetle rolls his ball of dung over the world and buries it at night, wence we are denied its lif-giving emanations.


The religious/magical world view does not require that it's symbolism, or alegory be literaly true in order to be powerfull. Any serious student of religion will tell you that ultimate religious truth is unknowable to mere mortals, for we are neither god, nor gods.


The symbolism is psychologicaly powerfull in the real world, and therefore magicaly powerfull in the game world (and arguably the real world, for those with religious leanings).


Perfectly legitimiate if you provide an ultimate source of power, such as latent psionics or the hidden divinity;

How does invoking 'psionics' explain anything?

but how does the GM adjudicate a face-off between a priest-of-the-dung-beetle and the priest-of-the-newborn-sun? In game mechanical terms, if they are both effective then the "truth" or otherwise of their stories is unimportant and I would hazard unlikely to feature in game play much.


Precisely. I'd adjudicate such a face-off using the rules of the roleplaying game in question. My personal preference would probably be Hero wars, but tastes vary. I realy don't see the problem.


Simon Hibbs

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On 1/6/2003 at 11:53am, simon_hibbs wrote:
RE: The Mechanic of "Religion" in Role-Playing Games

contracycle wrote:

So...why not...they're all true, to the individual...even competing game effects arising from different mythologies are both right and both have effects.


Then what makes them work? I mean they can't all be true unless "true" means something other then "true", something like "moral" or "valid".


Is it true that a mother loves her child? Prove it. Not all truths are logical, or mathematicaly derivable, yet it is intrinsic to the experience of being human that these things are so.

Even so, in what way does this achieve the goal of making the content of mythology Really True in the game world; in fact it is not Really True but only true if you choose to think so. This would seem to reduce the religious beliefs to colourful tokenism.


Only if that tokenism has no power, but the common consent that magic works in fantasy worlds shows that in those worlds it is more than that.

"It is the mark of an educated mind to be able to entertain a thought without accepting it. "
Aristotle (384 BC - 322 BC)



Simon Hibbs

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On 1/6/2003 at 12:49pm, contracycle wrote:
RE: The Mechanic of "Religion" in Role-Playing Games

simon_hibbs wrote:
Is it true that a mother loves her child?


No. Or at least, not universally.

Prove it. Not all truths are logical, or mathematicaly derivable, yet it is intrinsic to the experience of being human that these things are so.


It may happen; it may not. Not everyone is a "natural parent", not "even" women.

Only if that tokenism has no power, but the common consent that magic works in fantasy worlds shows that in those worlds it is more than that.


By tokenism, I am implying it has no power. After all, the reference to mythology is only there for colour; it does not explicate what magic is nor why it functions. This is the use of mythology as obscurantism, as an excuse not to explain.

As I say, you are using "true" in a way that does NOT mean True, but means something else. No, it is not True that at all times among all people everywhere, all mothers love their children. Even if it were True, we could provide some answers to the questions why.

WHY does tokenism have power? What happens if I destroy a physical token? When I summon spirits, is that actually a non-corporeal spirit or just an Aristoi-like shard of my own consciousness speaking back to me?

As I've said before, it's quite legitimate to deny information to players. But, unless you hope to identify every possible question which might be asked in game up front, then some statements of Truth are needed so that the GM may extemporise on their own behalf. Frex, IF a spirit Really Is a discorporeal otherworldly entity, it may have access to supernatural sources of information. If it is only, in essence, a hallucination, then it does not. If a player attempts such an action, I am compelled as GM to provide an answer implicitly in providing information proffered by the spirit or "spirit".

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On 1/6/2003 at 2:09pm, simon_hibbs wrote:
RE: The Mechanic of "Religion" in Role-Playing Games

contracycle wrote:
simon_hibbs wrote:
Is it true that a mother loves her child?


No. Or at least, not universally.

Prove it. Not all truths are logical, or mathematicaly derivable, yet it is intrinsic to the experience of being human that these things are so.


It may happen; it may not. Not everyone is a "natural parent", not "even" women.


Are you saying that love is irrelevent to the experience of being human?


Only if that tokenism has no power, but the common consent that magic works in fantasy worlds shows that in those worlds it is more than that.


By tokenism, I am implying it has no power. After all, the reference to mythology is only there for colour; it does not explicate what magic is nor why it functions. This is the use of mythology as obscurantism, as an excuse not to explain.


I'm beginning to despair. Did you miss my post citing the hermetic laws of magic? Do you deny that poetic use of symbolism and alegorical reference have any meaning in human experience? Why do people read Tennyson or Wordsworth? In the same way, mythology gives people an emotional, intuitive way to comprehend and relate to the world around them. To the magician, this is power. There is nothing obscure about it, we all experience it every time we hear beautiful music, or see a well executed work of art. The magician simply makes the intuitive step of thinking that this power can not only change the way we percieve the world, but can also change the world itself. Fundamentaly, that's all there is to it.

you are using "true" in a way that does NOT mean True, but means something else. No, it is not True that at all times among all people everywhere, all mothers love their children. Even if it were True, we could provide some answers to the questions why.


I did not say that all mothers love their children, I said that a mother loves her child. Please read what I say, not what' you'd like me to have said because it makes it easier to disagree with me.

WHY does tokenism have power? What happens if I destroy a physical token? When I summon spirits, is that actually a non-corporeal spirit or just an Aristoi-like shard of my own consciousness speaking back to me?


Why does it matter? Either the spirit is real and can change the world through expressing it's reality, or your mind is real and can change the world through expressing it's reality. Theologians have struggled with this question for thousands of years. Not all religious philosophers would agree, any more than all physicists agree on the correct physical interpretation of quantum mechanics. So what?

As I've said before, it's quite legitimate to deny information to players. But, unless you hope to identify every possible question which might be asked in game up front, then some statements of Truth are needed so that the GM may extemporise on their own behalf. Frex, IF a spirit Really Is a discorporeal otherworldly entity, it may have access to supernatural sources of information. If it is only, in essence, a hallucination, then it does not.


Why can't deep unconcious recesses of your mind (or rather, that of your character) have access to the otherworld, or divine inspiration?

If a player attempts such an action, I am compelled as GM to provide an answer implicitly in providing information proffered by the spirit or "spirit".

I've yet to see you provide an example of such a situation.


Simon Hibbs

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On 1/6/2003 at 2:28pm, contracycle wrote:
RE: The Mechanic of "Religion" in Role-Playing Games

simon_hibbs wrote:
That's correct. The religious/magical world view is not of a mechanistic world which blindly follows arbitrary formulaic laws. It is a world in which the ultimate reason for being, the ultimate cause and arbiter of destiny is divine authority (in whatever form that takes). To modern hermetic magicians, the laws of names, similarity, contagion, are just as powwrfull and valid as Newton's laws of motion. Will is Power, but not power in the sense only of mechanistic energies, power in the sense that George Bush is powerfull - at a mere word men die and governments fall. This has nothing to do with his physical ability to exert Force according to newton's laws.


I'm not sure how much of that is relevant to the theologies of fictional worlds. Nevertheless, this then demonstrates that the gods do not in fact exist, in the scenario under investigation. The dung beetle and the god-risen-daily-newborn are both figments of human imagination, but useful figments for the focussing of an essentially human power. There is no dung beetle; the dung beetle is just a metaphor for a mental process.

Thus, the mythology is NOT True; a certain kind of postmodern/new age world subjectivity thesis is at work and is True. If I were a GM, it is that subjectivity hypothesis and its ramifications which I need to understand, NOT the detail of the content of cultic myth.


The religious/magical world view does not require that it's symbolism, or alegory be literaly true in order to be powerfull. Any serious student of religion will tell you that ultimate religious truth is unknowable to mere mortals, for we are neither god, nor gods.


And that is why I laugh whole-heartedly at "serious" students of religion.

But we are now off track; I grant your theory is internally consistent, but I assert it is modern. It is a rationalisation based on exposure to multiple, mutually exclusive world myths. A truly traditional society is unlikely to encounter, within its "borders", ANY social context which validates the beliefs of the next tribe over the hill; any such statement would undercut the extant claims advanced through these myths to legitimacy and authority. If they went over the hilll to see for themselves, they would find no recognition of their own peculiar mythos and it would be derided as insane.


How does invoking 'psionics' explain anything?


Hmmm...... its just technobabble, but it is a hard statement of Truth. No messing about with are there gods are not; the answer is No, but there might be constructs that look like and have masqueraded as gods.

Precisely. I'd adjudicate such a face-off using the rules of the roleplaying game in question. My personal preference would probably be Hero wars, but tastes vary. I realy don't see the problem.


The problem is that it has failed to make it clear whether in this fictional world, which of these is "right" and thus how the native resolution system is expected to operate (or, how the system resolves conflicting arguments with qualitatively identical claims to legitimacy).

HeroWars however is not the answer; HW is deliberately obscurantist, IMO, as to the status of the gods, both real and not real. It provides us with a non-solution, to whit, we dice it off. But this still implies that both effects were sufficient real to require game mechanical effect, which makes both of them True. And yet, the mythic content of each may wholly deny the very existance of the other... a claim immediately falsified by the need to roll off!!

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On 1/6/2003 at 2:52pm, contracycle wrote:
RE: The Mechanic of "Religion" in Role-Playing Games

simon_hibbs wrote:
Are you saying that love is irrelevent to the experience of being human?


No. What does that have to do with the claim "evey mother loves their child". How hard would it be to find counterexamples?


I'm beginning to despair. Did you miss my post citing the hermetic laws of magic? Do you deny that poetic use of symbolism and alegorical reference have any meaning in human experience?


As am I; we start out talking about the SHARED world and end up talking about internal meaning. I pointed this out a long time ago, a couple of pages back: Mythology has a tendency to give moral homilies, NOT explain the world as it is.


Why do people read Tennyson or Wordsworth? In the same way, mythology gives people an emotional, intuitive way to comprehend and relate to the world around them.


I imagine they read for fun. I think that suggesting that mythology is only "for fun" would draw a lot of heat.

And it may well give them a way to comprehend the world around them; the question at hand is what to do when two different comprehensions of the world are opposed.


There is nothing obscure about it, we all experience it every time we hear beautiful music, or see a well executed work of art. The magician simply makes the intuitive step of thinking that this power can not only change the way we percieve the world, but can also change the world itself. Fundamentaly, that's all there is to it.


OK, I can't respond to that without making a bald counterstatement; beauty and art are not magic, becuase magic is convenmtionally used to change the WORLD. Beauty and art can only change us. Both are valid as activities; neither is analogous to mythology let alone faith. In order to claim that this "power" can feed back into the world, you would have to cite evidence and an independnantly verifiable experiment. Failing that, I feel perfectly free to assert that the "power" claimed by the magician is imaginary.


I did not say that all mothers love their children, I said that a mother loves her child. Please read what I say, not what' you'd like me to have said because it makes it easier to disagree with me.


Which mother? OK, if you were thinking of a particular mother and child, I, not having access to them, cannot say whether or not she loves her offspring. If you were NOT thinking of a particualr mother, then you were certainly implying that "a mother" stood for all mothers. If I do noty make that generalisation, your statememt loses all meaning; it becomes " person known to me experiences an emotion they claim to be love"; of what relevance does this have to the concept of "truth"?


Why does it matter?


Because I'm the GM, and I have to apply modifiers to Summoning rolls improvised with twigs and bits of string after the ritual paraphenalia fell over a cliff. Does it MATTER whether they have cup, wand, and sword?


Either the spirit is real and can change the world through expressing it's reality, or your mind is real and can change the world through expressing it's reality.


Which is it? Whether or not this is known or not in the real world is not important - to me, it is known and the answer is that neither spirit nor mind have direct power over the physical world, we just find it a comforting thing to imagine. In a game world, however, we have the opportunity to make mythology functionally real; why choose not to do so?


Theologians have struggled with this question for thousands of years. Not all religious philosophers would agree, any more than all physicists agree on the correct physical interpretation of quantum mechanics. So what?


These are not remotely equivalent.


Why can't deep unconcious recesses of your mind (or rather, that of your character) have access to the otherworld, or divine inspiration?


They might. All it would take is for the designer to say "Let there be unconscious access", and there will be unconscious access. Bow I, as a GM, am able to extemporise knopwing what the reality of the established game world. There remains no excuse for declining to say so.

If a player attempts such an action, I am compelled as GM to provide an answer implicitly in providing information proffered by the spirit or "spirit".


I've yet to see you provide an example of such a situation.


Alright. Bob the Psychic gets a vision that Homicidal Harry is after his blood. We will examine too scenarios to see the effect of internal and external agents. Bob summons his spirit to spy on Harry.

Objective agent: an actual disembodied spiritual entity. Bob summons his patron spirit, which travels magically or otherwise to Harry's location. I, as the GM, review what Harry is doing at this moment and reveal this info to the player.

Subjective agent: Bob is only imagining that he can summon spirits; he may believe it, he may even "see" spirits. However, being internal to Bob, they can tell Bob nothing he doesn't already know (although they might tell him things he is not aware of knowing). They therefore can tell Bob nothing about what Harry is really doing, having no access to any more information about Harry than Bob had to begin with.

I must know which of these scenarios is True, because I am obliged to give the player an answer.

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On 1/6/2003 at 4:41pm, greyorm wrote:
RE: The Mechanic of "Religion" in Role-Playing Games

contracycle wrote: And that is why I laugh whole-heartedly at "serious" students of religion.

Could you possibly be anymore insulting?

Given the statement I quoted above, I think you owe a number of individuals here an apology for your callous disrespect.

Now, seriously, knock off the line-by-line/out-of-context quoting (ref: your responses to the paragraph about a mother's love. Note that whether or not all mothers love their children was not the point being made, remotely related to the point nor even relevant to the point being raised).

A particularly flamboyant example is your restatement of Simon's statement, claiming he had said "evey mother loves their child." Which, you know he didn't say; and your further deconstruction of what he said, showing that since you don't know the person he's talking about and then claiming that he must be talking about all mothers is nothing short of assinine.

This kind of psuedo-intellectual "I'm just being logical/I'm so reasonable" you use as "counters" to arguments are exactly why you keep being bitch-slapped by the moderators and tick so many people off. Seriously, you have been here long enough to know better than to keep doing it.

Simon, while your points are well taken, we aren't discussing real-world magicians, symbolism and meaning having power and so forth, so let's drop discussion of all that, except as it relates to the question currently at hand: the use of subjective-yet-true mythology in RPGs (and whether or not it actually interferes with the gamemaster's ability to run a game, as Gareth maintains).

Now, let's get this thread back on track and quit trying to piss on one another with ridicu-logic just because we can.

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On 1/6/2003 at 4:45pm, Ron Edwards wrote:
RE: The Mechanic of "Religion" in Role-Playing Games

Hello,

This thread really got excellent for a while there, but perhaps it's time to call it and think in terms of little spawn-threads with highly focused topics.

I also suggest that people thicken their hides a little bit. We are talking about role-playing, not about what "is," after all.

Best,
Ron

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On 1/6/2003 at 4:53pm, greyorm wrote:
RE: The Mechanic of "Religion" in Role-Playing Games

Ron Edwards wrote: This thread really got excellent for a while there, but perhaps it's time to call it and think in terms of little spawn-threads with highly focused topics.

Sorry, I cross-posted the above with you (even did a preview!).
Spawn-thread time it is. I'm really interested in actual play examples of a subjective mythology interfering with game play.

I also suggest that people thicken their hides a little bit. We are talking about role-playing, not about what "is," after all.

This is true, however, when a statement is made about real-life people's real-life beliefs, then the thick-hide thing doesn't apply. If someone wants to laugh at the priests and mystic philosophers of a game world, they are welcome to, but since the above is laughter and insult directed towards real, actual people -- some who frequent these boards -- about their real beliefs, I think I'm entitled to a bit of steam at what is an unwarranted and unneccessary attack.

That said, this still holds true. There's a lot of heat going about the subject which need not be there, if we're talking about how it works in a game world, could work or so forth.

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On 1/6/2003 at 4:54pm, simon_hibbs wrote:
RE: The Mechanic of "Religion" in Role-Playing Games

contracycle wrote: The dung beetle and the god-risen-daily-newborn are both figments of human imagination, but useful figments for the focussing of an essentially human power. There is no dung beetle; the dung beetle is just a metaphor for a mental process.


You're confusing an example of an explanation as being the only explanation. Perhaps the gods do have a personal existence, perhaps they don't. You don't need to know the truth behind it any more than I need to know the actual physical of Jump Drive to play Traveller.

You asserted that magic can only be explained if mythology is true and the gods are real. I provided proof that this is not the case - explanations exist which do not require that. I did not provide the only possible explanation, any more than a physicist can provide the only possible explanation of quantum mechanics.



The religious/magical world view does not require that it's symbolism, or alegory be literaly true in order to be powerfull. Any serious student of religion will tell you that ultimate religious truth is unknowable to mere mortals, for we are neither god, nor gods.


And that is why I laugh whole-heartedly at "serious" students of religion.


There is no 'Theory of Everything' and many physicists believe that such a theory may be unknowable. Can I laugh at physics now? Bertrand Russel showed that pure logic is not ultimately provable, can I laugh at logic now?

"I think we ought always to entertain our opinions with some measure of doubt. I shouldn't wish people dogmatically to believe any philosophy, not even mine. "
Bertrand Russell (1872 - 1970)

But we are now off track; I grant your theory is internally consistent, but I assert it is modern. It is a rationalisation based on exposure to multiple, mutually exclusive world myths. A truly traditional society is unlikely to encounter, within its "borders", ANY social context which validates the beliefs of the next tribe over the hill;


Theories such as Plato's - that divine power emanated from an unknowable source and differentiated itself into the knowable gods, which manifest differently in Greece and Egypt - his explicit examples. Explanations such as those of Hinduism and budhism, religions that have existed side by side for thousands of years. Hindus believe that ultimately all the gods are masks worn by the ultimate godhead and through their history have incorporated numerous cults and neighbouring religions into their pantheon. The romans persecuted christianity not becasue they were against foreign religions - in fact it was for exactly the opposite reason. Christianity denied the legitimacy of other religions 9there is only one god), while Rome was extremely tolerant of foreign religions, seeing it as part of the inclusivity and diversity of their cosmopolitan empire. I realy have no idea where you're getting these notions from.


The problem is that it has failed to make it clear whether in this fictional world, which of these is "right" and thus how the native resolution system is expected to operate (or, how the system resolves conflicting arguments with qualitatively identical claims to legitimacy).


Magic has the effects the game system says it has (be it D&D or whatever), You still haven't given me an example of a situation where this objective truth is required.

HeroWars however is not the answer; HW is deliberately obscurantist, IMO, as to the status of the gods, both real and not real. It provides us with a non-solution, to whit, we dice it off. But this still implies that both effects were sufficient real to require game mechanical effect, which makes both of them True. And yet, the mythic content of each may wholly deny the very existance of the other... a claim immediately falsified by the need to roll off!!


A contest in Hero wars does not change the nature of the world, it changes the experience of the contestants. Their faith is tested. The God Learners were monotheists, yet they manipulated and engineered pantheist religions. Orlanthi worship Orlanth, and hate the Lunars but they know the Lunars have gods and magic too. They don't deny the existence of their enemy, but their moral authority. They deny that Yelm is a just emperor, that Rufelza is worthy of worship. This is elementary stuff.


Simon Hibbs

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On 1/6/2003 at 5:05pm, contracycle wrote:
RE: The Mechanic of "Religion" in Role-Playing Games

greyorm wrote:
Could you possibly be anymore insulting?


Yes, but only for $20 and SASE.

Edit: I now take PayPal

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On 1/6/2003 at 5:17pm, simon_hibbs wrote:
RE: The Mechanic of "Religion" in Role-Playing Games

contracycle wrote:
OK, I can't respond to that without making a bald counterstatement; beauty and art are not magic, becuase magic is convenmtionally used to change the WORLD. Beauty and art can only change us.


That's what you believe. Other people believe differently, can't you even see that? Can't you even accept that it migth be possible in a roleplaying game? c.f. The Picure of Dorian Gray, by Oscar Wilde.

Both are valid as activities; neither is analogous to mythology let alone faith. In order to claim that this "power" can feed back into the world, you would have to cite evidence and an independnantly verifiable experiment. Failing that, I feel perfectly free to assert that the "power" claimed by the magician is imaginary.


Whoa - are you talking about the real world or possible roleplaying worlds? Nowhere have I said that the religious/magical worldview is true in our world, I have simply explicated it as an example of how to justify magic in fantasy worlds. I had assumed that we had a common scope to this discussion - apparently not.

Which mother? OK, if you were thinking of a particular mother and child, I, not having access to them, cannot say whether or not she loves her offspring.


Oh, for goodness sake. Do you love your mother? Does (did) she love you? Do you (do you think you will) love your children? All I say is that the existence and reality of love is true - it is to me anyway. Your experience may vary.

Because I'm the GM, and I have to apply modifiers to Summoning rolls improvised with twigs and bits of string after the ritual paraphenalia fell over a cliff. Does it MATTER whether they have cup, wand, and sword?

I'm aGM and I have to rule whether Zack SpaceCop can repair his pursuit spacer when his hydrospanner gets shot out of his hand. Do I need to know how the directional ocilator assembly works to do that? Didn't think so. Next!


Either the spirit is real and can change the world through expressing it's reality, or your mind is real and can change the world through expressing it's reality.


Which is it?


Show me why it matters, see my refutations ad nauseam above, and below.

Theologians have struggled with this question for thousands of years. Not all religious philosophers would agree, any more than all physicists agree on the correct physical interpretation of quantum mechanics. So what?


These are not remotely equivalent.


Why not? Why do the fundamental universal laws in a roleplaying have to be explicit and easily understandable, yet those of the real wrld can be held to a lower standard. Surely it should be the opposite?

Why can't deep unconcious recesses of your mind (or rather, that of your character) have access to the otherworld, or divine inspiration?


They might. All it would take is for the designer to say "Let there be unconscious access", and there will be unconscious access. Bow I, as a GM, am able to extemporise knopwing what the reality of the established game world. There remains no excuse for declining to say so.


The designer doesn't need to say that because we realy don't need to know it, see above and below.

Alright. Bob the Psychic gets a vision that Homicidal Harry is after his blood. We will examine too scenarios to see the effect of internal and external agents. Bob summons his spirit to spy on Harry.

-objective agent cut-

Subjective agent: Bob is only imagining that he can summon spirits; he may believe it, he may even "see" spirits. However, being internal to Bob, they can tell Bob nothing he doesn't already know (although they might tell him things he is not aware of knowing). They therefore can tell Bob nothing about what Harry is really doing, having no access to any more information about Harry than Bob had to begin with.

I must know which of these scenarios is True, because I am obliged to give the player an answer.


If, as you've already conceded it might be that bob's subconcious (a magician would say something like otherworld shadow, or higher divine nature) has access to the otherworld or the divine font of knowledge. Why can't the disembodies spirit be a manifestation (psionic projection if you like) of Bob's psyche? The point is, you can run the game exactly the same way regardless of which explanation you prefer. You do not need to know. Either concede that, or try again (how many times is this so far?)


Simon Hibbs

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On 1/6/2003 at 5:39pm, contracycle wrote:
RE: The Mechanic of "Religion" in Role-Playing Games

While awaiting sub-threads, I thought I'd comment on this component of Simons post.


Theories such as Plato's - that divine power emanated from an unknowable source and differentiated itself into the knowable gods, which manifest differently in Greece and Egypt - his explicit examples. Explanations such as those of Hinduism and budhism, religions that have existed side by side for thousands of years. Hindus believe that ultimately all the gods are masks worn by the ultimate godhead and through their history have incorporated numerous cults and neighbouring religions into their pantheon. The romans persecuted christianity not because they were against foreign religions - in fact it was for exactly the opposite reason. Christianity denied the legitimacy of other religions 9there is only one god), while Rome was extremely tolerant of foreign religions, seeing it as part of the inclusivity and diversity of their cosmopolitan empire. I realy have no idea where you're getting these notions from.


Yes. Interestingly, I've just begun reading a work on self-deification in Chinese cosmology and a comparative work discussing Chinese and Greek medicines and the "cultural manifold" in which they occur (their term).

Lets take a closer look at the Romans; the Romans do not, IMO, experience much challenge in the face of other religions. When they meet a Celtic god, they rationalise it as an aspect of one of their own gods. Their cosmological theory develops an arm aimed at integrating local deities into the pantheon, bringing all under the state church. If Roman triumph comes through the blessing of Mars, and a celtic war-god is an aspect of Mars, then Romanised Celts (or Egyptians) can feel comfortable (and maybe a little subversive) worshipping the state cult. And thus the state prospers.

Very few citizens, let along plebians, would have the opportunity to be exposed to radically alternative religions, apart from semi-sanctioned mystery cults. Even in such a cosmopolitan society, the Grand Unified Theory of Godhood, which is the pantheon itself, provides the real answer behind "what is the sun" and "why does it rain", rather than the individual cult dogmas. Apart from the mystery cults, the state religion was rather more formal than meaningful, IMO. Similarly, in the Buddhist realm, most concerns are not about faith, or salvation, or justification, but simple practical success in a secular endeavour.

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On 1/6/2003 at 5:47pm, Ron Edwards wrote:
RE: The Mechanic of "Religion" in Role-Playing Games

H'm,

I must be losing my touch.

Take it to sub-threads, people. This thread is closed.

Best,
Ron

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