Showing posts with label Gods. Show all posts
Showing posts with label Gods. Show all posts

Wednesday, 3 February 2021

A Gift from the Gods

Gifts of the Gods is the theme for this month's RPG Blog Carnival kindly hosted by the Sea of Stars RPG Design Journal.

A Clash of Titans

Whenever I think about divine artifacts I am reminded of Clash of the Titans (1981) where Perseus is gifted:

  • A helmet of invisibility - given to him by his father Zeus
  • A magic sword - gifted by Aphrodite
  • A magic shield - given by Hera

This trio of powerful magic items would make most PCs wet themselves, particularly if given to a relatively low level character as in Perseus case.  However, what we must also recognise is that Perseus is a demi-god.  I very much doubt that this sort of largess would be shown to a mere mortal so why should you do the same for your PCs?

Clash of the Titans (1981) - Release The Kraken
A Pawn of the Gods

The Gods play games from their lofty home of Olympus.  In the movie Zeus is bound to honour the laws of Olympus which means he must allow Andromeda to be sacrificed to the Kraken but he does not have to play the game fairly.  We mere mortals cannot fathom the machinations of Gods, but we do know that Perseus is his pawn in that game.

When contemplating granting a PCs a gift of the Gods, it should definitely come with strings attached.  A great evil must be defeated, a quest achieved which benefits the Gods in some way.  It could even be a wager between two Gods.  Whose champion will be first to succeed the trials and rescue the maiden?

Have a warlock in your party?  Well in order to receive their power they need to have made a compact with an eldritch power.  The PC is a manifestation of that power and must obey the whims of their master.  Power does not come without consequence so exercise some consequence now and then.  

These could all be great epic story arcs in themselves and would certainly add flavour to any mythical campaign.

Single use Deus Ex Machina

Another way to resolve the dilemma of giving PCs uber powerful magic items and turning them into OP Murder Hobos is to make them single use.  It is not unusual for an item to be crafted with a sole purpose in mind and once that purpose is achieved it is destroyed or loses its magical properties.    

The Gift of Information

Information can often be the most powerful weapon of all and having a God visit you in your dreams or answer your prayers with knowledge can be a blessing.  When faced with insurmountable odds or an impenetrable fortress, the knowledge of a secret entrance to the big bad guy's inner sanctum would be just as effective as hiding inside a wooden horse.

Blessings and Curses

Having a God backing your cause can be a real boost.  In fact why not give your PCs temporary stat increases or something visible to others like a glowing aura, a halo or give them perfect hair.  If your game is set in a quasi medieval world where everything is caked in a layer of grime, make your blessed PCs stand out from the crowd by mud literally not sticking to them.

"By The Gods..." is a popular invocation among PCs.  How about you actually give PCs the power of minor curse.  Alternatively, you could bestow the power of curse reflection upon your characters which could lead to some interesting interactions with local NPCs.   

By the Power of the Pantheon

Of course playing with Divine Items requires you to have at least one God or better still a Pantheon as part of your setting.  If your games are set in one of the many published settings like Forgotten Realms you have a cavalcade of Gods to choose from.

Otherwise treat this as an opportunity for some world building with your pious PCs.  If like me you are a fan of Terry Pratchett, you may have read Small Gods, a satire upon religion and politics.  The power of the Gods is directly related to the size of their congregation. In the book Om is a once powerful God stuck in the body of a small turtle and the novice acolyte Brutha is his one and only true believer.  What better personal mission for the party's Cleric than to spread the word of their God and convert believers as they move from town to town.

Plot and Personal Quests Breeds Engagement

I have always been a firm believer in incorporating elements of PC backgrounds into my plots to give every player around the table a real tangible reason to be engaged in the story.  If players include a deity in that background then why not use it.  Your players will feel rewarded when part of the background that they have created becomes a central motif to the weeks play. 

How Do you Deal with Divine Gifts in your Game?  

I don't have all the answers (that would be omniscience) and to the point of writing these blogs is to share ideas.  If you have any cool examples of how you gifted a player a divine artifact then please leave a comment in the box below.

Wednesday, 17 November 2010

Sin? or is it just Karma

Thanks to Jeff Rients for his thought provoking post Sin and Sin Points draft as I've been struggling with a way to explain how my Evil races exist.

Back in the day I playtested a friend's game about fairies (it was self published and even though I'm a credited playtester, I can't remember the name of the system... Answers on a postcard to the usual address please) which utilised a Karma system to manage Alignment.

The fun thing about the Karma system was that if you were essentially Good and did bad things you became Evil and vice versa. The whole game was wrapped around this concept.. The scenarios were based around the eternal struggle between the Good and Evil Fairies, Brownies, Redcaps, Pixies and Unicorns of Englis folklore. The task of the PCs was to convert the Evil fairies by not just foiling their plans but making them do Good things and making them gradually less Evil.

One of the most fun aspects of this Whenever you lost Karma (or gained it) your physical appearance would gradually change until you eventually changed into your Evil variant. This led to a little subterfuge on the players parts as the GM might make you grow a wart, one of your eyes would change colour or you'd get Evil eyebrows overnight!!

I thought that this physical change might work in my world so thinking cap on, my thoughts are thus:

Every race has it's Evil counter-race. Except Humans, 'cause every rule has to have an exception, each Race's diametrically opposed race is the antithesis of the Good. So for Elves who are very cultured and graceful it would have to be Goblins, who are crude, vulgar ugly creatures. This could take some time to put together but once the different factors are weighed up I should be able to come up with some nice transitions for the 6 or so common PC Races and the more common evil monsters.

The Alignment wheel has potential. As a mechanism to gauge the transitions from Good to Evil it's crude so maybe sub divide it a little to make the shift more gradual and give the player time to repent.

My pantheon needs more Evil Gods - I've always thought that my campaign world's Pantheon was a bit loaded towards the Neutral or Good sides. It will force me to be a bit creative and there's more opportunity for plots which take place in my teutonic setting of Wulfschlossen where the boy King's army is led by a bunch of Bishop Generals.

It would give the Paladins a bit more colour. I've always thought that they were a bit too shiny and needed a few shades of bent copper added to the mix. Historically the Templars became tarnished when Pope Clement V abolished the order claiming that they were not Holy Defenders but Heretics.

Death is not the answer. However, when a PC gets to zero hit points and falls unconcious they should have a near death experience. As a result they could come back with a slight Alignment shift towards the darkside and maybe that wart or slightly greener shade of skin.

or I might be completely bonkers. You decide... BlogBooster-The most productive way for mobile blogging. BlogBooster is a multi-service blog editor for iPhone, Android, WebOs and your desktop