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Old 07-08-2018, 04:21 PM   #46
JLV
 
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Join Date: Nov 2010
Location: Arizona
Default Re: A different take on priests

Actually, I think not posting specific religious rules is just fine.

Since Steve mentioned creating some kind of "karma" or "luck" mechanic, I think that could be parlayed that into a religious system all on it's own, and without substantively increasing the complexity of the existing rules.

In effect, just tie it to the Priest/Theologian skills and let the game develop from there... As far as what names anyone gives the religions, I'd say that depends entirely on the campaign style; paganism, medieval monotheism, renaissance-style religious schism, or whatever would dictate the nature of the God(s) and religious groups involved.

And, of course, you could always go with cultism as well (things man was not meant to know being worshiped in dark and dank places...)
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