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Old 06-05-2009, 10:50 AM   #28
martinl
 
Join Date: Jan 2006
Default Re: Fantasy Setting for GURPS

Quote:
Originally Posted by Exeter View Post
What's wrong with just filing the serial numbers off the religions by renaming them? I mean, if there's a Pastafarian crusade against the Frisbeetarians of the south happening in your game, I don't think anybody could jump to the conclusion that they represent real world religions in any way, shape, or form. Similarly, you can change the names of the gods and people without compromising the setting.
This, although I might not be quite so flippant. Note that you will have to mess with the background slightly as well: the IW/banestorm setup dumps historical Earthlings on the place.

If I was going to run Yrth w/o RW major religions, I'd take one of two routes:

IW: Yrth 2 is just like Yrth, but the imports were from Alternate Earths where the dominant religions are obscure in Homeline history. So Mithraism vs. Zorostrianism, with a salting of Sol Invictus or some such.

Traditional Fantasy: Yrth 3 is like Yrth, but the imports were from stereotypical DnD fantasy worlds, and have kept a proper dungeon crawling attitude.
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