Re: Faith, actual *faith* in RPGaming
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Re: Faith, actual *faith* in RPGaming
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Re: Faith, actual *faith* in RPGaming
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Re: Faith, actual *faith* in RPGaming
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Re: Faith, actual *faith* in RPGaming
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Re: Faith, actual *faith* in RPGaming
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RPGs though, you don't have that. This stuff is all determined either by the decisions of the GM or the roll of the dice. The only points of application of religious ritual are flattering the GM with worship (which will not be an issue of faith, he clearly does exist and control stuff, no leap of faith there, and it's usually pretty obvious when sucking up works too) or hoping supernatural powers alter the dice (which some gamers do have rituals for, but the fundamental assumption required to use dice to resolve stuff is the outcomes are more or less random, if you didn't mostly believe that, you wouldn't use them in an application where being random is the *point*) |
Re: Faith, actual *faith* in RPGaming
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I trust my love won't cheat on me, because I have evidence of her past behavior for the last 18 years. And neither trust nor faith are hopes or guesses like me saying what color eyes you have. |
Re: Faith, actual *faith* in RPGaming
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But the point is that when the word was made it would have meant what it meant to the hearers which is roughly the same as I described even if only by analogy. It is not what I would mean by "faith" in the theological context because there was no theological context. Faith is something of a postpagan idea. Zeus did not demand faith of people as we know it. He demanded an homage that was subtly different from it which involved rote performance rather then faith. Many Theological concepts are metaphors because there was not a word for them when they arrived. Even the term "God" is an evolution of small letter "god" which was the only form they knew and meant roughly "big spirit" or possibly "authority"(if I recall a human chief could be called a "godi" but would surely know he was not Odin). The point is that the fact that God or a god(from the gaming pov) has supernatural power matters less then the fact that He said he did and that He would look after you if you trust Him-in the long run. The supernatural power is irrelevant. If I said I had supernatural power it would not matter that I don't. It would matter that I am either lying or fictionalizing for entertainment purposes or simply daft because I pretty obviously don't have supernatural power other then possession of human reason, and don't particularly want it. If you have faith in me you will accept that I am telling the truth that I do not have any power you would term supernatural, that is I am not a secret warlock. But it is the declaration that is important not the supernatural. Jesus' disciples saw him directly, so they did in fact have as much reason to have faith in Him as you do to trust your love interest. I have to deal with a combination of a large number of less blatant things. However Faith is not believing against reason, it is believing against the vageries of emotional turmoil. If you have faith in your love interest because you know her for 18 years or faith in reason because you find it dependable you do well. Part of the problem is the fault of the rather simplistic theology that comes from Sunday School that seems to imply there is supposed to be something magic about believing hard enough even though that is really more attempted psionics then faith. an interpretation that is really an extrapolation of a few Bible verses despite the evidence of history not to mention Bible verses to the contrary(surely all the citizens of Constantinople in 1453 cannot have been culpably lacking in faith in that sense). Job had faith, even though he is a poster boy for the point that having faith might still be unpleasant for the faithful. All this sounds overly preachy and threatens to bring the thread off course. However I had to spend a lot of time defining faith because it was a complicated concept and someone has to define it if it is to be roleplayed. From Gurps terms it should be played like any virtue a cleric might have. Give the cleric Divine Favor, and make him pay for it in Disciplines of Faith. Which is probably something like what would be done with a cleric anyway. Then force him to roleplay faith in the course of his adventures. Or treat the god as a Patron and have trust be one of the demands he makes. Or something of the kind. |
Re: Faith, actual *faith* in RPGaming
I think the big, big issue here is; who has the faith? Characters have faith in all sorts of things (gods, people, gravity, etc.). Just like real people. Asking that the PCs all have faith is no different than asking that all PCs be emotion-filled teens or supers with secret identities or parents.
But the players themselves? That does go pretty hard against most rpgs. The rules exist for many reasons, but one is knowing what your character is capable of and to take as many unknown variables away. I can look at my character sheet in a system I know well and intuitively know what the character is capable of almost as well as I know what I am capable of. The almost is to point out that it will always be less than how well I know my own capabilities, and those surprise me enough. Since I know GURPS the best, I'll talk mechanically there. Disads of faith already exist aplenty, and quirks cover near the rest. Faith is a personality trait. Either the GM and/or player can interweave it into the story. As for advantages, the best way to have a clear 'benefit' of faith without knowing what it is would be to take meta-traits or Patron, where the deity in question is clearly backing you up but you don't know how, and plays well into the whole 'I don't know if Deity is there, but i have faith'. But none of this will give the players any sense of faith. No more than a combat scene make them bleed. But they can get caught up in it, same as a great leader's speech or the attractive NPC who hits on them. Lastly, do the players want to have faith? I think that's the most important question of them all. Because otherwise, all the faith-based mechanics will do is either create player/character knowledge differences or 'hidden mechanics' that's no better than relying on dice rolls. |
Re: Faith, actual *faith* in RPGaming
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Possibly the problem here is that we are talking about the difficulty that makes RPG magic so ludicrously scientific when literary magic demands nothing of the kind and when it does often has an uncanny bit that cannot be treated that way. RPGs are a mathematical device and this is not really a concept that can be quite rendered into formula. |
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