• Getting the deities out of the way

    From The True Melissa@thetruemelissa@gmail.comNOSPAM to alt.games.adnd,rec.games.frp.dnd on Fri Sep 18 07:55:00 2026
    From Newsgroup: rec.games.frp.dnd

    I have two players playing two characters each. Both characters
    seem to expect the deities to be active NPCs in the campaign.

    Both players gave their main characters extremely dramatic
    backstories involving gods and a pocket universe. Okay, I want to
    accommodate, so that's all right I guess. One of them is a
    neutral paladin -- I okayed the idea for this, which is not about
    "the balance" but about dishing out what someone has coming,
    whether that's punishment or aid. To help with this, he has some
    sacred dice to tell him what someone has coming (I give the dice
    reading). I agreed to this. I had my doubts about a divine
    artifact in the hands of a 2nd level character, but the character
    did need to do some growth after a prior incident, and I wanted
    to accommodate my players with their own characters' growth arcs,
    so I allowed it.

    Recently, one's main character killed an NPC to whom he had
    promised safe conduct. Several people protested this, and while
    trying to justify the act, several characters mentioned the dice.
    Both players seemed to expect NPCs to take the claim seriously.

    "I have holy dice which give me divine permission to execute
    cooperating prisoners" is not a claim which easily meets belief,
    IMO. Accordingly, I had the NPCs express skepticism. The players
    think their characters are being treated badly by the
    townspeople.

    On another occasion, one had his character explicitly ask
    Corellon Larathian for a sign. I didn't do anything because I
    don't think gods would pop up on call like that. The character
    took this as rejection.

    I may have created inappropriate expectations by allowing the
    wild backstories. I don't really want to run a campaign where the
    gods might pop up at any time. IMO, any characters who meet gods
    should do so at a much higher level where the gods might
    reasonably notice them. At first I figured they were just used to
    5e and its instant superheroes, but at this point I'm pretty sure
    one of my two players is a munchkin.

    Should I meet expectations and involve more gods? I feel like I
    got myself into this and shouldn't impose a sudden "Enough with
    the gods already" change by fiat. It would also be more difficult
    to reintroduce divine involvement later, when it becomes more
    appropriate.

    I know I got myself into this by allowing too much divine stuff
    already, but I'd still like to dial it back to normal levels if
    possible. I think I should make it explicit that normal people
    aren't going to accept these dice as a reason to ignore the law,
    common sense, and their given word. I also think I need to apply
    more resistance to my munchkin.

    Is that the right way to get out of this?
    --
    The True Melissa - Canal Winchester - Ohio
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  • From Spalls Hurgenson@spallshurgenson@gmail.com to rec.games.frp.dnd on Fri Sep 18 16:02:51 2026
    From Newsgroup: rec.games.frp.dnd

    On Fri, 18 Sep 2026 07:55:00 -0400, The True Melissa <thetruemelissa@gmail.comNOSPAM> said this thing:

    I have two players playing two characters each. Both characters
    seem to expect the deities to be active NPCs in the campaign.

    Both players gave their main characters extremely dramatic
    backstories involving gods and a pocket universe. Okay, I want to >accommodate, so that's all right I guess. One of them is a
    neutral paladin -- I okayed the idea for this, which is not about
    "the balance" but about dishing out what someone has coming,
    whether that's punishment or aid. To help with this, he has some
    sacred dice to tell him what someone has coming (I give the dice
    reading). I agreed to this. I had my doubts about a divine
    artifact in the hands of a 2nd level character, but the character
    did need to do some growth after a prior incident, and I wanted
    to accommodate my players with their own characters' growth arcs,
    so I allowed it.

    Recently, one's main character killed an NPC to whom he had
    promised safe conduct. Several people protested this, and while
    trying to justify the act, several characters mentioned the dice.
    Both players seemed to expect NPCs to take the claim seriously.

    "I have holy dice which give me divine permission to execute
    cooperating prisoners" is not a claim which easily meets belief,
    IMO. Accordingly, I had the NPCs express skepticism. The players
    think their characters are being treated badly by the
    townspeople.

    On another occasion, one had his character explicitly ask
    Corellon Larathian for a sign. I didn't do anything because I
    don't think gods would pop up on call like that. The character
    took this as rejection.

    I may have created inappropriate expectations by allowing the
    wild backstories. I don't really want to run a campaign where the
    gods might pop up at any time. IMO, any characters who meet gods
    should do so at a much higher level where the gods might
    reasonably notice them. At first I figured they were just used to
    5e and its instant superheroes, but at this point I'm pretty sure
    one of my two players is a munchkin.

    Should I meet expectations and involve more gods? I feel like I
    got myself into this and shouldn't impose a sudden "Enough with
    the gods already" change by fiat. It would also be more difficult
    to reintroduce divine involvement later, when it becomes more
    appropriate.

    I know I got myself into this by allowing too much divine stuff
    already, but I'd still like to dial it back to normal levels if
    possible. I think I should make it explicit that normal people
    aren't going to accept these dice as a reason to ignore the law,
    common sense, and their given word. I also think I need to apply
    more resistance to my munchkin.

    Is that the right way to get out of this?


    There's no real 'right answer'. Even TSR was very wishy-washy on how
    often gods would respond to requests. I think the best thing to do is
    talk with the characters and explain your side of things; that it's
    not how you envision deities to act in your campaign, and you feel it
    would change the setting and balance too much. Try to come to a
    compromise but ultimately as DM you are the one that sets the tone for
    the setting. Perhaps suggest that the reason that the gods did, in
    past, respond for /reasons/ (fit to your particular adventure/setting)
    but those were exceptions rather than the rule.

    For what it's worth, I always played with a fairly low level of godly intervention (and, in fact, PCs who were exceptionally demanding of
    gods usually found out the hard way how much immortals disliked being
    seen as personal genies ;-). That said, I also played it that
    spell-flinging clerics were a cut-above the usual priesthood; they
    were the ones who the gods chose to interact with. So given an option
    to a god responding to Bob the Cleric asking for something, and Joe
    the miller, Bob was more likely to get a response. And, of course,
    higher level clerics were more likely to be granted the ear of god
    than Joe Schlub the 1st-level druid.

    Although usually this deific interest also came with significant cost.
    If you call on the gods for help, expect them to demand repayment in
    one way or another. In a lot of fantastic (and historic) mythos, it
    was often considered the better option NOT to attract the attention of
    the gods if you could; a lot of them could be right bastards even to
    their most loyal subjects. And Gods help you if They thought you were
    working /against/ Their interests. An occasional smiting can sometimes
    be necessary to remind PCs who is the god and who is the person
    begging for godly benificence ;-)

    It is a difficult area of the game though. I knew one player who
    earnestly believed that the Judeo-Christian god did actively listen
    and respond to prayers of the faithful (albeit never with such flashy
    results as D&D deities, obviously) and this clouded her opinion on how
    the fictional gods in the game should react. You could be
    inadvertantly treading on someone's serious religious beliefs, so
    tread carefully.







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  • From The True Melissa@thetruemelissa@gmail.comNOSPAM to rec.games.frp.dnd on Fri Sep 18 18:01:08 2026
    From Newsgroup: rec.games.frp.dnd

    Spalls Hurgenson wrote in article <565ralthebgqpc62m0k0d4pgmur9gks8u8@4ax.com>:

    There's no real 'right answer'. Even TSR was very wishy-washy on how
    often gods would respond to requests. I think the best thing to do is
    talk with the characters and explain your side of things; that it's
    not how you envision deities to act in your campaign, and you feel it
    would change the setting and balance too much. Try to come to a
    compromise but ultimately as DM you are the one that sets the tone for
    the setting. Perhaps suggest that the reason that the gods did, in
    past, respond for /reasons/ (fit to your particular adventure/setting)
    but those were exceptions rather than the rule.

    I talked to one of them about it. We may discuss it a little more
    tomorrow, but I'm hoping to let the divine involvement fade away
    without too much discussion.


    For what it's worth, I always played with a fairly low level of godly intervention (and, in fact, PCs who were exceptionally demanding of
    gods usually found out the hard way how much immortals disliked being
    seen as personal genies ;-).

    That is an interesting idea.

    Unfortunately, since he created his own god, the player feels
    entitled to say that the god wouldn't do that. I don't like to
    step on his creation, but it's turning out to be unbalanced, and
    I probably should have insisted he pick one of the standard
    deities.


    That said, I also played it that
    spell-flinging clerics were a cut-above the usual priesthood; they
    were the ones who the gods chose to interact with. So given an option
    to a god responding to Bob the Cleric asking for something, and Joe
    the miller, Bob was more likely to get a response. And, of course,
    higher level clerics were more likely to be granted the ear of god
    than Joe Schlub the 1st-level druid.

    One of the things that set a bad precedent in this game was that
    a character died while her player was gone. A friend ran her
    character, and when the character died, it didn't seem fair to
    the player. The party went to a temple, and a cleric resurrected
    her. That ought to be a rare miracle, but with the player gone,
    it felt very unfair to have her character die.

    I probably should have had one of her species deities appear in
    the field and resurrect the character, with an out-of-comment
    remark that this was only happening because the player wasn't
    present.


    Although usually this deific interest also came with significant cost.
    If you call on the gods for help, expect them to demand repayment in
    one way or another. In a lot of fantastic (and historic) mythos, it
    was often considered the better option NOT to attract the attention of
    the gods if you could; a lot of them could be right bastards even to
    their most loyal subjects. And Gods help you if They thought you were
    working /against/ Their interests. An occasional smiting can sometimes
    be necessary to remind PCs who is the god and who is the person
    begging for godly benificence ;-)

    In the future, I don't think I'll accept any player gods. I need
    the gods under my control, either as my creations or from the
    standard references.


    It is a difficult area of the game though. I knew one player who
    earnestly believed that the Judeo-Christian god did actively listen
    and respond to prayers of the faithful (albeit never with such flashy
    results as D&D deities, obviously) and this clouded her opinion on how
    the fictional gods in the game should react. You could be
    inadvertantly treading on someone's serious religious beliefs, so
    tread carefully.

    The real problem is that the guy's a munchkin. In a separate
    conversation, he tried to talk me into letting him have either
    invisibility or life-stealing powers, along with glowing eyes
    during combat.

    He can handle being told no, though, so I think the game can get
    along if I lay some firmer guidelines.
    --
    The True Melissa - Canal Winchester - Ohio
    United States of America - North America - Earth
    Solar System - Milky Way - Local Group
    Virgo Cluster - Laniakea Supercluster - Cosmos
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  • From Spalls Hurgenson@spallshurgenson@gmail.com to rec.games.frp.dnd on Fri Sep 18 20:25:53 2026
    From Newsgroup: rec.games.frp.dnd

    On Fri, 18 Sep 2026 18:01:08 -0400, The True Melissa <thetruemelissa@gmail.comNOSPAM> said this thing:

    Spalls Hurgenson wrote in article ><565ralthebgqpc62m0k0d4pgmur9gks8u8@4ax.com>:

    There's no real 'right answer'. Even TSR was very wishy-washy on how
    often gods would respond to requests. I think the best thing to do is
    talk with the characters and explain your side of things; that it's
    not how you envision deities to act in your campaign, and you feel it
    would change the setting and balance too much. Try to come to a
    compromise but ultimately as DM you are the one that sets the tone for
    the setting. Perhaps suggest that the reason that the gods did, in
    past, respond for /reasons/ (fit to your particular adventure/setting)
    but those were exceptions rather than the rule.

    I talked to one of them about it. We may discuss it a little more
    tomorrow, but I'm hoping to let the divine involvement fade away
    without too much discussion.


    For what it's worth, I always played with a fairly low level of godly
    intervention (and, in fact, PCs who were exceptionally demanding of
    gods usually found out the hard way how much immortals disliked being
    seen as personal genies ;-).

    That is an interesting idea.

    Unfortunately, since he created his own god, the player feels
    entitled to say that the god wouldn't do that. I don't like to
    step on his creation, but it's turning out to be unbalanced, and
    I probably should have insisted he pick one of the standard
    deities.

    Kill the god.

    No, really.

    Make it a whole quest thing. A war in heavens that involves this
    character's god, and the deity is (unknown to the player) fated to
    lose. Perhaps the god's frequent interventions in mortal affairs was
    the trigger. Involve the PC in the war somehow. In the end, the cleric
    PC either transfers his faith to another god (depending on the player,
    a deity with a similar portfolio, or maybe even the god that killed
    his original deity). Give the player something even as you take away
    his crutch.

    (Its like if a player has a too-powerful magic item; a good DM won't
    just take it away. That seems unfair to the players. But if you give
    them a good story and a chance to retain the item (even if,
    ultimately, the story will resolve with them losing it) the players
    feel less hurt by the loss. They've gotten something out of the
    experience. All the more so if you give them another treasure to
    replace the magic item that has value too. Different value, preferably non-game-breaking value, but value.)

    It does sound like --munchkinism aside-- the player is making a
    good-faith attempt to be a good member of the group. It's great that
    he's open to the idea of rebalancing his character/story (and it's
    equally cool that you respect his creation enough not to want to
    unjustifiably nerf it). You may even wish to involve the player in the
    broad strokes of the adventure concept; ask him about how he thinks
    his deity would react if attacked, or who the god's enemies are. Keep
    the players involved and let them feel that they are as important to
    the story as anyone else.

    It's cliche, but open communication really solves a lot of problems.
    Not all of them, but a lot of them.


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  • From kyonshi@kyonshi@wilderland.ovh to alt.games.adnd,rec.games.frp.dnd on Sat Sep 19 15:48:44 2026
    From Newsgroup: rec.games.frp.dnd

    On 9/18/2026 1:55 PM, The True Melissa wrote:
    Should I meet expectations and involve more gods? I feel like I
    got myself into this and shouldn't impose a sudden "Enough with
    the gods already" change by fiat. It would also be more difficult
    to reintroduce divine involvement later, when it becomes more
    appropriate.

    Gods are petty and cruel. Gods are vainglorious. Involve the gods more. Involve OTHER gods much more. There's a petty god on every mountain top
    and in every river. What if you think you need to invoke the powers of
    your god in their local domain?
    The involvement of a major god will also attract the attention of their
    rival. Corellon aids the hero? Turns out Gruumsh takes an interest. What happens if the next time they fight orcs their opponent does exactly the
    same? Also: are they really willing to have all their actions tested by
    their gods? Are they sure they needed to kill those orcs in cold blood?
    You invoke the gods, the gods will pay attention to you as well. You
    might not like that.

    I think one of the core problems is that a lot of players come from a
    very Christian point of view where God is all-knowing and all-powerful,
    but also generally beneficial. But DnD is largely not set in a
    monotheistic world. DnD is much more akin to Ancient Greek mythology,
    and there's lots of fun with that as well.

    These are just half-baked ideas.
    In my campaign I have established a polytheistic church as the source of clerics, and Clerics rarely have actual patron deities until they are established as part of a particular temple hierarchy.
    I actually want to have more petty gods in the campaign as well (see the
    ORC supplement Petty Gods, and the old JG supplement Unknown Gods), but
    I haven't actually gotten around to doing that. So far my players had to
    do a single Quest in exchange for a god (Chthon, a rebranded Dyonisos)
    healing a character's affliction with lycantrophy.

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  • From The True Melissa@thetruemelissa@gmail.comNOSPAM to alt.games.adnd,rec.games.frp.dnd on Sat Sep 19 11:56:24 2026
    From Newsgroup: rec.games.frp.dnd

    kyonshi wrote in article <118m3rs$191f0$1@wilderland.ovh>:

    On 9/18/2026 1:55 PM, The True Melissa wrote:
    Should I meet expectations and involve more gods? I feel like I
    got myself into this and shouldn't impose a sudden "Enough with
    the gods already" change by fiat. It would also be more difficult
    to reintroduce divine involvement later, when it becomes more
    appropriate.

    Gods are petty and cruel. Gods are vainglorious. Involve the gods more. Involve OTHER gods much more. There's a petty god on every mountain top
    and in every river. What if you think you need to invoke the powers of
    your god in their local domain?

    Oh, now *that's* a very interesting idea. The city has its own
    gods, and assuming they're as real as the god my player invented,
    they might not take kindly to some other god's servant insisting
    his god's ways trump everything else.


    The involvement of a major god will also attract the attention of their rival. Corellon aids the hero? Turns out Gruumsh takes an interest. What happens if the next time they fight orcs their opponent does exactly the same? Also: are they really willing to have all their actions tested by their gods? Are they sure they needed to kill those orcs in cold blood?
    You invoke the gods, the gods will pay attention to you as well. You
    might not like that.

    My Correlon-worshipping character isn't that bad. The munchkin
    player invented his own god, so I'd have to come up with a
    nemesis myself.

    He's supposed to be a god of fair bargains and fair dealing,
    though that turns out to apply only to other parties -- his
    paladins are allowed to lie and make false bargains if they
    determine the other party deserves it.

    I kind of wish I hadn't allowed this being into the game. He's a
    greater god who bills himself as true neutral but leans evil IMO.
    It was very important to my player, though, so I let it in. I
    want my players to have a good time, you know?


    I think one of the core problems is that a lot of players come from a
    very Christian point of view where God is all-knowing and all-powerful,
    but also generally beneficial. But DnD is largely not set in a
    monotheistic world. DnD is much more akin to Ancient Greek mythology,
    and there's lots of fun with that as well.

    You may be right. Of course, having the gods running around
    acting like children would feature them more in the game again.

    I guess I could just embrace it and have the city gods start
    doing things. :-) I've already got so many threads, though, with
    the city and the bandits and the orcs and the trogs.


    These are just half-baked ideas.
    In my campaign I have established a polytheistic church as the source of clerics, and Clerics rarely have actual patron deities until they are established as part of a particular temple hierarchy.

    Oh, I like that idea! There must be some god granting their early
    spells, though.


    I actually want to have more petty gods in the campaign as well (see the
    ORC supplement Petty Gods, and the old JG supplement Unknown Gods), but
    I haven't actually gotten around to doing that. So far my players had to
    do a single Quest in exchange for a god (Chthon, a rebranded Dyonisos) healing a character's affliction with lycantrophy.

    Interesting. The old 1e philosophy is that a god with even one
    worshipper exists, so I've always thought of them as egregores
    and seen the conflicting creation stories as myths. Many small
    gods would be interesting indeed.

    So far, though, I've gone with a world in which magic and
    miracles are rare. Unfortunately, I've allowed enough exceptions
    that my players legit misunderstood that.

    Today's game day. They're fundamentally reasonable people, so I'm
    sure we'll sort it out somehow.
    --
    The True Melissa - Canal Winchester - Ohio
    United States of America - North America - Earth
    Solar System - Milky Way - Local Group
    Virgo Cluster - Laniakea Supercluster - Cosmos
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  • From Arnaud Gomes@arnaud+rgfd@carrosse.frmug.org to alt.games.adnd,rec.games.frp.dnd on Sat Sep 19 18:08:17 2026
    From Newsgroup: rec.games.frp.dnd

    The True Melissa <thetruemelissa@gmail.comNOSPAM> writes:

    I kind of wish I hadn't allowed this being into the game. He's a
    greater god who bills himself as true neutral but leans evil IMO.

    I can't remember where I got the idea that all gods are evil, as in they
    are all selfish and petty to one degree or another. This was
    eye-opening.
    --
    Arnaud
    https://the-dm.oook.fr/
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  • From kyonshi@kyonshi@wilderland.ovh to alt.games.adnd,rec.games.frp.dnd on Sun Sep 20 01:00:54 2026
    From Newsgroup: rec.games.frp.dnd

    On 9/19/2026 5:56 PM, The True Melissa wrote:
    Oh, I like that idea! There must be some god granting their early
    spells, though.

    My reasoning is that they are using generic spells that invoke
    particular gods in one way or another.

    I.e. like you might invoke a Cure light wounds from the god of healing,
    and a Speak languages spell from one god, while Detect Magic comes from another.

    There is that whole idea I have where equivalent to the way magic users
    need to learn spells specifically, clerics might have to go to specific temples and monasteries to learn the rites necessary to invoke the magic
    of a specific god or saint, but I haven't yet worked that out all that
    well yet. The group I play with didn't even have all that many clerics
    until recently.

    One sub-idea of that was actually that maybe clerics did not actually
    cast spells as such, but petitioned to specific deities or saints
    instead. So a spell cast would not be an actual spell, but rather a
    petition on intervention of a divine entity.


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  • From J.O. Aho@user@example.net to alt.games.adnd,rec.games.frp.dnd on Sun Sep 20 11:28:21 2026
    From Newsgroup: rec.games.frp.dnd

    On 18/09/2026 13.55, The True Melissa wrote:
    I have two players playing two characters each. Both characters
    seem to expect the deities to be active NPCs in the campaign.

    Both players gave their main characters extremely dramatic
    backstories involving gods and a pocket universe. Okay, I want to accommodate, so that's all right I guess. One of them is a
    neutral paladin -- I okayed the idea for this, which is not about
    "the balance" but about dishing out what someone has coming,
    whether that's punishment or aid. To help with this, he has some
    sacred dice to tell him what someone has coming (I give the dice
    reading). I agreed to this. I had my doubts about a divine
    artifact in the hands of a 2nd level character, but the character
    did need to do some growth after a prior incident, and I wanted
    to accommodate my players with their own characters' growth arcs,
    so I allowed it.

    Seldom gods would giving away artifacts, more likely an item made by a
    wizard or demon, they could have taken the form of the deity's avatar,
    the dice should work toward the creators will (daemon: towards evil,
    wizard: some plot to give him/her power of some sort).


    Recently, one's main character killed an NPC to whom he had
    promised safe conduct. Several people protested this, and while
    trying to justify the act, several characters mentioned the dice.
    Both players seemed to expect NPCs to take the claim seriously.

    I would spin that the dice is a cursed item made by demon, they PCs may
    get a hunger for blood... first small things, if the players do play
    more blood thirsty, then make the next a bit more sever, keep on doing
    so until either the players begins to find how to get rid of the dice or
    they cross the red line and you change then to be NE.

    You can make that the reputation of them travels a bit faster than they
    move, they may be locked outside a settlement without an explanation why.


    On another occasion, one had his character explicitly ask
    Corellon Larathian for a sign. I didn't do anything because I
    don't think gods would pop up on call like that. The character
    took this as rejection.

    You could trow in the demon, pretending to be Corellon, being sorry they didn't manage to answer last time, but would need help with a thing,
    asking something that would go against their ethos (just a little bit),
    but would help the demon to cross over.


    Should I meet expectations and involve more gods? I feel like I
    got myself into this and shouldn't impose a sudden "Enough with
    the gods already" change by fiat. It would also be more difficult
    to reintroduce divine involvement later, when it becomes more
    appropriate.

    Nah, let it just be a lesser demon of some sort, when they are level 10+
    or something they may meet the demon in person, no matter if they will
    have become his servants or trying to smith him.

    May be that next PC they make will not have this grand background, or
    just kill them of, next time they create them give them some simple
    options for background, they can fill up the gaps a bit to personalize
    the story.


    I know I got myself into this by allowing too much divine stuff
    already, but I'd still like to dial it back to normal levels if
    possible. I think I should make it explicit that normal people
    aren't going to accept these dice as a reason to ignore the law,
    common sense, and their given word. I also think I need to apply
    more resistance to my munchkin.

    They could wake up a morning, there is a few coins with Corellon's face
    on it but the dice is gone, no more connection from the gods.
    --
    //Aho


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  • From The True Melissa@thetruemelissa@gmail.comNOSPAM to alt.games.adnd,rec.games.frp.dnd on Sun Sep 20 08:39:18 2026
    From Newsgroup: rec.games.frp.dnd

    kyonshi wrote in article <118n476$1p26p$1@wilderland.ovh>:

    On 9/19/2026 5:56 PM, The True Melissa wrote:
    Oh, I like that idea! There must be some god granting their early
    spells, though.

    My reasoning is that they are using generic spells that invoke
    particular gods in one way or another.

    I.e. like you might invoke a Cure light wounds from the god of healing,
    and a Speak languages spell from one god, while Detect Magic comes from another.

    Hmm, that makes sense. I've always played it as your own god
    giving you all the spells, but your way does make more sense.

    I already started this campaign this way, though, so I'd better
    stay consistent.


    There is that whole idea I have where equivalent to the way magic users
    need to learn spells specifically, clerics might have to go to specific temples and monasteries to learn the rites necessary to invoke the magic
    of a specific god or saint, but I haven't yet worked that out all that
    well yet. The group I play with didn't even have all that many clerics
    until recently.

    One sub-idea of that was actually that maybe clerics did not actually
    cast spells as such, but petitioned to specific deities or saints
    instead. So a spell cast would not be an actual spell, but rather a
    petition on intervention of a divine entity.

    I've always thought that a clerical spell is a miracle. The god's
    divine power works through the cleric to perform faith healing or
    purify food or whatever. Because the gods are real in D&D, this
    can happen more reliably than in real life, but it's still a
    miracle rather than a spell in the wizardly sense.
    --
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  • From The True Melissa@thetruemelissa@gmail.comNOSPAM to alt.games.adnd,rec.games.frp.dnd on Sun Sep 20 10:00:09 2026
    From Newsgroup: rec.games.frp.dnd

    J.O. Aho wrote in article <nh9n9lF73gjU1@mid.individual.net>:


    Seldom gods would giving away artifacts, more likely an item made by a wizard or demon, they could have taken the form of the deity's avatar,
    the dice should work toward the creators will (daemon: towards evil,
    wizard: some plot to give him/her power of some sort).

    I'm not sure if they're artifacts in game terms or not. I don't
    think they'd work for anyone else, and I wonder what would happen
    if someone saw the character valued them and stole them from him.


    Recently, one's main character killed an NPC to whom he had
    promised safe conduct. Several people protested this, and while
    trying to justify the act, several characters mentioned the dice.
    Both players seemed to expect NPCs to take the claim seriously.

    I would spin that the dice is a cursed item made by demon, they PCs may
    get a hunger for blood... first small things, if the players do play
    more blood thirsty, then make the next a bit more sever, keep on doing
    so until either the players begins to find how to get rid of the dice or they cross the red line and you change then to be NE.

    Hmm. The religion seems pretty important to the player who
    invented it, so I'm hesitant to say that the god was really a
    demon in disguise.


    Should I meet expectations and involve more gods? I feel like I
    got myself into this and shouldn't impose a sudden "Enough with
    the gods already" change by fiat. It would also be more difficult
    to reintroduce divine involvement later, when it becomes more
    appropriate.

    Nah, let it just be a lesser demon of some sort, when they are level 10+
    or something they may meet the demon in person, no matter if they will
    have become his servants or trying to smith him.

    May be that next PC they make will not have this grand background, or
    just kill them of, next time they create them give them some simple
    options for background, they can fill up the gaps a bit to personalize
    the story.

    Yeah, I think I will do more guidance for new characters. I
    hadn't DMed in a while, so I wasn't that confident at first. I'm
    finding my feet again now.


    I know I got myself into this by allowing too much divine stuff
    already, but I'd still like to dial it back to normal levels if
    possible. I think I should make it explicit that normal people
    aren't going to accept these dice as a reason to ignore the law,
    common sense, and their given word. I also think I need to apply
    more resistance to my munchkin.

    They could wake up a morning, there is a few coins with Corellon's face
    on it but the dice is gone, no more connection from the gods.

    That would basically be taking away his paladin status. That's a
    lot. I could do that if he continues on this path, though,
    because if he does then he'll slide into evil.

    The player has expressed some regret for the character's actions
    since then. We're a 420-friendly table, and he thinks his
    judgment was affected. He has now decided that true neutral
    paladinhood requires offering evil people a chance to redeem
    themselves, and I can live with that. It should keep him from
    slipping into true evil himself.

    This table loves character arc drama. :-)
    --
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  • From J.O. Aho@user@example.net to alt.games.adnd,rec.games.frp.dnd on Sun Sep 20 16:58:24 2026
    From Newsgroup: rec.games.frp.dnd

    On 20/09/2026 16.00, The True Melissa wrote:
    J.O. Aho wrote in article <nh9n9lF73gjU1@mid.individual.net>:

    Hmm. The religion seems pretty important to the player who
    invented it, so I'm hesitant to say that the god was really a
    demon in disguise.

    No, I wasn't saying the god is a demon, just that a demon trying to
    trick and disguises as the god, what better on the demons CV than lead a Paladin away from it's god.

    In the case where they slay a NPC whom they had promised to let go, that
    will go against any LG character (which has traditionally been a
    requirement for Paladins), just letting someone else to do a deed like
    that would in my games lead to loss of Paladin powers, and to restore
    those would need the Paladin to repent and do something heroic in the
    name of the religion or become an ordinary fighter.


    I know I got myself into this by allowing too much divine stuff
    already, but I'd still like to dial it back to normal levels if
    possible. I think I should make it explicit that normal people
    aren't going to accept these dice as a reason to ignore the law,
    common sense, and their given word. I also think I need to apply
    more resistance to my munchkin.

    They could wake up a morning, there is a few coins with Corellon's face
    on it but the dice is gone, no more connection from the gods.

    That would basically be taking away his paladin status. That's a
    lot. I could do that if he continues on this path, though,
    because if he does then he'll slide into evil.

    So the dice is the that makes him/her to a Paladin, then the Paladin do
    not have any faith IMHO.

    If character becomes LE he could become a sort of anti-paladin and
    become a NPC. IMHO end the adventure if you have lost control.


    The player has expressed some regret for the character's actions
    since then. We're a 420-friendly table, and he thinks his
    judgment was affected. He has now decided that true neutral
    paladinhood requires offering evil people a chance to redeem
    themselves, and I can live with that. It should keep him from
    slipping into true evil himself.

    A TN character do not fit as Paladin IMHO, as TN will decide what is a
    better choice, "fight over whelming foes to save the bible before it's defiled" or "get up to well protected high ground and leave the bible to
    the foe who may stop following them", it tend to be the later that is
    the right choice. Those there are Druids...

    Just keep in mind, it's all up to you what will happen, you are the god
    of the gods.
    --
    //Aho

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  • From The True Melissa@thetruemelissa@gmail.comNOSPAM to rec.games.frp.dnd on Sun Sep 20 11:06:55 2026
    From Newsgroup: rec.games.frp.dnd

    Spalls Hurgenson wrote in article <4ukraldcbd5mgvqfft7kb2j6sa5pkplcdl@4ax.com>:

    On Fri, 18 Sep 2026 18:01:08 -0400, The True Melissa <thetruemelissa@gmail.comNOSPAM> said this thing:

    Spalls Hurgenson wrote in article ><565ralthebgqpc62m0k0d4pgmur9gks8u8@4ax.com>:
    Kill the god.

    No, really.

    Make it a whole quest thing. A war in heavens that involves this
    character's god, and the deity is (unknown to the player) fated to
    lose. Perhaps the god's frequent interventions in mortal affairs was
    the trigger. Involve the PC in the war somehow. In the end, the cleric
    PC either transfers his faith to another god (depending on the player,
    a deity with a similar portfolio, or maybe even the god that killed
    his original deity). Give the player something even as you take away
    his crutch.

    Hmm, interesting. I wouldn't want to do that unless he were cool
    with it, but he might be, and it sounds like a good way to get
    out of this.


    It does sound like --munchkinism aside-- the player is making a
    good-faith attempt to be a good member of the group. It's great that
    he's open to the idea of rebalancing his character/story (and it's
    equally cool that you respect his creation enough not to want to unjustifiably nerf it). You may even wish to involve the player in the
    broad strokes of the adventure concept; ask him about how he thinks
    his deity would react if attacked, or who the god's enemies are. Keep
    the players involved and let them feel that they are as important to
    the story as anyone else.

    Yeah, definitely. This player has an intense personality which
    can be hard to manage but adds a lot to the game.

    Yesterday they got to kill a bunch of stuff, which cheered them
    up immensely. :-)
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  • From Stack Ghost@stackghost@correct.opinions to alt.games.adnd,rec.games.frp.dnd on Sun Sep 20 16:06:44 2026
    From Newsgroup: rec.games.frp.dnd

    On 2026-09-18 4:55 a.m., The True Melissa wrote:
    I have two players playing two characters each. Both characters
    seem to expect the deities to be active NPCs in the campaign.

    Both players gave their main characters extremely dramatic
    backstories involving gods and a pocket universe. Okay, I want to accommodate, so that's all right I guess. One of them is a
    neutral paladin -- I okayed the idea for this, which is not about
    "the balance" but about dishing out what someone has coming,
    whether that's punishment or aid. To help with this, he has some
    sacred dice to tell him what someone has coming (I give the dice
    reading). I agreed to this. I had my doubts about a divine
    artifact in the hands of a 2nd level character, but the character
    did need to do some growth after a prior incident, and I wanted
    to accommodate my players with their own characters' growth arcs,
    so I allowed it.

    Recently, one's main character killed an NPC to whom he had
    promised safe conduct. Several people protested this, and while
    trying to justify the act, several characters mentioned the dice.
    Both players seemed to expect NPCs to take the claim seriously.

    "I have holy dice which give me divine permission to execute
    cooperating prisoners" is not a claim which easily meets belief,
    IMO. Accordingly, I had the NPCs express skepticism. The players
    think their characters are being treated badly by the
    townspeople.

    On another occasion, one had his character explicitly ask
    Corellon Larathian for a sign. I didn't do anything because I
    don't think gods would pop up on call like that. The character
    took this as rejection.

    I may have created inappropriate expectations by allowing the
    wild backstories. I don't really want to run a campaign where the
    gods might pop up at any time. IMO, any characters who meet gods
    should do so at a much higher level where the gods might
    reasonably notice them. At first I figured they were just used to
    5e and its instant superheroes, but at this point I'm pretty sure
    one of my two players is a munchkin.

    Should I meet expectations and involve more gods? I feel like I
    got myself into this and shouldn't impose a sudden "Enough with
    the gods already" change by fiat. It would also be more difficult
    to reintroduce divine involvement later, when it becomes more
    appropriate.

    I know I got myself into this by allowing too much divine stuff
    already, but I'd still like to dial it back to normal levels if
    possible. I think I should make it explicit that normal people
    aren't going to accept these dice as a reason to ignore the law,
    common sense, and their given word. I also think I need to apply
    more resistance to my munchkin.

    Is that the right way to get out of this?


    I think two things are true:

    1. your players are relying too much on gods to show up as NPCs to help
    them ex machina the plot forward, when really it should be the
    players/their characters doing it

    2. gods-as-NPCs-that-pop-up-randomly can actually be really fun if done
    well. I played a level 5 game once that was set in
    totally-not-ancient-Greece and the gods were competing with each other
    in extremely petty and vengeful ways using the party as pawns, it was
    very fun.
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  • From Spalls Hurgenson@spallshurgenson@gmail.com to rec.games.frp.dnd on Sun Sep 20 20:48:34 2026
    From Newsgroup: rec.games.frp.dnd

    On Sun, 20 Sep 2026 08:39:18 -0400, The True Melissa <thetruemelissa@gmail.comNOSPAM> said this thing:

    kyonshi wrote in article <118n476$1p26p$1@wilderland.ovh>:

    On 9/19/2026 5:56 PM, The True Melissa wrote:
    Oh, I like that idea! There must be some god granting their early
    spells, though.

    My reasoning is that they are using generic spells that invoke
    particular gods in one way or another.

    I.e. like you might invoke a Cure light wounds from the god of healing,
    and a Speak languages spell from one god, while Detect Magic comes from
    another.

    Hmm, that makes sense. I've always played it as your own god
    giving you all the spells, but your way does make more sense.

    I already started this campaign this way, though, so I'd better
    stay consistent.


    There is that whole idea I have where equivalent to the way magic users
    need to learn spells specifically, clerics might have to go to specific
    temples and monasteries to learn the rites necessary to invoke the magic
    of a specific god or saint, but I haven't yet worked that out all that
    well yet. The group I play with didn't even have all that many clerics
    until recently.

    This is a perfectly valid take, and has been used in numerous works of
    fiction. It is not, however, the only way to do things and which you
    use depends on the setting you run.

    I prefer to use the "priest spells are the clerinc begging god for a
    miracle" method, if only because it helps to balance out the cleric
    class. Clerics are fairly powerful, having significant magic and
    fighting capability wrapped up into a single package, and I consider maintaining their relationship with their god part of the payment for
    all that power.

    If you make cleric spells just another form of memorized magic, then technically you could have a cleric 'go rogue' (after learning all the
    most powerful prayers) and there not being anything you could do about
    it. (Wizards have the same option, of course, but they're balanced by
    being squishy). So staying in alignment (pun intended) with their
    god's demands (and occassionally throwing a holy quest in their way)
    keeps the cleric from dominating the game.

    But the cleric's relationship with their god is also good for creating character-specific moments that are (IMHO) one of the best parts of a
    TTRPG. That hazy dream that may or may not be a message from god, or
    the rivalry with the priests of some other sect, or just dealing with
    the bureacracy of the cult adds spice and vitality to the gameworld
    and makes the players seem more involved with the setting.





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