[net.games.frp] PCs vs Gods

lmaher@uokvax.UUCP (12/24/84)

I'm back from Fermilab for a few  days  and  have  read  all  the
submissions  to net.games.frp for the last two months in a single
sitting.  Some of them were truly marvelous, and I'll try to  get
around  to  commenting  on as many as I can.  I'll be gone before
this message propagates through the net, so if you want to  reply
you can reach me via USMail or BITNET (RIGNEY@FNALVX13).

This is in response to Scott Turner's  remarks  that  PCs  should
have  no  chance  against gods.  I certainly respect his position
and admire his work in A&E, but in making a generalized statement
he  has erred seriously.  [This is what happens to one's argument
style when working for the DoE. :-)]

As a matter of fact, my most recent  fantasy  campaign  (using  a
Champions/Bushido   hybrid   rules   system)  involved  character
conflict against the gods.  It's very easy to do,  all  you  need
are:

        a) good players
        b) gods  with  opposing  interests  (and  I  know  of  no
           mythology that doesn't have these)
        c) a basis for the gods' powers that provides limits.

In the case of  my  campaign,  c)  was  provided  by  the  fairly
widespread  mechanism  of  having the gods' power come from their
worshippers,and expended by miracles.   If  a  god  expends  more
power  than  he  recieves  from his worshippers (and intensity of
worship is as important as numbers) he diminishes, and if he uses
his  power  wisely  he can gain many converts with the occasional
well-placed miracles, and grow stronger.

This system implies that gods are unwilling to directly  confront
each  other, with one god throwing lightning bolts at a priest he
doesn't like and another shielding him.  In that  situation  both
gods  are  expending  massive  amounts  of  energy, without doing
anything  to  gain  converts  or  benefit   themselves.    Direct
intervention  tion  is  very  costly,  and  that's  why gods have
priests as middle-men.  If a god meddles in  mortal  affairs  too
much  without  proportional benefit, he diminishes, and it's only
natural that as a god grows weaker and less able to  benefit  his
worshippers  that  they'll  turn  to  other, more effective gods.
Once a god has declined seriously it's very, very hard to make  a
comeback, especially if rival gods are there to stomp him when he
tries.  Stomping your equal is a no-win situation, but  it's  not
too  difficult  to  pick  on  old gods (although seldom worth the
bother unless they show signs of revival, in which  case  it's  a
good idea to stop them while they're weak) or new gods.  In fact,
some gods make a habit of crushing newer gods as  they  arise  in
their  sphere  of  interest,  these  are  known  as the nature of
certain types of gods to scheme against their  rivals  (if  there
were  a  god  of cooperation he could hardly do so, now could he?
And how many gods of cooperation do you know of?  See my point?)

Gods of War and weather tend to be powerful because they're  very
good  at  conflict  and  tactics.   Likewise they tend to be more
ephemeral because a few big reverses (like having the empire that
worships  them  get  conquored  by  heathens)  can  cripple  them
seriously  at  which  point  they  get   shredded   (figuratively
speaking)  by  the others.  What warrior wants to worship a Loser
War God?

On the other hand  harvest  deities  are  more  durable  if  less
flashy.  As long as they keep the crops coming in they'll get all
the prayers and sacrifices they can use.

[But what about the PCs?! I hear you cry.  It's coming,  so  hold
on.]

Matters are complicated more by pantheons, where a set  of  gods,
often  worshipped  in common by a people, have similar interests.
They all want their worshippers to prosper since it benefits them
all,  but  they often have differences of opinion as to how to go
about helping them.  Conflicts of interest from overlapping areas
of  interest  are less acute, but there can still be considerable
intrigue, and since gods as a rule have natures  compatible  with
their  interests  there can be considerable personality conflict.
I could go into massive detail on  this,  but  you  can  probably
figure   it   out   yourself,  and  anyone  who's  interested  in
corresponding about all this is certainly welcome to.

[Keep in mind that  I'm  talking  about  the  godsystem  in  *my*
campaign,  so  if  you  handle things differently don't think I'm
generalizing or saying it has to be this way.  But as  Hunter  S.
Thompson said, it works for me.]

Now of all the things a god can do, manifesting an avatar is  the
most  costly,  and  direct  physical intervention on the material
plane comes next.  When a god manifests an avatar he can't expect
to  get much of that energy back when he recalls it to heaven (or
wherever), a lot  of  it  gets  used  up  in  miracles  and  just
maintaining  the  Presence in the mortal realm (Magic Leaks), and
if he puts too much free will and power  in  the  avatar  it  can
break away from him, causing a schism in his followers (there are
obvious examples) and providing an instant rival.  If he's forced
to  crush  his own avatar he's expended immense amounts of power,
possibly shaken his priesthood seriously, and in effect destroyed
a  portion  of  himself, as well as suffering the ridicule of his
peers (no small thing, since he may need  their  aid  sometime  -
Pantheons  are something of a mutual aid society - and be refused
because he's considered not worth the risk of power).  But if  he
limits  the  avatar's  self-will he has to spend much of his time
directing it, taking time away from his other interests, or risks
it  falling  under  wrong influences or acting without restraint.
And if he gives it too little  power  it  could  fail,  which  is
utterly  disastrous.   If a god manifests an avatar, the ultimate
expression of his power, and it  fails,  he  is  usually  doomed.
Worshippers fall away, priests have their faith shaken, champions
are unwilling to come to the aid of a god who fails, and  he  has
already  suffered  the  loss  of  the  energy  used to create the
avatar.  And once a god is on the downward slope, it's very  hard
to  arrest  the  fall  (positive  feedback,  for you metaphysical
engineers out there).

So you can see that avatars are excruciatingly dangerous to  use.
Therefore  most gods prefer to act through priests and champions.
A little touch of power here and there when the  champions  needs
it most, and otherwise let the hero do his own dirty work.

A truly great champion or priest is an  immensely  valuable  tool
for  a  god  - he's invested a lot of energy and time in building
the tool, and a person with the potential to be such a  champions
is very rare - they must be exceptional individuals.

So if a god directly strikes at  another's  champion,  the  other
isis  has  little  choice  except  to  defend, and then both gods
either have to back off or are likely to diminish  themselves  in
their struggle, most likely while a third god makes off with many
of both's followers.

So gods are very  relunctant  to  strike  directly  at  another's
champion, but if they can kill or impede that champion with their
own temporal forces (e.g. priests, followers, and champions) they
can strike a considerable blow.

So you see from all the above that the gods are  playing  a  very
delicate game of survival among themselves, in which their mortal
pawns enjoy a limited form of immunity.  Of course if a  champion
is  *too*  successful  a rival god may decide to risk eliminating
him in the hopes his patron will  not  consider  the  loss  major
enough  to risk retaliating.  Direct intervention against a major
champion is something like limited tactical nuclear war - a  very
tricky business indeed.

There is another reason a god may wish to use a minimum of power:
the  gods aren't omniscient, but most are sensitive to the use of
power, especially  in  their  own  sphere  of  interest.   Larger
amounts of power are more likely to be noticed and traced. Frying
the Paladin  Gwinnel  is  certainly  going  to  be  noticed,  but
infecting  a  wild  animal  with rabies in the hopes that Gwinnel
will be bitten and die is far less likely  to  be  noticed.   The
example is a very bad one, since Gwinnel's patron could just heal
him (or request the healing god of his pantheon to do  so  for  a
consideration)  anyway.   You'll  notice  that  most Paladins are
immune to disease for this very reason.

I could go on and on, but I'm sure you get the idea.  This system
gives  me  everything  I want in a godsystem, and I can use it to
figure the results of interactions with the gods instead of  just
being  arbitrary.   Note  that  the  moves  and countermoves I've
mentioned above can be over a period of centuries, and  the  Game
of  the  Gods is too subtle for most mortals to realize, far less
comprehend.

Note that most Champions have a patron god, but there are a  very
few  that  free-lance.   Such  people  are very powerful and very
dangerous, and have done so many favors for  so  many  gods  that
they  can call upon a number of different deities for aid.  Or in
some cases he's proved so useful that no  god  wants  to  destroy
him,  since  he might want to use the free-lancer himself at some
future date.  An example of this kind of person would be Taira of
the  Thousand  Names,  the  Evil NPC I posted two or three months
ago.  She has no patron (except temporarily when on a mission for
some  goddess  or  other),  but  she's  proved  so useful to most
Cthonic goddesses that she's effectively shielded.

A very blatant example of a  champion  would  be  Stalker  (a  DC
fantasy  comic  which only ran 4 issues, alas) who as a young boy
pledged his soul to a war  god  in  return  for  mastery  of  all
weapons  and  the  chance to serve the god.  The god accepted the
offer, and took the soul as immediate payment  (the  large  print
giveth,  and  the  small  print  taketh  away :-) ).  More common
examples  are  of  course  the  D&D  Paladin,   although   anyone
sufficiently devout and useful could be a champion.

This article is long  enough  already,  but  if  anyone  has  any
questions or rebuttals I'd be delighted to discuss all this in as
much detail as you can stand.  Since  I'll  be  back  off  USENET
shortly, you can reach me at:

		Carl Rigney
USMAIL:		Dorm 4, Room 45/ Fermilab/ Box 500/ Batavia, IL 60510
BITNET:		RIGNEY@FNALVX13 (send a short test message first to 
				make sure it works)
SLAC DECNET:	FNAL::RIGNEY (if you can reach the node FNAL)

lmaher@uokvax.UUCP (01/22/85)

	This article is being reposted as the original was
	mangled in transmition. All comments, questions, etc
	will be forwarded to Carl at Fermi (as will any responses
	posted in this group).

					--Rick
					  uok!tmrichar


I'm back from Fermilab for a few  days  and  have  read  all  the
submissions  to net.games.frp for the last two months in a single
sitting.  Some of them were truly marvelous, and I'll try to  get
around  to  commenting  on as many as I can.  I'll be gone before
this message propagates through the net, so if you want to  reply
you can reach me via USMail or BITNET (RIGNEY@FNALVX13).

This is in response to Scott Turner's  remarks  that  PCs  should
have  no  chance  against gods.  I certainly respect his position
and admire his work in A&E, but in making a generalized statement
he  has erred seriously.  [This is what happens to one's argument
style when working for the DoE. :-)]

As a matter of fact, my most recent  fantasy  campaign  (using  a
Champions/Bushido   hybrid   rules   system)  involved  character
conflict against the gods.  It's very easy to do,  all  you  need
are:

        a) good players
        b) gods  with  opposing  interests  (and  I  know  of  no
           mythology that doesn't have these)
        c) a basis for the gods' powers that provides limits.

In the case of  my  campaign,  c)  was  provided  by  the  fairly
widespread  mechanism  of  having the gods' power come from their
worshippers,and expended by miracles.   If  a  god  expends  more
power  than  he  recieves  from his worshippers (and intensity of
worship is as important as numbers) he diminishes, and if he uses
his  power  wisely  he can gain many converts with the occasional
well-placed miracles, and grow stronger.

This system implies that gods are unwilling to directly  confront
each  other, with one god throwing lightning bolts at a priest he
doesn't like and another shielding him.  In that  situation  both
gods  are  expending  massive  amounts  of  energy, without doing
anything  to  gain  converts  or  benefit   themselves.    Direct
intervention  tion  is  very  costly,  and  that's  why gods have
priests as middle-men.  If a god meddles in  mortal  affairs  too
much  without  proportional benefit, he diminishes, and it's only
natural that as a god grows weaker and less able to  benefit  his
worshippers  that  they'll  turn  to  other, more effective gods.
Once a god has declined seriously it's very, very hard to make  a
comeback, especially if rival gods are there to stomp him when he
tries.  Stomping your equal is a no-win situation, but  it's  not
too  difficult  to  pick  on  old gods (although seldom worth the
bother unless they show signs of revival, in which  case  it's  a
good idea to stop them while they're weak) or new gods.  In fact,
some gods make a habit of crushing newer gods as  they  arise  in
their  sphere  of  interest,  these  are  known  as the nature of
certain types of gods to scheme against their  rivals  (if  there
were  a  god  of cooperation he could hardly do so, now could he?
And how many gods of cooperation do you know of?  See my point?)

Gods of War and weather tend to be powerful because they're  very
good  at  conflict  and  tactics.   Likewise they tend to be more
ephemeral because a few big reverses (like having the empire that
worships  them  get  conquored  by  heathens)  can  cripple  them
seriously  at  which  point  they  get   shredded   (figuratively
speaking)  by  the others.  What warrior wants to worship a Loser
War God?

On the other hand  harvest  deities  are  more  durable  if  less
flashy.  As long as they keep the crops coming in they'll get all
the prayers and sacrifices they can use.

[But what about the PCs?! I hear you cry.  It's coming,  so  hold
on.]

Matters are complicated more by pantheons, where a set  of  gods,
often  worshipped  in common by a people, have similar interests.
They all want their worshippers to prosper since it benefits them
all,  but  they often have differences of opinion as to how to go
about helping them.  Conflicts of interest from overlapping areas
of  interest  are less acute, but there can still be considerable
intrigue, and since gods as a rule have natures  compatible  with
their  interests  there can be considerable personality conflict.
I could go into massive detail on  this,  but  you  can  probably
figure   it   out   yourself,  and  anyone  who's  interested  in
corresponding about all this is certainly welcome to.

[Keep in mind that  I'm  talking  about  the  godsystem  in  *my*
campaign,  so  if  you  handle things differently don't think I'm
generalizing or saying it has to be this way.  But as  Hunter  S.
Thompson said, it works for me.]

Now of all the things a god can do, manifesting an avatar is  the
most  costly,  and  direct  physical intervention on the material
plane comes next.  When a god manifests an avatar he can't expect
to  get much of that energy back when he recalls it to heaven (or
wherever), a lot  of  it  gets  used  up  in  miracles  and  just
maintaining  the  Presence in the mortal realm (Magic Leaks), and
if he puts too much free will and power  in  the  avatar  it  can
break away from him, causing a schism in his followers (there are
obvious examples) and providing an instant rival.  If he's forced
to  crush  his own avatar he's expended immense amounts of power,
possibly shaken his priesthood seriously, and in effect destroyed
a  portion  of  himself, as well as suffering the ridicule of his
peers (no small thing, since he may need  their  aid  sometime  -
Pantheons  are something of a mutual aid society - and be refused
because he's considered not worth the risk of power).  But if  he
limits  the  avatar's  self-will he has to spend much of his time
directing it, taking time away from his other interests, or risks
it  falling  under  wrong influences or acting without restraint.
And if he gives it too little  power  it  could  fail,  which  is
utterly  disastrous.   If a god manifests an avatar, the ultimate
expression of his power, and it  fails,  he  is  usually  doomed.
Worshippers fall away, priests have their faith shaken, champions
are unwilling to come to the aid of a god who fails, and  he  has
already  suffered  the  loss  of  the  energy  used to create the
avatar.  And once a god is on the downward slope, it's very  hard
to  arrest  the  fall  (positive  feedback,  for you metaphysical
engineers out there).

So you can see that avatars are excruciatingly dangerous to  use.
Therefore  most gods prefer to act through priests and champions.
A little touch of power here and there when the  champions  needs
it most, and otherwise let the hero do his own dirty work.

A truly great champion or priest is an  immensely  valuable  tool
for  a  god  - he's invested a lot of energy and time in building
the tool, and a person with the potential to be such a  champions
is very rare - they must be exceptional individuals.

So if a god directly strikes at  another's  champion,  the  other
isis  has  little  choice  except  to  defend, and then both gods
either have to back off or are likely to diminish  themselves  in
their struggle, most likely while a third god makes off with many
of both's followers.

So gods are very  relunctant  to  strike  directly  at  another's
champion, but if they can kill or impede that champion with their
own temporal forces (e.g. priests, followers, and champions) they
can strike a considerable blow.

So you see from all the above that the gods are  playing  a  very
delicate game of survival among themselves, in which their mortal
pawns enjoy a limited form of immunity.  Of course if a  champion
is  *too*  successful  a rival god may decide to risk eliminating
him in the hopes his patron will  not  consider  the  loss  major
enough  to risk retaliating.  Direct intervention against a major
champion is something like limited tactical nuclear war - a  very
tricky business indeed.

There is another reason a god may wish to use a minimum of power:
the  gods aren't omniscient, but most are sensitive to the use of
power, especially  in  their  own  sphere  of  interest.   Larger
amounts of power are more likely to be noticed and traced. Frying
the Paladin  Gwinnel  is  certainly  going  to  be  noticed,  but
infecting  a  wild  animal  with rabies in the hopes that Gwinnel
will be bitten and die is far less likely  to  be  noticed.   The
example is a very bad one, since Gwinnel's patron could just heal
him (or request the healing god of his pantheon to do  so  for  a
consideration)  anyway.   You'll  notice  that  most Paladins are
immune to disease for this very reason.

I could go on and on, but I'm sure you get the idea.  This system
gives  me  everything  I want in a godsystem, and I can use it to
figure the results of interactions with the gods instead of  just
being  arbitrary.   Note  that  the  moves  and countermoves I've
mentioned above can be over a period of centuries, and  the  Game
of  the  Gods is too subtle for most mortals to realize, far less
comprehend.

Note that most Champions have a patron god, but there are a  very
few  that  free-lance.   Such  people  are very powerful and very
dangerous, and have done so many favors for  so  many  gods  that
they  can call upon a number of different deities for aid.  Or in
some cases he's proved so useful that no  god  wants  to  destroy
him,  since  he might want to use the free-lancer himself at some
future date.  An example of this kind of person would be Taira of
the  Thousand  Names,  the  Evil NPC I posted two or three months
ago.  She has no patron (except temporarily when on a mission for
some  goddess  or  other),  but  she's  proved  so useful to most
Cthonic goddesses that she's effectively shielded.

A very blatant example of a  champion  would  be  Stalker  (a  DC
fantasy  comic  which only ran 4 issues, alas) who as a young boy
pledged his soul to a war  god  in  return  for  mastery  of  all
weapons  and  the  chance to serve the god.  The god accepted the
offer, and took the soul as immediate payment  (the  large  print
giveth,  and  the  small  print  taketh  away :-) ).  More common
examples  are  of  course  the  D&D  Paladin,   although   anyone
sufficiently devout and useful could be a champion.

This article is long  enough  already,  but  if  anyone  has  any
questions or rebuttals I'd be delighted to discuss all this in as
much detail as you can stand.  Since  I'll  be  back  off  USENET
shortly, you can reach me at:

		Carl Rigney
USMAIL:		Dorm 4, Room 45/ Fermilab/ Box 500/ Batavia, IL 60510
BITNET:		RIGNEY@FNALVX13 (send a short test message first to 
				make sure it works)
SLAC DECNET:	FNAL::RIGNEY (if you can reach the node FNAL)

srt@ucla-cs.UUCP (01/25/85)

  My objection to this kind of analysis still stands.  If you play your
ghods this way, they are no different than very powerful NPCs.  Further,
this treatment just begs the question.  Who is above the "ghods" in this
kind of scheme?  (Since they clearly have no quantum differences from
player characters.)

  Consider the kinds of powers normally attributed to gods:

  (1) Creation of the universe.
  (2) Creator of the human species and/or other living species.
  (3) Omniscient/Omnipresent.
  (4) Hears the prayers of all worshippers at all times.
  (5) Control over death/the afterlife.

  There is a consistent factor in these powers - that god has absolute
power over the human domain.  His power is without limit as far as men
are concerned.  If you accept this principle, then PCs are never going to
kill a Ghod or his Avatar.  Ever.  It isn't a matter of having more power
than the Ghod, or catching him when he is weak.  He has absolute power, and
does what he wants.

  You may decide to base your Ghods' powers on their number of worshippers,
their place in the pantheon or something like that.  But the moment you
limit their powers they are no longer gods in the traditional sense.  They're
just powerful monsters people happen to worship.  Might as well worship the
toughest NPC wizard for that matter.  He can provide the same benefits.  I
think you lose something from your game with this approach.

  The rub with having truly all-powerful Ghods arises from having more than
one Ghod.  What happens when you have a number of all-powerful Ghods
meddling in human affairs?  And what happens when they come in conflict with
one another?  (An interesting theology question even today.  Why doesn't
the Christian God (for instance) simply remove Satan from the scheme of
things?)

  The answer, I think, is to have self-imposed restrictions on Ghods.  The
ancients who worshipped pantheons weren't unaware of the philosophical
problems, and their usual solution was to give each god a domain over which
he had control by tacit approval of the other gods.  That's a good solution,
I think, but you could probably come up with any number of others, the more
bizarre and contradictory the better.

  To sum up my position:  I'm aware that there are interesting ways to play
Ghods that limit their powers and make situations possible where PCs can
battle and defeat the Ghods.  I don't think that is the most interesting
manner of play possible - FRP has enough monsters as it is.  Building a
mythos without true gods is like a house without windows.  Workable, but
lacking.

    Scott R. Turner
    UCLA Computer Science Department
    3531 Boelter Hall, Los Angeles, CA 90024
    ARPA:  srt@UCLA-LOCUS.ARPA
    UUCP:  ...!{cepu,ihnp4,trwspp,ucbvax}!ucla-cs!srt

robert@gitpyr.UUCP (Robert Viduya) (01/28/85)

><

The way I would like to see gods in an rpg like D&D is that their power
and existence is based on the worshippers.  Gods have a built-in immortality,
contigent upon what worshippers he has.  As long as he has one worshipper,
a god lives. Regardless of what kind of trouble he's in, he cannot be killed
unless you kill his worshippers.  No worshippers and he's gone.  It should
also is possible for a god to 'die' from lack of worshippers, and be revived
when people start believing in him again.  His power should be based and
dependent on his worshippers.  For example, take the Roman god, Neptune.
His oceanic powers came from the fact that his worshippers believed him to
be a god of the ocean (not necessarily true, historically).

Of course, there have to be rules to this.

First off, true faith is required.

Second, modification of a god's powers is not done because the people
will it (they normally don't know they can change the god's powers).
Instead, that's left up to the upper rank priests to tell the people that
their god has power X, and, lo and behold, the god *does* have power X.
The upper rank priests would keep this as a secret.

Third, a given gods total power depends on the number of people who believe
in him.  The formula should take into account the number of active worshippers
as well as those who believe, but don't worship (in a pantheon, you get a lot
of these).

This is far from complete, but it's a start.  Any comments?

				robert
-- 
Robert Viduya
    Office of Computing Services
    Georgia Institute of Technology, Atlanta GA 30332
    Phone:  (404) 894-4669

...!{akgua,allegra,amd,hplabs,ihnp4,masscomp,ut-ngp}!gatech!gitpyr!robert
...!{rlgvax,sb1,uf-cgrl,unmvax,ut-sally}!gatech!gitpyr!robert

tim@cmu-cs-k.ARPA (Tim Maroney) (01/29/85)

I think Gods do need to be distinguished from all other entities in the
game, not just in being the only beings with 300+ hit points or the spirits
with the biggest POW.  They should exist in a fundamentally different way
from mortal races.

The way I am distinguishing them in the RuneQuest camapign I am putting
together now is that they derive from their worshippers a "distributed
intelligence", that is, they use the brain equipment of all their followers
like a distributed OS.  A god therefore cannot be destroyed unless its
worshippers are destroyed, since the god lives in all their unconscious
minds.  But a god might build a body to work directly on the material plane,
and that can be destroyed or driven back.

However, beneath a certain critical threshold of worship, a god loses some
divine powers and becomes just a wonderful spirit.  Furthermore, normal
spirits can gain divine powers by accumulating enough worshippers.
-=-
Tim Maroney, Carnegie-Mellon University Computation Center
ARPA:	Tim.Maroney@CMU-CS-K	uucp:	seismo!cmu-cs-k!tim
CompuServe:	74176,1360	audio:	shout "Hey, Tim!"

"Remember all ye that existence is pure joy; that all the sorrows are
but as shadows; they pass & are done; but there is that which remains."
Liber AL, II:9.

boris@mit-athena.ARPA (Boris N Goldowsky) (01/29/85)

I think it is wrong to say that in every religion all dieties have absolute
power.  As you say, in many religions there are several gods and each has
power over a limited domain, which makes conflicts between them quite 
interesting, because each uses his or her special powers against the
others'.  
In Greek mythology the gods are often fooled, and occasionally overcome
by mortals.  They are never, of course, killed: they are immortal.  In
Greek mythology, that is the basic (only?) difference between gods
and men.  

The way I would work gods in a role-playing game is by having one god who
has a power that makes him or her invincible (ie, power of fiat or equivalent)
and several others who have neat powers of one kind or another.  It might
be possible for a very powerful character to force a wimpy god to do a 
favor or release some information, but that is the worst you could do
(without engaging the aid of some other immortal...)

I missed the beginning of this discussion.  Sorry if I'm being repetitious.

--boris

euren@ttds.UUCP (Leif Euren) (01/30/85)

<mat f\r den lille gr\ne rad-{taren>

In article <3429@ucla-cs.ARPA> srt@ucla-cs.UUCP (Scott Turner) writes:
:
>  You may decide to base your Ghods' powers on their number of worshippers,
>their place in the pantheon or something like that.  But the moment you
>limit their powers they are no longer gods in the traditional sense.  They're
>just powerful monsters people happen to worship.  Might as well worship the
>toughest NPC wizard for that matter.  He can provide the same benefits.  I
>think you lose something from your game with this approach.

   I think You are very wrong here. Of course I can have mistaken Your
meaning of 'traditional'. Surely there are traditions about JHV, God and
Allah, and they (or is it just one and same?) are all-powerful, as we know
them. But to the me there are also the tradition of the Asa-gods (i.e. the
Norse mythos), the belive in which this country was converted from just some
1000 years ago.
   Now, this mythos contain among others the story about Balder, how he
accidently was killed by a human with an non-magical arrow (though with some
'help' from Loke). And Thor was NOT immune to the simple illusions cast on
him by Trym, the giant. I would say that these gods were not all-powerful
but are indeed traditional.

   The best way to handle PC's killing gods, is to have them sucked into the
'vacuum' thus created on the outer plane. There they have to take up the
gods fallen mantle, or die because of lack of worshippers, and also risk the
wrath of other gods (who then are on their home-ground).

Leif Euren		euren@ttds!enea!mcvax!seismo...

chenr@tilt.FUN (Ray Chen) (01/31/85)

> 
>   My objection to this kind of analysis still stands.  If you play your
> ghods this way, they are no different than very powerful NPCs.  Further,
> this treatment just begs the question.  Who is above the "ghods" in this
> kind of scheme?  (Since they clearly have no quantum differences from
> player characters.)
 
Scott, I think your problem is that you are looking at gods as a christian would
(i.e omniscient, omnipotent, etc.) and not as a pagan would.

>   Consider the kinds of powers normally attributed to gods:
> 
>   (1) Creation of the universe.
>   (2) Creator of the human species and/or other living species.
>   (3) Omniscient/Omnipresent.
>   (4) Hears the prayers of all worshippers at all times.
>   (5) Control over death/the afterlife.
> 
>   There is a consistent factor in these powers - that god has absolute
> power over the human domain.  His power is without limit as far as men
> are concerned.  If you accept this principle, then PCs are never going to
> kill a Ghod or his Avatar.  Ever.  It isn't a matter of having more power
> than the Ghod, or catching him when he is weak.  He has absolute power, and
> does what he wants.

Thats the point.  Gods do NOT have unlimited power over the human world.
Look at any set of pagan gods.  While the pantheon has most of those
powers, no one god has all.  Some of the common pantheons, by the way, did NOT
create the universe.  The gods with power before them did.  Historically
speaking, you end up with all-powerful gods when you have monotheism.
There's a big difference, by the way, between control over death (i.e.
a god can kill people) and control over the afterlife.

As for self-imposed restrictions, it doesn't really matter who or what imposes
the restrictions.  The players don't know.  What's important is that the
restrictions are there.  A god usually won't step on you because he's feeling
nasty that century.  As for player defeating gods, there is lots of
precedent in literature for this happening.  This is usually because
somebody had the support of some other god, or more usually because that god
couldn't use all his power.  (Just try that on his home plane on the other
hand...)

Omni* gods can take a lot of fun out of a world because gods like that don't
have to obey any rules and thus can be the extension of the DM's whim -- at
will.  I still claim that a world should be consistent and shouldn't require
frequent intervention by the DM in the form of all-powerful gods.

	Ray Chen
	princeton!tilt!chenr

jagardner@watmath.UUCP (jagardner) (02/01/85)

...

I don't want to start a religious argument here, but the omniscience
of gods is a relatively late concept (as noted by another letter writer,
whose name I can't find at the moment).  In fact, the _earliest_ known
objects of worship were kings, normal human beings who by accident of
birth (or by winning a fight against the old king) happened to be in
charge of the local village/city/country.  These people had none of
the powers we might attribute to a god, except that they were obeyed.

This has nothing to do with the best way of portraying gods in D&D, of
course.  D&D is a game played by 20th century people, almost always
English-speaking people to whom the most familiar religion is Christianity
or Judaism.  It makes sense to depict gods in a way that is most
entertaining to the players or to the DM, and who cares about historical
accuracy.

(By the way, if you DO care about historical accuracy, I would recommend
"The Masks of God", a four volume exploration of mythology by Joseph
Campbell.  It outlines the general development of the concept of a "god"
from the most primitive societies to the present.  It's heavy on the
archaeology, but fascinating all the same.  For a more controversial
hypothesis about the origin of gods, see "The Origin of Consciousness
in the Breakdown of the Bicameral Mind" by Julian Jaynes.)

					Jim Gardner
					University of Waterloo

req@snow.UUCP (Russell Quin) (02/05/85)

There have been a number of articles posted here on the subject of Player
Characters doing Heroic Battle against Gods/Ghods/Deities/Dieties[sic].  (I'll
call them Ghods to save confusion with Christian/Jewish/whatever Gods).
So here are a few pseudo-random thoughts on the subject...
I have found myself agreeing with many of the approaches that GM's say that
they take, but there is some problem with the theology....

It depends on what you mean by "Ghod".

If you view the Ghods as imminent, palpable entities, as creatures who breathe
the air and live and die as mortals do, then it is not unreasonable that they
be susceptible to physical violence.
... And thor put down his mighty hammer, but Alas!, he did put it down even
upon his great and worshipful foot and did cry out in pain, and there were many
great winds all over the World. ... :-)

Perhaps even PCs could become Ghods in this sense, if the GM lets the campaign
get sufficiently high-level (but see other recent net.games.frp articles :-) ).

There doesn't seem to be any justification for making a distinction between PCs
and NPCs in this respect; an interesting HighLevelCampaign (HLC) could involve
a race between PCs and NPCs to become Ghods and form a powerful religion.
Although I'm not sure I'd like to write -- or run -- subsequent scenarios!!


If, however, you view the Ghods as intangible manifestations of ultimate
existence, power, virtue or <other-adjectival_phrase>, then it becomes
completely meaningless to talk about <<Fighting the Ghods>>, because they exist
on a different level of reality.  You could no more say ``I tickled Allah's
left big toe yesterday'' than ``We killed a Ghod''.

These ``MetaGhods'' may be reflected in some way in the nature of the universe,
or in the way in which magical effects are made manifest, for example.
It is possible that they, too, are dependent in some way on their worshippers
for their power. But this is power between themselves; they will not
necessarily appear to be weak on Earth simply because they have few worshippers.

The Ghods that are worshipped most may well become powerful enough to fight or
even defeat other Ghods in either case, but the MG's demise will most likely be
marked by some subtle yet pervasive change -- the Ghod of Relit Fire weakens
and the spells that deal with fire become less effective.....

Who can say -- or even speculate upon -- what would happen if the Christian God
were to pass away in this world?
Perhaps the Gods never die -- they merely wax and wane.

PCs do battle with manifestations of some or other aspect of a Ghod's
personality (if that's meaningful), and not with the Ghod itself. Destroying
the manifestation need not weaken the Ghod directly -- although the resulting
loss of faith of its worshippers might make dramatic differences in the long
term.
-- 
		... mcvax!ukc!qtlon!flame!ubu!snow!req
Striving to promote the interproduction of epimorphistic conformability ....

henry@utzoo.UUCP (Henry Spencer) (02/07/85)

>   Consider the kinds of powers normally attributed to gods:
> 
>   (1) Creation of the universe.
>   (2) Creator of the human species and/or other living species.
>   (3) Omniscient/Omnipresent.
>   (4) Hears the prayers of all worshippers at all times.
>   (5) Control over death/the afterlife.

This list of properties strikes me as grossly biased towards a
Judeo-Christian view of what a god is.  Neither the Greek nor the
Roman gods met most of these specs, and their worshippers most
assuredly considered them gods.
-- 
				Henry Spencer @ U of Toronto Zoology
				{allegra,ihnp4,linus,decvax}!utzoo!henry

eliovson@aecom.UUCP (02/11/85)

> 
>   My objection to this kind of analysis still stands.  If you play your
> ghods this way, they are no different than very powerful NPCs.  Further,
> this treatment just begs the question.  Who is above the "ghods" in this
> kind of scheme?  (Since they clearly have no quantum differences from
> player characters.)
> 

    Why do you think there is material written on divine ascension?
    Just because you never had a character of divine material doesn't
    mean someone else could not have- and have been made into a demigod.
    Further basis for my arguement is from Roger Zelazny's Lord of Light.
    In this sf-fantasy novel "gods" were those with very developed powers
    (relating to the Indian mythos).  Demigods were underdeveloped talents
    who were held in store in case the god of the same power died or
    something.  In which case, tons of worshipers were not left forsaken,
    the demigod became the god.

>   Consider the kinds of powers normally attributed to gods:
> 
>   (1) Creation of the universe.
>   (2) Creator of the human species and/or other living species.
>   (3) Omniscient/Omnipresent.
>   (4) Hears the prayers of all worshippers at all times.
>   (5) Control over death/the afterlife.
> 

    In the Elric saga by Michael Moorcock we see just how these powers
    are excersised.  Even to the extent of destroying the gods of that
    time itself.  In this case Chaos became too strong on the primaterial
    plane and Law had to take the most drastic measures to prevent the
    utter destruction of the world.  In a later Moorcock book, Arioch
    starts trouble again- infesting the world with tons of denizens from
    hell to support the cleric who he wants to get the holy grail for
    him.


>   There is a consistent factor in these powers - that god has absolute
> power over the human domain.  His power is without limit as far as men
> are concerned.  If you accept this principle, then PCs are never going to
> kill a Ghod or his Avatar.  Ever.  It isn't a matter of having more power
> than the Ghod, or catching him when he is weak.  He has absolute power, and
> does what he wants.
> 

    As clearly evident in numerous fiction- and in religion today.  G-d
    or gods work within the framework of the nature they or that has been
    setup.  Arioch could only send minions of his to aid his believer/servant.

    The best example may be the Thomas Covenant Chronicles.  How do you
    explain that?!?  Despite was clearly on the level of a deity.  Covenant
    was not.  So, by your reasoning Donaldson is going to have to write a
    3rd set explaining where he went wrong?....

>   You may decide to base your Ghods' powers on their number of worshippers,
> their place in the pantheon or something like that.  But the moment you
> limit their powers they are no longer gods in the traditional sense.

> They're just powerful monsters people happen to worship.

    This is true.  So what's your point?

> Might as well worship the
> toughest NPC wizard for that matter.  He can provide the same benefits.  I
> think you lose something from your game with this approach.
> 
    On player sheets you will notice the lines:
________________
		or
	Guild Representative:________________

    or such.  This is because lower level pc's gain much better chances
    of survival for working for or licking the high level pc's ROT.


>   The rub with having truly all-powerful Ghods arises from having more than
> one Ghod.  What happens when you have a number of all-powerful Ghods
> meddling in human affairs?  And what happens when they come in conflict with
> one another?  (An interesting theology question even today.  Why doesn't
> the Christian God (for instance) simply remove Satan from the scheme of
> things?)
> 
    They don't meddle because they're running things!  You're contradicting
    yourself.  As others have said, that's what they have clerics for.  The
    rarity of intercession is proven by the minute percentile chance you
    have for them to appear.

    Satan, known as Lucifer was the most beautiful angel serving G-d at his
    right hand.  Until he wanted to stop serving and be served for a while.
    For this he was cast down.  In the later Moorcock book I meantioned-
    sorry I don't remember the name- his theme is that Lucifer wants to talk
    with G-d and repent.  To do this he has someone quest the holy grail for
    him.  Without going through the whole story, he speaks to G-d and finds
    out that he is still serving G-d.  Without free-will there is no basis
    for true worship.  On the otherhand, the concept of punishment works
    wonders to set people on the right path.

>   The answer, I think, is to have self-imposed restrictions on Ghods.  The
> ancients who worshipped pantheons weren't unaware of the philosophical
> problems, and their usual solution was to give each god a domain over which
> he had control by tacit approval of the other gods.  That's a good solution,
> I think, but you could probably come up with any number of others, the more
> bizarre and contradictory the better.

    Why should we play games then?  We have that today.

> 
>   To sum up my position:  I'm aware that there are interesting ways to play
> Ghods that limit their powers and make situations possible where PCs can
> battle and defeat the Ghods.  I don't think that is the most interesting
> manner of play possible - FRP has enough monsters as it is.  Building a
> mythos without true gods is like a house without windows.  Workable, but
> lacking.
> 

    My position is as follows:
    In the finale of Zelazny's Dilvish the Damned, Jelerak the ARCHarch
    wizard attacks the ELDER gods.  He manages to burn some god's hands
    and to hold out for about five minutes before they squash his will.

    If a pc wants to mess with a god it's up to him.

    Moshe T. Eliovson
    Yeshiva University Academic Computer Center
    500 W.185th Street, New York, NY 10033
    UUCP: ...!philabs!aecom!eliovson

    in response to:

>     Scott R. Turner
>     UCLA Computer Science Department
>     3531 Boelter Hall, Los Angeles, CA 90024
>     ARPA:  srt@UCLA-LOCUS.ARPA
>     UUCP:  ...!{cepu,ihnp4,trwspp,ucbvax}!ucla-cs!srt

shawn@garfield.UUCP (Shawn Kearley) (02/13/85)

In article <5026@utzoo.UUCP> henry@utzoo.UUCP (Henry Spencer) writes:
>>   Consider the kinds of powers normally attributed to gods:
>> 
>>   (1) Creation of the universe.
>>   (2) Creator of the human species and/or other living species.
>>   (3) Omniscient/Omnipresent.
>>   (4) Hears the prayers of all worshippers at all times.
>>   (5) Control over death/the afterlife.
>

   The following quotations were taken from the Dungeon Masters Guide (DMG)
and from the Deities and Demigods (DD) manuals.  Hopefully these will clear
up the problems about the gods in AD&D being omniscient and/or unkillable.



  DMG p42  fifth level clerical spell commune explination

    " [...] Note, that it is possible for a deity to answer 'I Don't Know',
as most deities are not omniscient."


  DD p8 paragraph 2
    "However, it is true that a gods power often increaces or decreaces as
the number of his worshipers varies."

  DD p8 paragraph 7
    "If a god enters combat (willingly or unwillingly), he or she will always
attempt to avoid any situation where the god can be physically defeated. [...]
The easiest avoidence of combat is the god's innate teleport ability, which
enables him or her to leave combat entirely, or "blink" away to a convienant
distance and resume combat in a manner of the god's choosing (spells, special
abilities, etc).

  DD p11 paragraph 7
    "Type V and VI demons must rest a century before returning unaided to the
plane where they were slain;  Demon Princes and Lords, and Greater Devils and
Arch-Devils require 2-8 weeks to restore there energies to a point where they
can plane travel or send a servitor to another plane; and even the Greater
Deities require 1-4 weeks of rest before dealing with activities outside there
home plane."

  DD p11 paragraph 8
    "If any servent or minion of a deity (or even the Deity itself) is slain
on its home plane, that being is absolutely and irrevocably dead."

  DD p11 paragraph 9
    "                   DIVINE ASSENSION                       "
    "  as a study of the various mythologies will show, it is remotely
     possible for mortals to ascend into the ranks of the devine [...]"



from these quotes it is easy to see that in the AD&D setting the gods are
neither omniscient nor unkillable by mortals.  The powers that the gods have
should make this nearly impossible but as shown the possiblity is there that a
PC could kill a god.  As to weather the gods are mearly high level characters,
the final paragraph shows that high level PC's can possibly become gods.  This
paragraph continues to tell what is required to become devine and what happens
to the character but I didn't think there was any need to include it here.  It
does however say that after a period of time the character can become a
demi-god, thus it is possible that the gods were at one time just highly
superior mortals.

                                               Shawn Kearley
                                               shawn@garfield.UUCP

srt@ucla-cs.UUCP (02/20/85)

In article <2469@garfield.UUCP> shawn@garfield.UUCP (Shawn Kearley) writes:
>   The following quotations were taken from the Dungeon Masters Guide (DMG)
>and from the Deities and Demigods (DD) manuals.  Hopefully these will clear
>up the problems about the gods in AD&D being omniscient and/or unkillable.

<sarcasm on>

Oh.  I had forgotten that the DMG was the One True Way.  I'm sorry, the next
time I have my doubts I'll just re-read all of Gary's books.  Then I'll know
what the RIGHT answer is.

<sarcasm off>

Nuff said?

						-- Scott