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Captain Anorak's Guide to Gaming
World Background: Gods

I recall reading an article in a magazine once about using the weather for effect in roleplaying games generally (it was an article covering RPGs in general, not one specific game only). It said something like this:

If a character who has led a particularly evil life is fighting on a clifftop, the gods might choose this moment to end his life, blowing him off the cliff with a gust of wind.

The thought immediately struck me that this is a ridiculous thing to say in such an article. In any given game, whether or not the gods will intervene in the life of a mortal depends on the nature of those gods, wihch could be vastly different from one game to the next. But the above suggestion seems to assume that all games will have gods that will intervene in mortal lives.

Now, if a game has gods that will intervene in mortal lives, it’s important to know in that game how, why and under what circumstances they will do so. If a GM is running a game where he doesn’t know these things, it’s ridiculous to simply make the decision on a whim that the gods will intervene in one given instance as the above-mentioned article suggests. If the gods are going to intervene at all, then they could intervene at many points during the game, and the GM should consider each instance, and decide whether or not the gods intervene.

Divine intervention is not the only part of the problem. If the gods are an important part of a game-world, then the GM must understand how and why they work in order to make the game world make sense.

Did the gods make the world? If so, why? If not, why are they in the world, and who did make the world? What are the gods like? What do they want? Do they have the same basic emotional drives as humans, or are their minds vastly different to ours? Do they want to be worshipped? Do they want sacrifices and offerings made to them? If so, do they only want these things for emotional satisfaction, or do they give the gods some material benefit? Is there any other way for a mortal to materially benefit a god?

If the GM does not know the answers to these questions with regard to the game-world in which his game is set, he cannot properly guage what the gods will do. And if the gods are a powerful force capable of affecting the world, then the GM can not run his game world properly.

A RARE EXCEPTION: STORMBRINGER

The only game I can think of that really covers how the gods behave in any reasonable level of detail is Stormbringer, a game based on the Eternal Champion stories of Michael Moorcock. In this game the gods take an active part in the world. First it sets out why the gods need human followers. A god’s followers can feed their deity energy in three ways (blood sacrifice, worship or sacrificing points of their own stats).

Then the game gives rules for when a god will intervene in the affairs of a mortal. This usually only happens under two circumstances:

(1) If a character successfully summons a god, that god appears and then does whatever he feels like. Needlss to say, summoning a god is a risky thing to do unless you know that god really really likes you.

(2) A character who is dear to a particular god (such as a priest or agent of that god) has a stat called Elan, which is his % chance of gaining divine intervantion. If a character is in a no-win situation, the GM can call for an Elan roll. If it's successful, the god comes to the rescue. If it fails, adios muchachos. Elan increases when the charcater does things the god approves of, and drops when he does things that offend the god. It also drops if he gets divine intervention, as he has used up his favours with that god.

If a character has no god-summoning skills and no Elan, then he can forget about help from the gods.

Gods often play a part in scenarios, too. Often a scenario will revolve around some events that a god has set in motion for his own purposes.

As you can see, the writers of the game have obviously considered the gods as a major factor, and explained why they act and when they will act. To be honest the background is often a bit thin, and to really understand what a god is like, you have to go and read the original Moorcock.

THE DISMAL REMAINDER

But aside from this little glint of light, I can't think of a game that handles gods well. (Tolkien deals with the motives of the divinities of his world in detail, but none of it finds its way into the Middle Earth RP rulebook.) Often, gods are just a corner of the background. I think that games designers create a world first, and then just think of the gods as a detail along the way. But if the gods are beings with the power and the motivation to make major interventions in the world, then this is completely the wrong approach. If the gods created the world, or came into it early on, or have any kind of stewardship over it, then why the gods have done what they have done is of vast importance to the game background.

The best way to write a game-world background is to build from the ground up: start with what happened first, then work out what happened as a consequence of that. To make gods that fit into the world, work out first how and why the world was created and what the place of the gods in it is. This will leave you with an idea of the nature of the world, and of the gods in it, including their motivations for doing things now.

A DIFFERENT APPROACH: EGYPT

This is a rough summary of a reconstruction which I read of some Egyptian religious ideas (see also Law and Chaos).
In the beginning was chaos. The Whole rose from chaos, and he wanted to bring order to it. He brought forth the god Air and the goddess Cloud. Air and Cloud mated and she bore the god Earth and the goddess Sky. The bodies of these four gods formed an orderly material world in the midst of the vast sea of chaos.

Earth and Sky mated and brought forth various other gods. One couple of these gods mated and brought forth humans. The god was the first king of the humans. The purpose of the humans was to bring order to the chaos, so the king taught them the arts of bringing order: farming, builiding, crafts, and law.

Some of the gods turned against the idea of order. They killed the first king, and after him his descendants succeeded him. They turned certain groups of humans against order and the gods, and these humans became chaotic and lived in barbarous anarchy. The humans who stayed true to the gods and order had to go out and conquer these barbarians and bring order to them and therefore to the world. Their leader in this was the king of the lands of order.
Now there's a lot in that. First, it shows that the gods have a clear purpose: to bring order. Second, it shows that humanity was created for one reason, to help the gods in bringing order. Third, it shows that there are rebel gods who have turned against this original plan of order and turned certain humans as well.

In a game-world which worked like this, there would immediately be clear and obvious sides to be on, each with its own moral purpose. These correspond pretty closely to the Law and Chaos of Moorcock. Here there is no mystery of 'Why are we here?' Everyone agrees on why the world was created. The only distinction is in what people now believe should be done with it.