In the medieval world, churches controlled the flow of information, and were the word of God himself. But when printed bibles in common language started to be distributed, this caused a radical shift in understanding, and upset the social order dramatically. Putting the word of God unto the common person’s hands understandably upset people who kept being told to tithe more and more of their meager income to the Church. So how can you bring this kind of upheaval into your game? Well, how would things be upset if there were miracle-workers of common birth, without having to be trained in the traditions of the various Gods’ churches? What if divine messages could be passed as easily as a Whispering Wind spell? How would people react to having their own local prophets, instead of having commandments and blessings passed through an organization, no matter how altruistic? And what would the churches of those traditions do to hang on to power? BAM! You’ve got a reformation on your hands! Suddenly, the power of the common people starts to overturn established tradition and organizations, cats and dogs lying down together, the dead walking, and the end of times is on the way! Itinerant miracle-workers walking the earth, dispensing the wisdom of the Gods, and getting into battles with each other, sounds like a great thing to add to your game. It’s part of what I’m working on for my campaign setting, and trying to figure out how these will work, rules-wise, has been a bit of a challenge. If you’ve got any ideas, let me know! So remember that sometimes, forbidden knowledge isn’t Things Man Was Not Meant To Know, sometimes it’s just inconvenient to those in power. (Originally posted on Game Masters Stash on 21 December 2018) Categories All Comments are closed.
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AuthorI'm Luke. He/him pronouns. Archives
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