Saturday, November 13, 2010

Design and Development: Gods

I've talked plenty about the gods before, in fact, the greater cosmology of a setting seems to always be a high point for me, be it designing or reading about it. When we originally developed Deminar we had a good number of gods figured out, nine major powers representing the nine alignments, plus a score of lesser gods that dealt with a variety of specific aspects, concepts, and states of being. The same god may be worshiped by several different groups, each who call him a different name, and worship a different aspect of his portfolio and believing that the other groups are worshiping a different or even false god (and indeed, going to battle over such slights). There may be hundreds of different religions among all the islands of Deminar, the isolation between each other means even more radical offshoots of the same deity could be worshiped.

The question is, how many of these gods do we introduce in our first book? The Bluestone Isles are not that large, but they do feature a diverse number of species and one major metropolitan area. Enough variety for several deities to have a home. I don't think there should be too many gods in the Player's Guide, especially with this one acting as a low-level beginner's guide. You don't want to overload player's with too many choices to begin. However, I do want to introduce the concept of different species (or even the same species) worshiping the same god under a different aspect/ideology/practice without them even realizing it. Though it wouldn't be spelled out that it was the same god in the Player's Guide (that's what the DM's Guide is for), meaning to players, it would seem like just a different god.

So, how many? Just the major ones? A few of the major ones? How many minor gods? Are there minor gods very specific to Bluestone? What would be a good target number for how many different types of deity worship exist on the Bluestone Isles?

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