Dragon 140: Priests (Part III)
THE FORUM
The gods of mythology are
an entertaining
addition to many AD&D®
game campaigns, and
“Keepers of the Faith” (issue
#140) described
their mortal servants richly
and well. But it is
possible to have developed
realistic ministries
without ever defining “different
gods.” Several
“Forum” writers have already
pointed out that
religion is intensely personal,
even in a game. It
is a sensitive issue whether
gamers are traditional
monotheists (like this writer),
secularists,
or members of the great world
faiths that
revere Vishnu,
Kuan-Yin, and others. Thoughtful
DMs have always left the
ultimate mysteries
of faith to each player’s
understanding. C. S.
Lewis’s Narnia, J. R. R.
Tolkien’s Middle-earth,
and The Land of Stephen Donaldson
are all
overflowing with religious
feeling, yet we seldom
see their characters worshiping
or arguing
about theology. What metaphysical
creeds unite
and divide people in the
D&D® game worlds?
How do D&D® game
clerics actually lead worship?
How are faithful clerics
given spells, and
erring or hypocritical clerics
punished? Who
knows? Who really cares?
The truth is that no
adult likes to be told what
god to worship, or
how or why.
And for mature players, the aspirations and
faiths of living people are
far more interesting
than the caprices of ultrapowerful
phantoms.
Perhaps the most exciting
thing about the whole
DUNGEONS & DRAGONS®
game phenomenon is
the way it has renewed young
people’s interest
in different cultures and
systems of belief that
exist in our own world. Popular
accessories like
Chaosium?s The Gods of
Glorantha use imaginary
gods to display different
outlooks on life.
GAMMA WORLD® campaigns
center on Cryptic
Alliances, and even Steve
Jackson Games?
TOON® game characters
have their special
beliefs. Frankly, a cleric
is most interesting
when he embodies a philosophy
of life or a
special mission.
You need only look at our
own world to discover
ministries for professional
clergy. Every
community will have good
clerics caring for the
poor, the disabled, the orphans.
An army needs
chaplains, a port has a chapel
to aid sailors, and
other ministries can support
scholarship, commerce,
art, music, philosophy, or
military excellence.
Clerics will be active in
all kinds of
politics, and good, brave
ministers will serve the
oppressed. Sadly, there will
be evil clergy who
support people?s greed, hatred,
and prejudices.
Even different alignments
of the same sect may
stress very different things.
Varying lawful-good
clerics may emphasize struggling
for social
justice, practicing nonviolence,
doing philanthropic
work, raising a happy and
virtuous
family, maintaining a minority
identity, or forcing
virtue on one?s neighbors.
Some clergy
expect a good living, while
others live on alms.
As always, once you have found
ministries for
your clerics, you will enjoy
individualizing each
group in AD&D®
game terms. Your major NPC
clerics will be as useful
as ever, and the different
perspectives of your clerics
will give you
many ideas for interesting
adventures. A new
PC cleric might even define
his own purposes
and code of behavior, without
any talk of serving
a make-believe god.
Many DRAGON
Magazine readers will disagree
very strongly with the idea
of using our
own beliefs and goals, rather
than those of the
gods, to define our clerics.
I am not suggesting
for a minute that every campaign
need to scrap
its make-believe pantheon;
the gods can still visit
worlds where clerics are
defined by their beliefs
and missions. Unique beings
that inspire
love or loathing might guide
and help particular
sects, whether or not they
are objects of special
devotion. Every kind of ministry
may have a
place on the vast outer planes
to which gate
spells lead.
But ultimately the creatures
of DEITIES & DEMIGODS
are most interesting because they embody
the best and worst in us.
For C. S. Lewis and
J. R. R. Tolkien, the gods
of fantasy are good and
bad angels. For Michael Moorcock,
they merely
proclaim the ambiguities
of our own tragic
world. But for most fantasy
writers?from
Homer to Fritz Leiber to
the writers of TSR®
modules T1-4,
Q1, A3, GW7, and OP1?the
great
powers of the Outer Planes
are grand comic
creations, figures of fun
made in man?s image.
As such, they have brought
us much enjoyment
through literature, art,
and most recently,
adventure gaming.
Ed Friedlander
Kansas City KS
(Dragon #147)