Scut Farkas
Mongoose
I know Divine Magic has been discussed elsewhere on these boards, but I haven't seen anything that embodies the issue I'm having in my own gameworld. So, here goes...
The game world I created (originally intended for D&D and probably therein lies the problem) consists of "New Gods" that either do not exist or have no real tangible power, and "Old Gods" who are long-forgotten but, once awakened through the liberation of their ancient temples, have a very real impact on the world.
Issue: one of my players (my wife, actually, which is why I need to sort this out) is playing a character who is completely caught up in awakening the Old Gods and has chosen to follow one in particular. However, because the world has for millennia been without these gods, their temples are very far and few between, not found in current day cities and towns. Specifically, her god has only one known temple in the world so far. A guardian (the equivalent of a Rune Priestess, I suppose) has reoccupied the temple and will likely initiate her character into the temple's cult. Meanwhile, when she's out adventuring, she could theoretically be so far from that one temple for a such a long period of time that Divine magic is likely to be a total waste of time in this campaign.
I've been trying to work out a way to get around the going back to pray at a temple bit, simply because it isn't logistically sensible (at all) in this game world. I realize the single skill to cast and twice magnitude vs sorcery and rune dispels are obvious advantages to Divine magic, but with the world set up the way it is, this still doesn't balance out.
Any words of wisdom, ideas etc?
The game world I created (originally intended for D&D and probably therein lies the problem) consists of "New Gods" that either do not exist or have no real tangible power, and "Old Gods" who are long-forgotten but, once awakened through the liberation of their ancient temples, have a very real impact on the world.
Issue: one of my players (my wife, actually, which is why I need to sort this out) is playing a character who is completely caught up in awakening the Old Gods and has chosen to follow one in particular. However, because the world has for millennia been without these gods, their temples are very far and few between, not found in current day cities and towns. Specifically, her god has only one known temple in the world so far. A guardian (the equivalent of a Rune Priestess, I suppose) has reoccupied the temple and will likely initiate her character into the temple's cult. Meanwhile, when she's out adventuring, she could theoretically be so far from that one temple for a such a long period of time that Divine magic is likely to be a total waste of time in this campaign.
I've been trying to work out a way to get around the going back to pray at a temple bit, simply because it isn't logistically sensible (at all) in this game world. I realize the single skill to cast and twice magnitude vs sorcery and rune dispels are obvious advantages to Divine magic, but with the world set up the way it is, this still doesn't balance out.
Any words of wisdom, ideas etc?