Exubae said:
But Cults are religions, the 'cult' is just a frame work so your character can advance in the religion of your character's choice - without the 'cult' divine magic would be pretty dull.
However, I do tend to use Sorcery without a cult framework, more in line with a guild.
Plenty of people got by in D&D playing generic clerics with no particular religion that needed to be detailed in the game, and had a lot of fun doing it. So, if that's what your group enjoys, no problem. I've been thinking recently, the cult framework in RuneQuest does present real challenges to gameplay. Just going on a sea voyage to anywhere means not attending worship ceremonies for several weeks. This wasn't really an issue in previous RQ games I've played, as we never went anywhere by sea, and never really strayed beyond easy reach of temples and such. And when we did, we just didn't really worry about it. As written, an inexperienced GM might well start unreasonably punishing the players just because an adventuring life sometimes makes obeying the letter of the rules difficult.