Generic Fantasy Cults

Radioactive Ape Colin said:
I'm not going to be continuing this thread. It was swamped with too much pointless tangential debate, too many people utterly missing the point or trying to "educate" me (even on points my OP addressed, which they clearly didn't freaking read), and was generally turned into the sort of cluttered trainwreck I politely even asked folks not to turn it in to. Absolutely killed any enthusiasm for sharing the project.

Colin

Sorry to hear that Colin. I was very interested in seeing the results, and I still think it's a very worthwhile project.
 
Radioactive Ape Colin said:
I'm not going to be continuing this thread. It was swamped with too much pointless tangential debate, too many people utterly missing the point or trying to "educate" me (even on points my OP addressed, which they clearly didn't freaking read), and was generally turned into the sort of cluttered trainwreck I politely even asked folks not to turn it in to. Absolutely killed any enthusiasm for sharing the project.

Colin

:shock:
 
GeneralPanic Wrote:
Is anyone running MRQ2 using religion and Divine Magic that does not rely on the concept of "cults"?
????
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.
 
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.
 
PhilHibbs said:
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.
I think this is a dilemma that goes back to the beginnings of RQ. In Greg Stafford's own Sartar campaign, the Humakti who formed the main part of the group had the Wooden Sword, a portable temple that walked around with them. I suspect he recognized the power-gaming issue that resulted and eventually had an elf turn up who reclaimed the sword. These days, it seems, HeroQuest games are all about staying with your local community and so the problem shouldn't arise. Lets face it, priests should be serving communities. That's what they're there for.

For the rest of us, who like the unreality of "adventuring parties" that include wandering priests, I suggest some or all of the following might help:

1. For cultists going on Temple-related quests, use the Blessed Items rule from A&E to power them up in the absence of temple visits.
2. For cultists from a wandering religion eg Issaries (trade god) or free-ranging archeologist-sages of knowledge gods, it seems reasonable to adopt a Wooden Sword-like solution.
3. Demote priests who go adventuring to acolyte status until they return to lead their flock again, but let them lead services that count as a temple visit whenever they encounter another worshiper or convert anyone.
4. Allow cultists in foreign lands to consecrate a building/place temporarily until a priest can do it properly for them.

There's all sorts of role-playing opportunities here for devout cultists. The one thing I'd avoid is cult power without responsibility a la D&D clerics. That just seems boring to me.
 
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