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[Discuss] Another Take on Religion

jmadsen1 at juno.com jmadsen1 at juno.com
Sun Dec 2 07:50:06 CET 2007


I like religion, but think that it might need some help from the coders to make them work more for the non-priests.

I think the priest game adds a very interesting element from a game mechanics stand point.

But for most other players, religion is nothing more than a role playing tool; very few religions are declared as evil, so we can't knock down the temples, etc. Leaders worried about the political ramifications won't allow that (or looting, a related subject), so if you try to be a zealot, you'll just end up banned from the realm. There's no real incentive for a group of players to "get religion" and go on a burning spree that might lead to a rebellion if the leaders try to ban it. Etc.

I think perhaps some thought about creating some characteristics for your religion, and having in-game advantages and disadvantages to each.

Thinking as I type, but perhaps:

Religious fervor: loyalty or morale stays higher, but drops quicker the longer another religion has a temple or shack in the area - Why does the Lord allow these heretics?

Prestige for attacking "foreign" religions

Some of this is int he game, I know, but really, there isn't much reason beyond roleplaying for joining a religion if you're not a priest.

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