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[Discuss] Religion that Matters

Dominic dham0749 at gmail.com
Sat Jan 5 20:22:14 CET 2008


Religions don't need any fancy new features. The incomplete features would,
of course, be nice, however they aren't necessary. It's the way religion is
used, it's like using a hammer to put in screws.

Peasents should *not* ever be, as they aren't now, the source of a
religion's power. Peasents are peasents, since when do they influence the
way nobles act? Nobles direct how peasents act. a few jaqueries here and
there will make the nobility react, sure, but that's not the general rule,
and the peasents end up back into submission anyways. The source of a
religion's power is from the nobility.

Can't really add more than what I said
here<http://news.battlemaster.org/pipermail/discuss/2007-December/029166.html>
.

On the adventurer topic, it was said that hardly any of them responded to
offers from people, even kings, to get items repaired (and therefore
reccomendations). The problem is the same with religions: the priests don't
talk. They focus on their daily preachings, and satisfy themselves with
that. They get numbers of noble followers, but don't dare give them any
instructions, in fear of losing them, not realising that numbers are
useless, "quality" is where the importance lies. Why was the catholic church
important and powerful? Well, partly because *they* actually told people
what to do.

I will also oppose most anti-state-religion suggestion, because they often
harm religious states at the same time. This is *not* an issue of game
mechanics, it's of how the game is played. The priest game is, and always
was, an RP game. If you don't have the time to RP and actively communicate
with your peers, then you don't have what it takes to make a religion grow.

PS: Further protection to priests, as was just given, was a great way to
help religions expand.
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