Two weeks ago I wrote about three ways I’ve seen religion used as a cultural force in rpgs as a preface to talking about the way that I like to use it, along with some general thoughts on religion in games. I think there’s a lot of different relationships characters can have with their faith, just like in real life, and I wanted to find a way to articulate religion so it was accessible to everyone and couraged people to created deeper characters with a more interesting narrative. As an ethicist who’ll talk anyone’s ear off about values, it seems like the obvious way to do it.
Getting back in the habit with a post I’ve wanted to write for a while. Religion at the gaming table can be an interesting and sticky subject. There are a lot of ways to treat it, and I could write for months about it. I’ve played with people of a few religious stripes, from those with none at all to pagans and various flavours of Christian, and they’ve really helped me define my idea of what belonging to a religion means, and how it can matter narratively. I’m an apatheist myself, but I understand the power of religion as a cultural force in the lives of millions of people, so I’ve always wanted to give it a treatment that resonates with faithful people without disincentivizing secular players. There’s a wide gulf between representing real-world religion vs. fantasy religion, but today I want to pay attention to fantasy religion. We’ll talk about the way I do it next week, but here’s three other ways you could treat religion.