The Mudworld Blog

Reading, Writing and Slaying Dragons.

Tag: Tales of the Crusades (page 1 of 2)

Religion is an important part of the human experience, thus important for both gaming and fiction. The following posts involves religion in a fantasy multiverse, usually with dangerous magic and dark secrets.

The Murderous Priests Scenario

The Murderous Priests is a fantasy scenario of deception, betrayal, and action in five short scenes for a roleplaying game adventure or a story. Continue reading

City Adventures for Fantasy Roleplaying Games

Dark and wicked cities are great settings for fantasy roleplaying game adventures, as you can quickly change between exploration, combat and roleplaying. Continue reading

Fantasy War Roleplaying Game Campaigns

How do you run a fantasy war roleplaying game campaign? How do you avoid getting bogged down in tedious battles with predetermined outcomes and few real choices? Regain focus on the characters and make sure every step of the way provide meaningful action. Continue reading

The Heresy of the Faithful

The Faithful of the gods walk a challenging path, as a successful cleric must battle heresy, delve into church politics, smite evil and reclaim lost relics. This post presents hooks for your next story or roleplaying adventure for Dungeons and Dragons and the Pathfinder Roleplaying Game.

The Faithful serve something greater than themselves, a higher purpose, a deeper meaning, the divine. The path is unclear, and the dangers are many. The clergy deciphers truths from sign and portents, old relics, musty old tomes and voices in their head. The tasks at hand are daunting, the answers are few, but fortunately, there is strength in faith.

What can go wrong?

Continue reading

Religion For Roleplaying Games

A crucial early stage in creating a fantasy roleplaying game setting is designing its religions. A religion’s role in the campaign setting work on two levels: the deities themselves and the followers.

The deities themselves may or may not be an active part of the story, depending on your preference.

The followers are often more interesting than the gods themselves because now the mortals enter the picture, and faith, heresy, sin, and redemption become part of your story.

This post is a follow-up on a previous post Writing Fantasy Religions with gaming in mind, and focus on the nuts and bolts of making religious deities, characters, villains and nonplayer characters work in your campaign setting. Continue reading

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