LordChicken
12-30-2009, 01:02 AM
I first got the idea from Deities and demigods, a supplement to the D&D roll playing game, and I was wondering how to go about it:confused:. a party of immortal(near) beings, and there adventures. weather fighting off the endless armys of hell or bringing a temporary peace to the holy land, a campain were the players are like normal players,+ one or two godly effects.
I would like to here the thoughts and opinion's of GM's and players, to see if any of these sound fun.
My first idea was for the players to be the guardian deities of a small village, there job is to have the village thrive, prosper, and grow, they live as long as the village lives, and if slain, will be reborn soon, the only way to truly die is to have the village "die", or to have them eaten or destroyed by a Immortal far more powerful then themselves.
Advantages I See: binds the party together, even with different alignments they can get along, so what if the CE barb god wants the people to be like the Huns of the ancient world and the LG paladin god wants them to embark on a crusade, threw divine metallings, near anything is possible.
disadvantages I See: you cant really leave the village and constantly in the same place might be boring
My Second was for each player to be a quasi God, the son of a god, or a mortal that became one, and they must spread there pantheon(the party) religion around the world, threw the use of profits and minions, they must survive the test of time, holy wars, and all manor of catastrophe to see if they can become a great religion, or die trying ^.^
Advantages I See: for players who love to make characters, they can make several in depth profits, as well as curses and your own dogma with monsters, kinda like being a mini GM.
disadvantages I See: you cant really use your god character all that much, and making a bunch of profits can be hard.
Side note:am very sure i used the wrong spelling of profits, but am a book keeper, so its all I know
My third idea would probably be the essayist to make and that is gods water boy, your a henchmen for the gods, if they got some misc task they need done, guess who's the luck son of a gun who gets to carry Kords golf clubs?
Advantages I See: Very similar to a normal campaign, except for that there would be a bit more contact with immortal beings.
disadvantages I See:the party gets pushed around a lot and that could very quickly get boring/annoying.
The last issue I need some help with is the all important "gods rule book" Ive been trying to draft some basic rules for immortals as to explain why there hardly around, and hardly do much. Also why when the demon army attacks they holy city, the god sends some lv 7 noob out instead of dusting off the old battle Axe. so far Ive been going with the whole "gods can not fettle in mortal affairs", but I think I need more meat, and most likely more then one law.
Can I count on you guys and gals for your help in getting this strait? or your opinion on the matter.
Thanks for your time:D
I would like to here the thoughts and opinion's of GM's and players, to see if any of these sound fun.
My first idea was for the players to be the guardian deities of a small village, there job is to have the village thrive, prosper, and grow, they live as long as the village lives, and if slain, will be reborn soon, the only way to truly die is to have the village "die", or to have them eaten or destroyed by a Immortal far more powerful then themselves.
Advantages I See: binds the party together, even with different alignments they can get along, so what if the CE barb god wants the people to be like the Huns of the ancient world and the LG paladin god wants them to embark on a crusade, threw divine metallings, near anything is possible.
disadvantages I See: you cant really leave the village and constantly in the same place might be boring
My Second was for each player to be a quasi God, the son of a god, or a mortal that became one, and they must spread there pantheon(the party) religion around the world, threw the use of profits and minions, they must survive the test of time, holy wars, and all manor of catastrophe to see if they can become a great religion, or die trying ^.^
Advantages I See: for players who love to make characters, they can make several in depth profits, as well as curses and your own dogma with monsters, kinda like being a mini GM.
disadvantages I See: you cant really use your god character all that much, and making a bunch of profits can be hard.
Side note:am very sure i used the wrong spelling of profits, but am a book keeper, so its all I know
My third idea would probably be the essayist to make and that is gods water boy, your a henchmen for the gods, if they got some misc task they need done, guess who's the luck son of a gun who gets to carry Kords golf clubs?
Advantages I See: Very similar to a normal campaign, except for that there would be a bit more contact with immortal beings.
disadvantages I See:the party gets pushed around a lot and that could very quickly get boring/annoying.
The last issue I need some help with is the all important "gods rule book" Ive been trying to draft some basic rules for immortals as to explain why there hardly around, and hardly do much. Also why when the demon army attacks they holy city, the god sends some lv 7 noob out instead of dusting off the old battle Axe. so far Ive been going with the whole "gods can not fettle in mortal affairs", but I think I need more meat, and most likely more then one law.
Can I count on you guys and gals for your help in getting this strait? or your opinion on the matter.
Thanks for your time:D