Skip to main content

Temples, Cults and Apostates

Game ID: GID0317210
Collection Status
Description

From publisher blurb:

Adding Faith to Fantasy Campaigns

Religion is a constant source of conflict. Why not use it more prominently in your fantasy gaming? Often the answer is another question, How?

The priestly caste must be more than a static list of gods and some strange iconography. Sure, you can have lengthy interludes involving philosophical debate, bring the party to a fervor, even indulge in some communal fratricide. If you’re looking for an academic study of comparative religion, there are better sources than this pamphlet. We need game rules; we need just the Quick and Dirty results.

This is not a Gods and Demons primer. You’re clever enough to create exotic names for the higher order. We’re not going to describe the divine in terms of hps and magic powers. This booklet is going to show you how to organize your campaign religions and when to bring the whole state to chaos. Herein is a set of guidelines for quickly generating religious faiths and cults, populate the temples with denizens and let your players enter to run amok.

When that gets old there’s a second section on letting the players have a go at creating their own fantasy religious movement and raising an initial cult to a world recognized faith.

Transcript Analysis
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 0
This page: 0
Sentiment: pos 0 · mix 0 · neu 0 · neg 0
Mentions per page
Top
No transcript mentions yet.
Transcript Mentions
No transcript mentions found for this game.
Transcript Navigation
Top
No transcript mentions yet.
View on BoardGameGeek