Perhaps it’s the Season.
Perhaps it’s just my current frame of mind.
Perhaps I’m still mulling over Mark’s post on Religion in Fantasy Settings.
Or perhaps it’s a factor of all the above with a sprinkling of something else entirely.
But I’ve been pondering the nature of Miracles and Divine Actions as they are portrayed in rpgs.
As a starting point of reference, I found it interesting that the bulk of the responses to Mark’s post seemed to assume that gods in a fantasy setting would take the form of a more directly interacting force. I too have made that assumption in the past, now I wonder what things might look like if that wasn’t the case. On the one hand, you have the D&D gods who, not unlike the Greek gods of old, are direct, center stage, actors within the multiverse and her inhabitants. This is the usual play style for most games of the genre and it certainly works well for a fantastic setting where players pit their characters against the might of the denizens of the darker reaches of a magical realm.
But what if you don’t want an overt divine hand in your games? What if you really desire more subtlety in your god’s actions? How would these divine actions play out? What might miracles look like from a divinity who plays it quietly? That’s not to say that the god in question has limitations, rather it’s a matter of style. Perhaps it’s part of some pre-ancient law that governs even the interactivity levels of divine creatures, or perhaps it’s just in the nature of the realm or the god in question to do things wihout a heavy hand. The reasons are myriad, the results are intriguing.
I’d like to take a moment to make something clear. This is not a post to stir some religious debate. My religious views are mine. I’ll be happy to share them with you offline if you want, but I’m not interested in having this topic turn into something other than discussing how the hand of divinity might influence the mortal realm. Please, I want anyone who would like to discuss this to feel free to explore the topic, but rest assured that comments out of bounds will be removed. – KO
Consider for a moment a few examples of presumably divine subtlety where a more heavy-handed approach might have been the expected norm. From that let’s examine how each might have interest to us as gamers:
Let’s start at the biggie. Prophecy fulfillment. Best example I can think of? Jesus. He came not as a conquering messianic warrior to defeat the enemies of the Jews as expected; rather he came as a baby born in meager estate to a simple carpenter. Not the typical end result of a prophecy. Subtle? Extremely.
For games with a more directly interacting divine class, this isn’t the typical end result of a prophecy. In a rpg Jesus would have likely come as the warrior the Jews hoped for. I find it interesting that, looking back on many a game and movie and literary work where prophecy came to fruition, while most may have differed in nature by a small manner, they all happened almost just as the participants or witnesses expected. That’s the definition of overt in this regard. With some small exception, subtlety doesn’t seem to be the norm in fantasy prophecy fulfillment here.
The most widely known herald of His birth was a single star that only a few maji and the astrologers of King Herod understood. Subtle? Very.
For games with overt deities, the bulk of the populace, or at least most of the “in crowd”, would know of the prophecy and would see the signs everywhere. Overt signs are the more common norm portrayed in fantasy. Almost nobody misidentifies the prophetic heralds. Which leads us to this thought to ponder:
In C.S. Lewis’ works The Chronicles of Narnia, the White Witch misinterprets the results of slaying Aslan at the ancient table. Believing that doing so will insure her rule over the world of Narnia for eternity, she mistakenly reads what she wants to in the ancient symbols carved therein.
In my opinion, this is a good counter-example. As with point #1 above, hardly anyone misinterprets the results of prophecy in a fantasy setting. While I’ll agree that in other rpgs this sometimes is the crux of the matter when say, a cultist finally summons some terror from beyond the spheres in Call of Cthulhu. But in most games, the prophecy is and does as it is billed. Subtle? Maybe not so much from a direct analysis, but tangentially it falls into place since most fantasy environments have gods who speak directly to their flock. While a more “plugged-in” god would see to it that their word wasn’t altered, a more nuanced approach would lead to messages being open to misinterpretation. More on this in a bit.
Maybe these examples are too “large scale.” Perhaps to get to the real meat of the discussion we should look smaller and closer to home. In my own life I can pinpoint a couple times when I seemed to be in the right place at exactly the right time to do something. This something might have seemed small to me and to everyone else around me, but to the recipient of the something, I know it made a huge impact.
Take for instance a brief meeting at a truck-stop outside some unimportant town in Oklahoma. Through reasons too diverse to explain in detail, I was put in a position to provide comfort to another. Or at times I’ve been on the receiving end of situations where the result of something done either for, or at least in relation to, something I was involved in have led to the result that “should” have happened. Looking back on those memories I’m somewhat convinced that the laws of averages and coincidence don’t quite cover the situations. Was the subtle hand of divinity finding a way of putting me in the right place to nudge the Universe in some direction or another?
I’m sure not a small number of you are thinking, “But Kevin, barring the Narnia example, these examples you’ve cited are from a more mundane world, not the fantastic setting you describe in the initial part of this post.” And you’re right. But since I don’t actually live in such a fantastic setting, I’m only capable of drawing from examples that I can quantify. And before you cite literary example after literary example of works of fiction I could draw upon, I’ll point out that the purpose of this post was to help internalize the subtlety of a “hands-off” divinity. Hopefully you could take it back to your gaming table and provide your religious-centric characters a means of finding their god’s miracles in things less overt; as I have tried to do here.
Maybe the last two examples are too simple, too easy to explain away as just some facet of the human brain to attempt to find a pattern in the random interactions that make up our experiences here. That’s fascinating from at least one point of view on the topic, because isn’t that the point of a subtle divine being? Shouldn’t gods who chose to act in a less overt manner constantly have their existance and interactions questioned? Nuance leads to questions that a more open and directed approach doesn’t yield. In the end I can easily see two camps emerging in a world where subtlety is the norm; some would begin to see miracles in many aspects of the nature of things, others would consider the bulk of those miracles as little more than coincidence.
And just what’s the end result of such a divergent split among the general population is such a world? If we assume that the nature of a god requires worship in some form or fashion, then we have to assume that each and every divine being would want to further his or her influence in any manner possible. How might subtlety afford a divine being the means of gaining followers without having to interact so overtly? I have no answers for the question, I’m just bringing it up as a point to ponder.
In the end I know that most rpg gods in a fantasy setting walk the realm and directly influence the outcomes of all manner of situations. Perhaps since this post seems to have a very Christian-orineted focus, the miriacles in these games would be akin to the parting of waters and rains of burning hail. But consider the preceding as fodder for any ideas to spice up (or perhaps tone back) a more aloof, nuanced divine being. When miracles are on the scale of being born of a virgin, turning water into wine, and acting behind the scenes to make sure things fall into place just as they should at the last moment, then the divinity in question takes a different approach to protrayal.
Tags: Musings, rpg, Setting