Friday, November 28, 2025

How I ran Gradient Descent as a Black Box (or Diegetic vs. Narrative Logic)


My black box campaign for Luke Gearing's Gradient Descent recently wrapped up. I didn't plan on it ending before the end of the year, but things happen, and sometimes godlike AI systems trigger nuclear warheads. You can read up on the butterfly dream campaign here. Running it for thirteen weeks was a lot of fun. I promised my players I'd shine a light into the black box after the campaign ended. I will try to do this in this post but I am also using it as an excuse to write down some other thoughts on the experience.

pictured: a shillouette of a woman enjoying a nuclear explosion
This is how it ended?!

Diegetic Primacy

Having read blogs on different playstyles that focus on the way they engage with how abstraction is employed in their games got me wanting to try something new myself. I will admit that I still don't know how my approach actually lines up with the different labels (link to the FKR blogs here).

For my game, I wanted to immerse the players and myself in a fictional world and minimize the  abstractions necessary, namely the layers between the players and the fiction. This is actually a bit misleading, as it is all within the realm of abstractions (thinking, imagining, speaking, etc.). In order to avoid philosophical spiraling, let's just say I didn't want to give a rules system primacy over how we engage with the world of the fiction. Isn't it frustrating when the enforcement of rules lessens the feel of logical consistency of a fictional world you are engaging with? That is what drew me to the FKR (fiction first) and black box (no player-facing procedures). 

Thus I committed to the primacy of the diegetic

The Aristotelians might not like the way diegesis is employed here, but so be it. I am using it in the way I remember it being used by French philosopher Étienne Souriau as “everything that happens according to the fiction presented and what it implies if one were to consider it true” (translated freely from L'Univers filmique). 

Now what does that mean with regard to my refereeing? I tried to referee and arbitrate the situations and conflicts within the fictional world of play based as much as possible on the in-world diegetic logic. This simply means before rolling any dice or tossing coins to find out the resolution of a situation, I tried to call results based on the diegetic in-world logic. Basically, how would this go if it were real?

I am unsure if this isn't just what the FKR crowd does. Maybe it is actually closer to New Simulationism

Anyway, I don't care too much for debating categories and schools of thought. I am more interested in the way my idea of acting as a referee did produce an interesting experience. What made it interesting for me as a referee was a very specific tension between what I'd call the diegetic and the narrative. Because I wanted to arbitrate on what would make sense in a fictional world according to its own rules and not what would make sense in a story. Is this differentiation even possible? Isn't everything always structured narratively? This is where it gets spicy, I think!

I'll try to formulate more thoughts on this, but first, “the how did I end up running it” part.

 

Behind the Screen 

First I threw out all the Mothership rules, and then I took some back. In addition to random encounter rolls (10% chance every room or 10 minutes), I decided to keep the procedures for The Bends; slowly losing your sense of humanity is a core experience of Gradient Descent. I also kept the panic mechanic for the Monarch AI. Initially I thought about doing the same for the player characters Stress and Sanity, but I ended up never using it. 

a very boring sheet for tracking The Bends
a very boring sheet for tracking The Bends.

Players generated their characters using a Perchance generator I made, provided them with a short pitch for their PCs, and then put them in a shared Google Sheet character binder.

perchance character generator
This is what players started with.

 

PC shared loot sheet

Players organized and shared gear within the collective google sheet


There were no skills or classes, but the backgrounds and players never saw or rolled any dice. However, I did negotiate with them if they argued for something being possible or logical. For their actions, players told me their intent and I told them the outcome. 

As for mapping, we used a Miro board. Players mostly mapped themselves. We talked over Discord voice only, and I put on the same soundtrack every week, eventually using Kenku FM. 

 

A part of The Deep.

 

As for arbitrating according to what makes sense in the world? Turns out it isn't easy. As much as I wanted to be a neutral arbiter, I found myself questioning my calls quite often. Could I really decide what makes sense diegetically and rule out that I didn't just follow what would make sense or be cool in a story? 

Of course there were always situations where it seemed clear that this would be a random event anyway (for example, some elevators switch speeds randomly). Those I handled by rolling d10s/1d100 already, which made it easy to use simple percentile roles for additional things. Whenever I wasn't sure, I would ask, How would this go if it were real? I rolled a 1d100 to see how close the outcome would be to a character's intent. Sometimes the roll made me realize that I didn't need it in the first place, and I had no issues with overruling it. The only rolls I followed strictly were those for Bends checks, random encounters, artifacts, etc.

The feedback I got from my players was that they felt immersed to the point that many encounters were quite tense for them, not having any abstractions available to know what it might mean if someone fires their gun at them (as opposed to a playing a game system where you know the relation between your character's HP and an average damage die). 

I think we all had a lot of fun and that makes the whole endeavour a success. 


This is where I'd have to write a philosophy paper...

The question of a possibility of following a diegetic logic instead of a narrative logic still lingers on my mind. I am not concerned if I achieved my initial goal in the campaign, but I am philosophically intrigued by this. Time to actually explore this properly I do not have. This is further complicated by the fact that I haven't fully grasped what narrative logic actually means.

My intuition is that it leads back to the general question on the structure of thinking and the nature of judgments (as in the Kantian sense for “Urteil”). But this is just to namedrop a German.

The question I'd like to explore at some point remains. 

How can I referee a game where things follow the principle of what would make sense in a fictional world according to its own rules and not what would make sense in a story?

If you know, tell me! 

 

 

Sunday, August 3, 2025

Mythic Bastionland Sparktabellen (deutsch)


 


Mythic Bastionland Sparktabellen (deutsch)

übersetzt von warenunförmig.

 far from perfect but good enough

xlsx
markdown

https://publicdomainreview.org/collection/hainhofer-stammbuch/


Land

Land


Charakter Landschaft
1 Öde Marsch
2 Trocken Heide
3 Grau Fels
4 Karg Gipfel
5 Geschliffen Wald
6 Wimmelnd Tal
7 Ruhig Hügel
8 Weich Weide
9 Überwuchert Sumpf
10 Lebhaft Seen
11 Aufgeweicht Lichtung
12 Üppig Ebene

Himmel

Himmel


Tönung Textur
1 Glitzernd Aurora
2 Violett Dunst
3 Saphir Marmor
4 Blass Glühen
5 Feurig Wabernd
6 Elfenbein Strudel
7 Schiefer Streifen
8 Pink Flecken
9 Gold Strahlen
10 Blutig Säulen
11 Hell Schimmer
12 Tintenartig Schwellend

Wasser

Wasser


Tönung Textur
1 Kristall Seide
2 Türkis Wellen
3 Perlmutt Abgrund
4 Schmutzig Aufgewühlt
5 Kobalt Schaum
6 Grün Spiegel
7 Matt Wogen
8 Dunkel Glas
9 Grünspan Brandung
10 Silber Stromschnellen
11 Smaragd Gischt
12 Jade Blasen

Wetter

Wetter


Beschrieb Element
1 Sanft Regen
2 Flüchtig Böen
3 Hartnäckig Wolke
4 Hell Sonnenlicht
5 Dünn Dunst
6 Kühl Feuchtigkeit
7 Heiss Donner
8 Fest Staub
9 Trüb Wärme
10 Schwach Niesel
11 Reichlich Brise
12 Rau Nebel

Flora

Flora


Wesen Form
1 Aromatisch Gräser
2 Aschig Heidekraut
3 Blühend Büsche
4 Gewunden Baumkrone
5 Wuchtig Dorngestrüpp
6 Fruchtbar Farn
7 Stechend Stämme
8 Lebendig Ranken
9 Dürr Nadelbaum
10 Dornig Setzlinge
11 Robust Schilf
12 Harzig Wurzeln

Fauna

Fauna


Wesen Form
1 Aufmerksam Huftiere
2 Hilfreich Singvögel
3 Anmutig Hunde
4 Laut Nager
5 Schelmisch Amphibien
6 Hinterlistig Insekten
7 Erleuchtend Katzen
8 Friedlich Reptilien
9 Schöne Greifvögel
10 Mächtig Marder
11 Feindselig Federvieh
12 Unnahbar Bären

Merkmal

Merkmal


Wesen Form
1 Vergraben Bach
2 Farbenfroh Sitz
3 Geschmückt Grube
4 Zackig Höhle
5 Geteilt Menhir
6 Beerdigt Hügel
7 Spiegelnd Findling
8 Verschleiert Tümpel
9 Heiss Wasserfall
10 Ertränkt Quelle
11 Entweiht Bogen
12 Isoliert Steinkreis

Wunder

Wunder


Motiv Element
1 Lust Licht
2 Geheimnisse Flammen
3 Prophezeiung Steine
4 Heilung Bestien
5 Verlangen Funken
6 Erinnerung Pfade
7 Tod Dunst
8 Stärke Farben
9 Versuchung Pflanzen
10 Schmerz Wind
11 Bedauern Wasser
12 Zeit Schatten

Jenseits

Jenseits


Charakter Landschaft
1 Säure Licht
2 Schwarz Flammen
3 Rauch Steine
4 Gefroren Bestien
5 Tot Funken
6 Gebrochen Pfade
7 Kolossal Dunst
8 Lebendig Farben
9 Brennend Pflanzen
10 Schlamm Wind
11 Weiss Wasser
12 Süss Schatten

Festung

Festung


Stil Merkmal
1 Düster Tourellen
2 Ruine Turm
3 Feindseelig Wall
4 Uralt Zinnen
5 Ornamental Zitadelle
6 Wild Tor
7 Makellos Spitze
8 Befestigt Kuppel
9 Unfertig Leuchtfeuer
10 Einladend Brücke
11 Stolz Säulen
12 Hell Wassergraben

Aussenhof

Aussenhof


Stil Merkmal
1 Schmutzig Markt
2 Verlassen Schmiede
3 Fröhlich Bibliothek
4 Raffiniert Brunnen
5 Fleissig Tempel
6 Geweiht Forum
7 Bescheiden Grabmal
8 Majestätisch Garten
9 Rustikal Halle
10 Feierlich Werkstatt
11 Lebhafte Arena
12 Makellose Garnison

Donjon

Donjon


Herzstück Dekor
1 Herd Geweihe
2 Thron Silber
3 Musizierende Heraldik
4 Becken Knochen
5 Beratende Blumen
6 Bedienstete Schriften
7 Schrein Edelsteine
8 Tisch Kränze
9 Reliquie Kerzen
10 Kessel Fell
11 Kronleuchter Wandteppiche
12 Wachen Schilder

Essen

Donjon


Qualität Art
1 Gewürzt Fisch
2 Kräuter Früchte
3 Knusprig Eintopf
4 Sauer Pilze
5 Trocken Kuchen
6 Fermentiert Käse
7 Salz Nüsse
8 Feucht Torte
9 Fettig Haferbrei
10 Zäh Brot
11 Süss Gemüse
12 Mild Fleisch

Güter

Güter


Thema Art
1 Militär Textil
2 Opulent Vieh
3 Traditionell Korn
4 Spezialisiert Met
5 Fleissig Werkzeug
6 Innovativ Stein
7 Geheimnisvoll Holz
8 Simpel Tonware
9 Stark Metall
10 Dekoriert Leder
11 Edel Honig
12 Glück Kraut

Luxusgüter

Luxusgüter


Seltenheit Art
1 Antik Juwel
2 Aufwendig Wein
3 Einzigartig Gewürz
4 Knapp Geruch
5 Schädlich Seide
6 Makellos Fell
7 Leuchtend Kunstwerk
8 Verloren Schwert
9 Esoterisch Kreatur
10 Heilig Erz
11 Maythisch Wurzel
12 Schön Schrift

Drama

Drama


Thema Detail
1 Verrat Prügelei
2 Eifersucht Gift
3 Rivalität Schwur
4 Untreue Festmahl
5 Coup Brief
6 Ehrgeiz Täuschung
7 Erlösung Erbe
8 Offenbarung Meuchler
9 Zorn Familie
10 Gier Alkohol
11 Verbannung erpressung
12 Manipulation Gold

Schmerz

Schmerz


Beschreibung Ereignis
1 Geheim Seuche
2 Gewalt Hungersnot
3 Drohend Überfall
4 Abrupt Invasion
5 Andauernd Entführung
6 Vorhergesagt Sturm
7 Mysteriös Feuer
8 Geduldet Revolte
9 Ungesehen Exodus
10 Weit Biest
11 Eskalation Töten
12 Verdeckt Diebstahl

Neuigkeiten

Neuigkeiten


Inhalt Stimmung
1 Duell Nachdenklich
2 Geburt Froh
3 Markt Zufrieden
4 Prozess Gespalten
5 Ritual Wütend
6 Söldner Skeptisch
7 Fest Verehrend
8 Turnier Nostalgisch
9 Bestrafung Vereint
10 Aufführung Trostlos
11 Tod Ernst
12 Heirat Optimismus

Aussehen

Aussehen


Körperbau Kleidung
1 Zart Gepanzert
2 Kurz Zerissen
3 Robust Lebhaft
4 Hart Grob
5 Ausgemergelt Eklektisch
6 Kalt Traditionell
7 Warm Gemütlich
8 Jugendlich Knallig
9 Weich Trist
10 Kränklich Verziert
11 Gross Funktional
12 Rau Elegant

Stimme

Stimme


Ton Manier
1 Flüstern Formell
2 Beruhigend Poetisch
3 Sanft Präzise
4 Flach Intensiv
5 Murmeln Ausschweifend
6 Schwach Distanziert
7 Stark Leidenschaftlich
8 Zögerlich Knapp
9 Melodisch Entspannt
10 Rau Direkt
11 Erratisch Ausgelassen
12 Dröhnend Freundlich

Persönlichkeit

Persönlichkeit


Verhalten Interesse
1 Vorsichtig Botanik
2 Spirituell Geschichte
3 Intellektuell Musik
4 Ambitioniert Glücksspiel
5 Gelassen Tiere
6 Gerecht Kunst
7 Empathisch Kochen
8 Instabil Handwerk
9 Neugierig Fischen
10 Melancholisch Mode
11 Zynisch Jagd
12 Eilig Märchen

Beziehung

Beziehung


Status Verbindung
1 Verehrend Familie
2 Widerwillig Freundschaft
3 Geheimnis Liebe
4 Entfremdet Ehe
5 Hasserfüllt Unterstützung
6 Distanziert Allianz
7 Harmonisch Wettstreit
8 Intim Nachfolge
9 Kürzlich Mentorschaft
10 Geschworen Ebenbürtig
11 Tumultös Feindschaft
12 Verbittert Schutz

Verlangen

Verlangen


Ambition Beweggrund
1 Flucht Freiheit
2 Wohlstand Liebe
3 Status Vermächtnis
4 Wissen Erholung
5 Meistern Rache
6 Erbstück Pflicht
7 Hochzeit Angst
8 Wahrheit Schuldgefühl
9 Reise Anerkennung
10 Macht Trotz
11 Sicherheit Neugier
12 Vergebung Hass

Aufgabe

Aufgabe


Handlung Subjekt
1 Erforschen Ritter
2 Einfangen Seher
3 Zerstören Vasallen
4 Transportieren Vieh
5 Zurückholen Monument
6 Reparieren Gold
7 Brechen Ruine
8 Bewachen Tiere
9 Helfen Behausung
10 Bergen Festung
11 Verdecken Brücke
12 Jagen Kriegsbande

Hintergrund

Hintergrund


Erziehung Erinnerung
1 Entbehrt Krieg
2 Fromm Migration
3 Ausgestossen Reiten
4 Militärisch Studium
5 Insular Verbannung
6 Nomadisch Freude
7 Plackerei Krankheit
8 Kaufmännisch Flucht
9 Wild Verletzung
10 Prestigeträchtig Freundschaft
11 Akademisch Hinrichtung
12 Verwöhnt Romanze

Krankheit

Krankheit


Deskriptor Synonym
1 Versteckt Insmonia
2 Mild Migraines
3 Intermittierend Arthritis
4 Wachsend Übelkeit
5 Medizinisch behandelt Fixierung
6 Verweigert Blind
7 Unerklärlich Taubheit
8 Konstant Melancholie
9 Verschwindend Schütteln
10 Permanent Gebrechlichkeit
11 Schwächelnd Husten
12 Offensichtlich Lethargie

Heraldik

Heraldik


Farbpalette Symbol
1 Licht Biest
2 Heiss Vogel
3 Erdig Fisch
4 Reich Waffe
5 Metallisch Krone
6 Glänzend Baum
7 Grau Blume
8 Konstant Melancholie
9 Juwelen Körperteil
10 Luftig Ring
11 Kalt Werkzeug
12 Dunkel Stern

Soldat

Soldat


Qualität Typ
1 Mobil Plänkler
2 Widerwillig Bogenschützin
3 Beritten Späherin
4 Renommiert Miliz
5 Eiferer Wache
6 Rekrut Infiltrator
7 Feige Plünderin
8 Schwer Veteran
9 Blutdurstig Infantrie
10 Schick Reiterin
11 Angsteinflössend Stürmer
12 Söldnerin Ritterin

Waffe

Waffe


Beschreibung Eigenschaft
1 Kurz Klinge
2 Stange Speer
3 Kette Axt
4 Widerhaken Streitkolben
5 Gabel Hackbeil
6 Geschwungen Hammer
7 Gewichtet Stachel
8 Doppel Haken
9 Gekreuzt Keule
10 Geworfen Stab
11 Dünn Reisszahn
12 Lang Schwert

Manöver

Manöver


Handlung Absicht
1 Finte Demoralisieren
2 Schlagen Verwirren
3 Prahlen Ausnutzen
4 Verteidigen Verzögern
5 Verhandeln Verlegen
6 Wirbel Beobachten
7 Eilen Bezwingen
8 Spotten Aufdecken
9 Stoss Überraschung
10 Rammen Stossen
11 Angriff Schwächen
12 Provozieren Blasen

Konflikt

Konflikt


Disput Status
1 Grenze Krieg
2 Religion Überfälle
3 Nachfolge Feindschaft
4 Resourcen Pakt
5 Schuld Scharmützel
6 Betrug Pattsituation
7 Diebstahl Besatzung
8 Eroberung Stillstand
9 Ehe Blockade
10 Betrug Spannung
11 Wasserstrasse Vergessen
12 Blutfehde Verhandlungen

Duell

Duell


Bedingungen Twist
1 Lanzenturnier Zeit
2 Schwert Grube
3 Partner Brücke
4 Team Unbeweglich
5 Ohne Rüstung Labyrinth
6 Angekettet Bogenschützen
7 Blut Feuer
8 Tod Biester
9 Kapitulation Schlamm
10 Beurteilt Nacht
11 Stumpf Wasser
12 Wurfspeere Käfig

Schlachtfeld

Schlachtfeld


Merkmal Detail
1 Fluss Rauch
2 Ruinen Schlamm
3 Hügel Fliegen
4 Wald Graben
5 See Turm
6 Aussenposten Felsen
7 Pass Blumen
8 Bauernhof Strom
9 Pfad Dornen
10 Brücke Gestank
11 Mauer Schlucht
12 Behausung Grabmal

Einsatz

Einsatz


Art Formation
1 Aggressiv Linie
2 Mobil Reihe
3 Eng Sparre
4 Trügerisch Rang
5 Gedeckt Quadrat
6 Rigide Kreis
7 Flexibel Flanke
8 Offen Scharmützel
9 Fokussiert Block
10 Dispersed Rechteck
11 Verstärkt Keil
12 Defensiv Verteilt

Strategie

Strategie


Plan Twist
1 Umzingeln Dunkelheit
2 Einnehmen Verstärkung
3 Angriff Ablenkung
4 Bedrängen Betrug
5 Plündern Artillerie
6 Ausharren Camouflage
7 Hinterhalt Bluff
8 Überwältigen Verzögern
9 Blockade Lockvogel
10 Teilen Köder
11 Fokus Opfer
12 Konter Feuer

Ereignis

Ereignis


Thema Ereignis
1 Verbündete kollaps
2 Moral Angriff
3 Wetter Schlachtung
4 Terrain Pattsituation
5 Strategie Verzögern
6 Disziplin Schwanken
7 Tier Sabotage
8 Opportunismus Zerpsrengen
9 Täuschung Offensive
10 Anführer Verwirrung
11 Beute Verschlechterung
12 Waffen Entdeckung

Thursday, July 31, 2025

Appendix N. Jam: The Chalk-Marked Grave

 My friend Pippa and I made a pamphlet for the Appendix N Jam. A lot of fun to make and very excited to share. Find it here.



The Chalk-Marked Grave is a mini pointcrawl through an acidic wastelandMeet its weird inhabitants and their dreams of the future, hunt for old relics, or find out who skitters beneath the derelict arthropod war machine.

This pamphlet was written for Cairn as part of the Appendix N Jam but can easily be adapted for Eco-Mofos or any other adventure game. 

 Features:

  • 1 adventure about finding a strange land devastated by a war long past.
  • 2 factions at odds and a mad mage with a passion for bugs.
  • 3 arthropod-themed relics. 
  • 4 new beastiary entries.
  • 5 locations including a 7-room site inside an insect hive.

Layout and Art: Pippa (instagram.com/Pippa_001)

Writing: warenunförmig

Thanks to efsa, TJ and NobleUndead for the playtest and feedback!

Licensed as CC BY-SA 4.0

Monday, May 12, 2025

Paradigms of Religion in TTRPGs Part 1

Disclaimer: Yes, I have a background in religious studies. This is bad because my thinking of and about religion is tainted by academia. However, it might be good because it could help to potentially make religion in RPG fiction more interesting, hopefully gameplay as well.
If not, curse me!

A lot of people have probably already written better things on this topic. But this is true for all things. Prismatic Wasteland has gathered all the recent cleric posts on their blog, but I have not yet read them.

The Fantasy World Religions Paradigm: Pantheons and Class Essentials

 

Image from a Sanskrit manuscript, ca. 1469. (Source: Public Domain Image Archive)
The Ripening of Karma (1469)

Writing down names for gods and making sure that all the cleric subclasses had options was usually one of the first things I did when world-building in my 5e days. Often, after having thought about a creation myth and having decided that there would be 5000 years of history no player would ever know about. I think there are several reasons for this approach and some problems with it. 

Most of it I see founded in the paradigm, set by the Dungeons & Dragons tradition. Clerics need gods that imbue them with powers. I am no historian of old-school D&D or Gygaxian thought. So, the exact reasons for this situation are not what I am going to talk about. Nonetheless, the class or role of the cleric does set a precedent for the ways diegetic religion and worlds must function. Gods need to typically be real, powerful, and at least somewhat present. Further, they frequently need to cover different domains or themes. In systems with a lot of gamified character progress, this seems especially necessary. (I remember having to include a dwarf god, so one of my players could play a forge cleric.) 

This interpretation of polytheism follows romantic imaginations of ancient mythology, predominantly ancient Greek or old Norse. I do not claim that this is necessarily a bad thing. I think a lot of people like this and want nothing else. Maybe they find it a refreshing alternative to their everyday experience, being heavily saturated and influenced by Christianity. Personally, I do not enjoy it. First and foremost because it places unnecessary restraints on creating worlds or games. I do not believe that fantasy RPGs need metaphysically real polytheism, as much as I do not believe that elves or mechanical class systems are required. Another criticism that I do share with others is that these styles of fantasy religion have too many implications I do not like. If there is a super powerful entity giving your cleric faith-based magic powers, a lot of questions may arise. Like, why are you hanging around a dungeon with greedy adventurers? Suddenly all kinds of issues have to be addressed or handwaved. The game tradition narrows the scope of the fiction.

Here there is a parallel to the history of religious studies. Or at least I will make an analogy for the sake of the argument. Our common as well as for a long time our scientific understanding of religion has been very much structured by a modern Western (European Protestant) and Enlightenment paradigm. If you have spent any time with postcolonial theory, this will be of no surprise to you. Some speak of a world religions paradigm, the idea that the “big religions” encountered in the world are subtypes of one phenomenon. A product of 18th and 19th century theologians and anthropologists in Europe with an interest in religion, essentially looking for something corresponding to their understanding of religion, meaning (protestant) Christianity. As well as inadvertently prompting change and reform in many traditions via colonialism, thus aligning them to the protestant ideal of religion. (See Richard E. King on Orientalism and Religion. Also, Peter Hedges has written a very nice introduction for students if you would like to know more about the paradigm and the surrounding discussion.)

Why do I bring this up? Well, because I’d argue that the concept of religion employed by European scholars was similarly narrow as the one used in many fantasy TTRPG settings. For a long time, scholars of religion coming out of Europe have used their protestant notions of belief to identify and explain religion. 

 

This means they focused on:

  • Scriptures, rules and doctrines
  • Religion as belief and not something you do
  • Religious elites as the ones singularly determining practices
  • Institutions as central to religion
  • Treating religion as closed off monoliths
All the while ignoring:
  • Orality, rituals, everyday practices
  • Religion as a lived practice
  • The practices of lay people majority
  • The hybridity and “chaotic” dynamics of religion

This understanding in turn was shaped by Protestantism’s attempt to distinguish “good” from “bad” religion. Religion as an act of commitment, the disdain for rituals, and the idea of religion as a private affair were all aspects of protestant ambitions against Catholicism and Judaism.

Ok, and why again did I make this deviation through postcolonial religious studies 101?

Well, because I think there is a lot more that religion could be in TTRPGs or fiction in general. And this necessitates that we reflect the paradigms we carry with us and pass on.

What then is religion or what should be in my recreational fantasy game?

“All religions claim to have the ability to avert misfortune, overcome crises, and provide salvation. […] Religion is primarily a promise of salvation. It is the promise of salvation offered by religions and their ability to engender belief in their control of the means of salvation and the paths toward it that constitute their potential to exert authority.”
(Martin Riesebrodt, The Promise of Salvation, 2009, 89)

If you ask a group of scholars of religious studies what religion is, you are in for a treat. I don’t know if there is another discipline with such a heated and controversial discussion around its main thing. The OSR/NSR community may be able to relate.

I am leaving things on a bad cliffhanger because I need to attend to other things and this was hastily written. I will continue this post by presenting some ideas on how I think the question of religion could lead to interesting engagement within the fiction of TTRPGs.

 

Illustration of animal sounds from the 1705 English edition of John Comenius‘ Orbis Sensualium Pictus.
"God's Providence" from Orbis Sensualium Pictus (John Comenius, 1705)