We might chat about religion :)
But maybe in a separate post ^_^'
As for the rest...
Do you remember what went wrong with it? I’ve been trying to think of ways this could not work as intended, and I can’t think of any. I’m really curious.
Simply put... the game ended up being played like D&D with the Cleric/Paladin.
That is to say:
On the Player side, the fact that a deity existed was plenty of justification for any and all actions the PC undertook. No moral dilemmas, no doubts, no questions asked. They are on the deity's side, so they are on the "right" side, no matter WHAT they do or HOW they do it or WHY they do it. This made most Priest moves fall flat.
On the World side, sooner or later there would ALWAYS be a moment when a deity would just manifest itself in obvious ways.
It's the most simpler and most effortless answer to a PC that behaves in that direction and actively seeks/plays omens and signs.
GMs that tried to not do this reported a LOT of fatigue and difficulty in reminding themselves to constantly second guess everything they did (it has to look like it could be a divine sign, but it might not be, but maybe it is...)
Also... the aforementioned Player behaviour led many Worlds to feel as if they should, like in D&D, pass judgement on the Priest's behavior, to check that they don't abuse their divine power. But this is NOT what the World in FW should do, nor they have the tools to do it. So there was a lot of frustration all around.
Instead with the new and clear state of things (there are no deities, period) everything works much better.
Priest move are effective in helping the Player express their personal version of faith and morality and religiousness, while at the same time confronting them with it without any alibi or finger to hide behind.
The World doesn't have to keep track of "meta levels" and can much more easily and effortlessly come up with what they need to. Nor do they feel the need to keep the Priest in check, and can instead LEAN ON anything the Priest does with the normal tools that FW offers.
It was a night and day change. And for the better :)
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If the players know something at my table, the characters know it too, or at least are allowed to know.
That's how things work in FW too!
There is a TON of metagame going around, and it is a good thing that everyone is encouraged to embrace and leverage for the betterment of everyone's enjoyment of the game :)
What the Angry GM is addressing are a lot of connected things... but that ultimately have little to do with playing the Priest as written. He also talks from the perspective of completely different kind of games. Some things he says I completely agree with. Other things make my skin crawl with cringe. One good thing that I see as shareable is this:
YOU are always a part of the equation. You’re not BEING a character. You’re attempting to make choices for a character based on your understanding of their motivations and the world and the consequences. Everything you choose for your character is warped through the lens of your own perception, your own understanding, your own experiences, your own biases. And, a lot of the time, you’re guessing. You’re guessing what it would be like to be this completely different person in completely different circumstances in a world that doesn’t exist.
The error many people do, and that he correctly calls out, is to think that:
- you are you
- the PC is the PC
THIS is the illusion. What in truth happens is:
- you are you
- the PC does not exist, the PC is also you playing pretend
So when a Player behaves like an a-hole and excuses themselves "because my PC would do it"... that's no excuse.
You are describing a thing, and you know that describing that thing would ruin your friend(s) fun. This is what exists, and nothing else:
- either you describe a thing, even though you know that you are being an a-hole for doing so
- or you describe a different thing, because you know this will be better for your friends at the table
But then this applies to EVERYTHING in the game.
You are not a woman, but can play a PC that is a woman.
You are not an elf, but can play a PC that is an elf.
You are not old, but can play a PC that is a thousand years old.
You are not a criminal, but can play a PC that is an outlaw.
You are not strong, but can play a PC that had great physical prowess.
You are not violent, but can play a PC that fights and kills.
You know that in the game there is no "god", but can play a PC that believes in some god.
Heck, this knowledge is what makes it so interesting to play the Priest in the first place!
Like knowing as a Player that your PC has no chance of getting romantic with a certain NPC, but choosing to have your PC try anyway BECAUSE you know that watching them try will make for an interesting story, regardless of the outcome. It's a matter of drama and good storytelling, it's about facing challenges not because we care about the win/lose outcome, but because facing the challenge in and of itself means something for our story.
How about all the times when you know something, and the PC could know it too, but you choose to portray the PC as ignorant because it would lead to more fun play?
It's about playing to find out what happens next, in a way :)
If a Player is interested in playing a PC that believes in a god (and the whole religious system of dogmas and values that come packed with it)... and then, knowing that in the game there are no gods, can't help but portray a Priest that feels cynical about their own religion... well then so be it! It's an awesome dramatic character! :D
How are they facing this crisis?
Do they feel lighter and more free to forge their own path?
Or do they feel abandoned and aimless?
How is it influencing their choices?
How are they affected by a world that instead blindly believes in the god they are doubting?
What will they do when confronted with "true believers"?
Or when someone else will go ask them for comfort, or theological guidance, or counsel... what will they do?
What could restore their faith in their deity?
Or lift up their spirit, to find new energy and purpose in life?
Or what could become a new focus of worship?
How does the Player feel playing this? Is it somehow a reflection of something they recognise? Or do they feel complete distance and separation? Does play suggest interesting questions? Or gives them a chance to try out for size different answers?
THIS is why you play the Priest in FW.
(or any other Class, for that matters)
...when you play FW maybe try first playing it as written. That is... with the assumption that when a Player knows something, they can use that knowledge however feels best to enjoy the game more ;-)
You won't find this specific sentence anywhere in the rules, but I'm positive that there are plenty of sections where this concept is expressed, one way or another, and that the sum total of the game mechanics support and reinforce this approach.