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(4 edits)

So, the Priest made much more sense, and seemed much more appealing to play as written, when I realized that Fantasy World is set in a materialist, morally relative world. That’s an interesting space to play in, but, just reading the wiki as it is now, that fact was very unclear to me until I talked with you here on the forum. “Gods are silent” is different from “Gods don’t exist.” :) That’s the main change I recommend, is making the bold perspective above very clear in the Introduction, as early as possible. That way, people who want to play in a world like that, will know right away, which is a great sales pitch, and people who aren’t sure won’t feel confused later and feel the need to change the rules around. :)

That’s the most important thing, really, to clarify FW’s framing.

Thank you for your framing of the Priest! It’s helpful. Hopefully I can clarify a few things (although these are less important).

  1. My question is: Can the Priest character know that their deity doesn’t exist, and still be fun to play? Not, can they believe or not believe, but can they know? I think this is different from the question interesting to you.

  2. I agree: I think what you’ve described is the core question of the Priest! To me, the question “Do I believe that my religion is valid?” is uninteresting in this context. I think a religion is valid if the truth it’s founded on is true or at least likely–whether that “truth” is a guy in the sky, or veganism, or something else. This is a similar philosophy to C.S. Lewis, if you want to read more about it. It seems that we have different ideas about what’s “interesting” about religion, so this probably veers more towards a separate “religion discussion,” whenever you’re interested. :)

  3. This is an interesting take on the Priest! I personally wouldn’t call a “computer simulation” or a “triangle” deities, but that’s clearly up to the conversation that happens at each individual table! I hadn’t considered that in-game interpretation. Thanks for this! :)

(+1)

I don't see FW as materialist.
There are no gods in the religious sense... like... a magical person that KNOWS what's right and wrong always for everything and thus justifies any behaviour if enacted in its name.

But... there ARE spirits and magic and metaphysical entities. Matter can be a by-product of mind and spirit. No problem :)

What is true though, is that I strongly feel that morality is relative, and I worked really hard in the design to make it so Players and World can't misunderstand it.
Characters can believe in absolute good and evil, and the game never tells them they are wrong... but it TESTS this belief, it makes them question it. They they surely can answer "Yes, that's exactly what I believe" at every turn. But the question was posed and played through. Repeatedly explored to discover its limits.

This. It never occurred to me that this could be a relevant thing to mention in describing the kind of fantasy stories the game supports ^_^'
I'll have to ponder on this point. It's very interesting :D

(+1)

It never occurred to me that [moral relativity] could be a relevant thing to mention in describing the kind of fantasy stories the game supports

It was clearly very important to you! That should give you an idea of how it might be important to other players, and maybe how to market and describe it.

Good luck with this! :D