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I like the mechanics how each cultist preach from their own holy book, but there are few elements that doesn't sit quite right with me. First is that cults have only one message instead of whole belief system (what is sin, how to repent and what you get afterwards). Second thing that I don't like is that there is only one GM. This could be changed to GMless system where each prophet takes turns representing the problem then other prophets try to solve it according to their holy book. Also I feel that problem should be presented before cultist turn.

Overall the setting is fine, mechanics are great but could use little fine tuning.

I sincerely appreciate the feedback! I intentionally did not give much in terms of the details of the cult because I wanted it to be more of a prompt; something players could build from, especially since they could pick any kind of book and this might inform their cult's style. I also felt  that a GM was good thematically, giving the whole idea that there is a divine being, but no one is getting it right, and everything is kind of up to their whim... just thought that scenario was a bit funny. 

I certainly think that you're on to something though, and that the game could be modified to leave the existence of a divine being out of it, and have it be a GMless game. All in all I think you're possibly envisioning a game that would have a more serious undertone, while I was going for a little more silly (with the expectation people will choose silly books).