[RPG] How to do about a religious player who refuses to accept the existence of multiple gods in D&D

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I am working on a campaign which I am going to run for a group of friends, all of whom are new to D&D.

I was discussing available classes with one of the players, more specifically classes with access to magic and the differences between them. I brought up that paladins draw their powers from the gods. The player was offended by this and made a comment about how there is only one god and no one should be allowed to play as a paladin. I tried to explain that it's a fictional universe in which there are different gods, to which the player responded, "No."

I really don't know how to deal with this, because I would prefer not to limit the classes or my world creation because of this, but I also don't want to kick this player out because they're a close friend of mine and it would probably cause a conflict I don't want.

I'm already invested in 5e and playing that, so I also don't want recommendations for other systems.

Best Answer

In my experience, regardless of what RPG system you use (at least almost, I'm sure there are exceptions), you're going to run into situations where the game's reality is fundamentally different from ours in some way.

One of the great things about RPGs is they can challenge our worldviews and put us in situations we might never get to experience otherwise, allowing us to explore worlds full of "what ifs." If your player isn't interested in exploring those kinds of situations, then maybe RPGs aren't their kind of game, and that's OK!

There could be many reasons why your player is unable or unwilling to suspend their disbelief and explore this kind of alternate reality, and the only way to understand where they're coming from is to have an open and honest discussion with your player.

You mention polytheism as the primary concern, here, but there are other things to consider, too. There may be additional conflict regarding topics like the undead, resurrection, demons, devils, or even the idea of magic and casting spells (there is/was much discussion about this sort of thing with the Harry Potter series, for example). These are all essential topics to bring up in conversation with this player and see how they feel about these ideas before they're potentially thrust into a situation they're uncomfortable with.

I haven't encountered this explicit situation where a religious player is unwilling to adapt, but I've experienced plenty of other scenarios where people were resistant to the unknown, the unfamiliar, or something they believed was "wrong" for various reasons. What's worked for me in the past is to try to understand where they're coming from while looking for ways to draw connections between their viewpoints and the scenario at hand. You should definitely be willing to be flexible, but there's only so much flexibility you can afford before you start making the kinds of large changes you've mentioned you want to avoid.

Some immediate examples of things to draw on include classic fantasy series like C.S. Lewis's The Chronicles of Narnia or J.R.R. Tolkien's The Lord of the Rings. Both of those authors had strong religious beliefs yet were able to translate them to fantasy settings that in turn played a part in inspiring D&D. Look for common ground in your conversation with this player. Find what they do or don't like about fantasy, and see where you can meet in the middle. Then have a talk with all the players together and set expectations. This kind of conversation has worked for me in the past - setting expectations early and having one-on-one discussions about issues of concern goes a long way. I have pre-empted issues many times - not just in RPGs - by speaking with an individual or a group beforehand about expectations. When our expectations were in conflict, sometimes we were able to discuss and reach a compromise or a better understanding of the situation. Other times there was not much willingness to compromise, and that’s when you have to make the unfortunate call of whether it’s worth it to try to push through, or just cut the individual loose. The important thing is not to single this player out and say things like "how could you possibly think that" and "don't you know it's just pretend," etc. Ridicule isn't a great way to discuss things in general, but it's a particularly poor choice when someone is already having a strong emotional reaction to the topic at hand.

The long and short of it is, there's not a great way to "convince" your player to play D&D, nor would I particularly recommend pushing too hard if this player decides it isn't for them. However, there's also not a great way to sculpt D&D to strictly conform to their ideals without potentially making some big changes to the setting or perhaps even certain game mechanics. It's all about perspective, and hopefully your player can come around to the idea that we play fantasy characters in a fantasy world that is fundamentally different than ours.

If not, then the answer may be that you just don't play D&D with them.

The common wisdom is "no gaming is better than bad gaming," and I've seen this especially hold true for new players in RPGs. If it's a negative experience for someone, regardless of reason, that person is unlikely to want to try again. Remember to consider the experience for everyone at the table.