[RPG] How to make a PC’s religion help drive the story

gm-techniquessystem-agnosticworld-building

As a GM, how can I make a player-character's religion help drive the story?

I'm going to be making up a local religion for the region that most of the party is from, and I'd like it to really matter in the game. In so many settings, religion is just colorful details — the monks around here dress in brown, and they carry a snake emblem on a staff, etc. I'm not looking for color, I'm looking for ways to make their religion get them into adventures.

The party will probably be spending some of their time among their coreligionists, but knowing this group I expect they'll spend plenty of time out in foreign lands, exploring the world. This is a very low-magic setting, so there's nothing like D&D-style clerical spells, or divine artifacts in the world.

By the way, this isn't limited to answers that deal with large, political, organized religious groups.

(This is basically a religion version of this question about weather.)

Best Answer

One way for religion to matter, as you suggest, is for it to cause adventures. At a surface level, this is no more difficult that getting any other factor to cause adventures-- Give that factor power and the authority to hand out quests or obligations, and go from there. Even the narrow history and literature of western Europe presents several broad ideas:

  1. Military expansion or conflict: The Crusades
  2. Object quests: The Holy Grail
  3. Semi-peaceful expansion: Missionary Work

At least two of those can be easily inverted such that the characters' culture is the object or target of the crusade or the missionary work. Really, almost any purely political motivation can be translated to a religious one without too much effort. These can also be made arbitrarily complex with faction complications.

A second very broad class of making religion matter, especially in a game with exploration themes, is to make some or much of the sense of wonder, or sense of exploration, revolve around religious differences. This comes with a steep cost in world-building effort, however-- you may need to design (and establish) not only a religion for your PCs' area, but for wherever they go to as well.

This does not cause adventures, per se, but it can certainly lend inflection to them.

And finally, if you really want any given factor in a game to matter, whether it be the weather or a religion, it should force the PCs to make difficult choices. This does not necessarily mean forcing impossible ethical choices on the characters, but it should mean making decisions that come with real short-term or long-term trade-offs and consequences: Do we break a local taboo in order to achieve a long-term goal? Do we break our taboo and possibly offend our own gods or our patrons back home? Our co-religionists over there are unfortunately in our way, but these unbelievers over here, have reasons for helping us-- do we accept? Those heretics over there just made us an offer we can't refuse... but really should; now what?

The key, if you want these decisions to matter, is to force the consequences to matter. Whether this is purely mechanical (you broke a taboo, your gods penalize you) or purely social or somewhere in between is possibly less important than the fact of real consequences, and consequences that are in some degree understood beforehand, and internally consistent to the setting.