The Wizard and Cleric classes stand out however, because their defining abilities are closely tied to the mechanical elements of the game. They make the rules visible to characters in the fiction, due to objective and observable and quantifiable abilities within the system. Only a Cleric can cast Cure Light Wounds. A Wizard's level can be determined with objective certainty by asking him how many spells he can cast. If we're going to continue the work of dissociating character class from fiction, then we're going to need to blur a lot of these lines.

Obviously, gods under this system will possess tremendous souledness. We can define the boundaries between gods, demigods, ancestor spirits, saints, and so on, if we like. We can determine a degree of souledness that permits the apotheosis of a mortal into godhood. We also recognize that it is possible to interact with this system without knowing about it in the fiction. A cleric dedicated to a god is bestowed with necessary souledness as a matter of course, and his part of the bargain is just engaging in the sorts of things a cleric already does. It also explains why a cleric who changes his alignment loses access to his spells--the god cuts him off, not in some abstract sense, but materially and mechanically. There's no need for Atonement spells or anything of the sort. The god (or a rival deity or power) just has to be convinced to bestow souledness again.
As a result of all of this, we facilitate monotheism in a world of multiple gods. As a priest or prophet or cleric, my perspective is that I perform these miracles in God's name and to His glory. But because I might reasonably believe that the Pharoah's priest turned his staff into a serpent by essentially the same means that a wizard might conjure a monster. The power alone doesn't automatically legitimize their claims regarding its source. Additionally, this mitigates somewhat the improbability of atheism/secularism in such a setting.
We can dissociate the party role of the Cleric and Wizard from their representation in the fiction. Clerics and Wizards are merely different kinds of magic users. A Cleric can make a pact with a dryad or a dragon, or tap into the energies of the ley lines--he can build a tower on the outside of town and devote himself to arcane practices and experiments. The people in town are going to say, "Watch out for the old wizard who lives out there. He's an ornery sort. I heard he turns visitors into toads!" Meanwhile, as I said in the previous installment, a Wizard-class character can don the cassock and bear a holy symbol and have souledness bestowed upon him by a god. He might administer to a sick house, have a congregation, keep a reliquary, and protect his flock with miraculous displays of God's power (in the form of Magic Missile and Fireball). Crucially, under this system, he isn't necessarily a charlatan. He genuinely is granted his power by his god.
We can dissociate the party role of the Cleric and Wizard from their representation in the fiction. Clerics and Wizards are merely different kinds of magic users. A Cleric can make a pact with a dryad or a dragon, or tap into the energies of the ley lines--he can build a tower on the outside of town and devote himself to arcane practices and experiments. The people in town are going to say, "Watch out for the old wizard who lives out there. He's an ornery sort. I heard he turns visitors into toads!" Meanwhile, as I said in the previous installment, a Wizard-class character can don the cassock and bear a holy symbol and have souledness bestowed upon him by a god. He might administer to a sick house, have a congregation, keep a reliquary, and protect his flock with miraculous displays of God's power (in the form of Magic Missile and Fireball). Crucially, under this system, he isn't necessarily a charlatan. He genuinely is granted his power by his god.
No comments:
Post a Comment