DEITIES Remastered - Divine powers, celestial politics, and heresy to keep things interesting.
Release Date: 06/28/2025
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info_outlineEver wondered what happens when your cleric starts a cult, your paladin questions their god, and your podcast host thinks he is one? Tune in and find out.
In this episode, the RPGBOT.Podcast crew dives deep into the divine—and the deranged—as they tackle the topic of religion in tabletop RPGs. From the celestial bureaucracy of the Forgotten Realms to Pathfinder’s heavily codified pantheon, the hosts examine how religion shapes settings, drives character motivation, and complicates moral choices.
The discussion explores the roles of deities, demigods, and divine casters, while also indulging in some theological tomfoolery—particularly Randall’s growing obsession with founding his own religion (again). The team debates the practicality of divine mandates, the game balance implications of cleric subclasses, and the power fantasy baked into faith-based character classes.
The conversation also touches on real-world mythology, the narrative utility of gods behaving badly, and the delicate balance between satire, reverence, and good storytelling. They offer advice for players looking to roleplay pious characters, and for GMs aiming to weave religion into their campaigns without derailing the plot—or sparking a holy war at the table.
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Key Topics Covered
- What is religion in RPGs, really?
A look at how deities and religious systems function mechanically, thematically, and narratively in TTRPGs. - Clerics, paladins, and divine magic users
Breaking down how divine spellcasting differs from arcane, and why worship matters when you’re trying to resurrect someone. - Pantheon building for GMs
Advice on how to craft believable deities, religious orders, and mythologies without creating a 500-page cosmology document. - Pathfinder vs. D&D: Theological Smackdown
Comparing how each system handles religion, from domain mechanics to deity portfolios. - Randall's "cult" update
A recurring segment where Randall outlines the tenets of his latest personal religion, now featuring more bureaucracy and glowing robes. - Real-world inspiration
Drawing from world mythologies—Greek, Norse, Egyptian, and more—to inform homebrew pantheons and religious conflict. - How to roleplay faith without being a jerk
The dos and don'ts of playing religious characters respectfully and effectively, whether they’re humble missionaries or fire-and-brimstone zealots. - Religion as a plot device
Using divine conflict, prophecy, and religious institutions to drive compelling story arcs and moral dilemmas.
Key Takeaways
- Religion in RPGs should serve the story, not dominate it unless you're running a full-on holy crusade campaign (in which case, go nuts).
- Clerics and paladins aren't just healbots and smite machines—their connection to a divine force can be a powerful roleplay and plot development tool.
- Pathfinder 2E provides more mechanical granularity for divine casters, including strict deity rules, domains, and edicts, while D&D 5E often leaves more interpretive space.
- Don’t be afraid to create your own gods—as long as the players buy in, custom pantheons can be more meaningful than official lore.
- Faith can be funny, dramatic, or both—as Randall proves, religion doesn’t always have to be serious to be significant.
- Avoid real-world controversy by keeping fantasy religion grounded in the game world, and respecting your table’s comfort levels.
- NPC clergy can serve as guides, foils, or villains—well-developed religious characters can offer a moral compass or a righteous threat.
- Religious conflict can enhance drama—whether it's interfaith strife, fallen paladins, or rogue prophets with too much divine backing.
Closing Thoughts
Divine intervention is just another storytelling tool—sometimes it’s literal lightning bolts, and sometimes it’s a quiet moment of purpose for your character. Use it well, and you’ll find that gods can add more than just healing spells to your game.
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