Author Topic: What makes a good BM religion?  (Read 33068 times)

Chenier

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Re: What makes a good BM religion?
« Reply #75: January 20, 2013, 08:05:47 PM »
People have complained for ages about how religions don't take the roles they ought to take.

Devs often say that it's a player problem... but yet, when the feudal hierarchy wasn't handled as desired, you didn't just say "it's a player problem, nothing to change here". Which has been your systematic response to all suggestions, no matter by whom, for structural changes to the way religions work. Instead, you brought upon huge changes to the game, and changed drastically a ton of the game's core mechanics.

When but a few out of many are problematic, then sure, it's a player problem. For example, if one continent is always stuck at peace while the others don't share at all the same problems. However, when all are problematic but a few, it's a mechanics problem. Sure, Sanguis Astroism is huge... but the context has a LOT to do with that: one of the 4 original realms, which was set as a theocracy to begin with, and that then absorbed its neighbor while no other nations made any significant efforts at religion (ever)... yea, SA got pretty big on Dwilight. But it's the only case. And it not only relied on a very special context, but also a lot of people dedicated to making it work by OOC motivation and sticking around.
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