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20

(Background: I am also a Christian, along with several of the people in my gaming group.) tl;dr -- The fictional god of your fictional world is not the God of our universe. Make the fictional god clearly distinct from our God. Figure out how much of what the party knows about that god is true. Define what you mean by "God" in your game world. Your game ...


10

All of these factions are trying to stay secret, that doesn't mean they leave no marks upon the world or cannot be interacted with by outside factions like the PCs. Know What's Going On First, it's important to keep track of characters within the secret societies, what they are doing, and what they know. GMing often involves some degree of abstraction and ...


9

Refer to the DMG. Chapter 4 of the DMG has lots of tables and advice for creating NPCs both as party followers and and villains. Focus on fidelity of character and power level over slavish devotion to matching details. Statistical and racial bonuses are going to be very different between the two. You should aim to keep the power level of the NPCs roughly ...


7

God is a being central to all creation, whose will, mind, and power are absolute and unrivalled, and yet so subtle that His existence and intentions are subject to doubt. Use that to your advantage: Be vague. Your players are dealing with an incomprehensibly complex being; They can't really expect to understand the true depths of His psychology. That ...


7

Make the NPCs a vital part of the story. Earning Trust Perhaps the NPC is there for the PCs during tough times. Receiving a "get out of jail free card" once in a while from a prominent NPC can go a long way into the PCs caring. Also, increasing the amount of dialogue and feedback between the PCs and the NPCs also go a long way into developing a ...


6

Completely rebuild the character. Keep the character concept, and probably the class, race and level, but everything else will have to be redone from scratch. I know this isn't likely what you want to hear, but Pathfinder and 5e are just too different of games for any meaningful conversion that preserves much more than that, because this is already pushing ...


4

People give out information that they're not supposed to give all the time. There's a concept in computer security called "social engineering" whereby you basically trick people into telling you what you need to know; simply call up BigCo and say you're testing the phone lines, can they verify their access code? Ten to one you'll get a distracted secretary ...


3

Don't represent God directly. My recommendation is that to avoid violating players' external expectations of God you should use custom characters that represent His interests and work as His hands, rather than Himself directly. And this should make sense to your players. This is the reason why there are archangels, saints, The Pope, the pastor of your ...


2

Make sure your characters have a robust history, personality and goals This is hard, and you'll basically have to choose which NPCs to keep bringing up, or let your players choose (so to speak) by seeing who they go back to. Some systems encourage this, such as World of Darkness. The following are mechanics pulled from World of Darkness that appear to be ...


1

I read Joes answer and do not quite agree with his stand point. In my opinion separating the in-game God you create/represent in your Campaign from the individual perception of God of your players is hard or impossible. TLDR; I think superimposing an 'artificial' conception of God in a campaign is not going to resolve the issues players may have with that ...



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