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(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

You can't It is not possible for you to model the thought processes of God, no matter how much time you spend on it. There are too many fundamental barriers to emulating its mind, some of which you have touched upon in this question and in your previous one. The silver lining here is that your players aren't in a position to do this either. Nobody, in the ...


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 ...


4

Metagame it, Batman style! No, I'm serious. When you read Batman comics, or watch some of the animated series, Batman always has a contingency for everything. No one can escape him, because Batman always outsmarts them. He's a master psychologist, has way beyond average observation skills, even Sherlock Holmes wouldn't be able to give him a run for his ...


4

It's really worth noting that there is a vast difference between super intelligence and omniscience - being able to think much further ahead and deduce things is NOT the same as knowing everything including what anyone and everyone is thinking and, depending on your theology, possibly every possible thing that will happen in the future. Opening a door of ...


4

There are some fantastic answers on here, and this is just meant to supplement them. One of the most universal characteristics of supreme beings is that communication with them is difficult. Whether they communicate through oracles, or merely answer prayers, or require sacrifice to be heard, part of roleplaying any deity - outside of the extraordinarily ...


3

I make here the assumption, based on your other post, that you're referring to "God" in a monotheist rather than polytheist vision. This makes a major difference : a monotheist "God" tend to transcend all qualities, possess all of them, etc. Such God will be ineffable and completely out of understanding of any mind, and it's mere "presence" is likely to ...


3

There's a less-than-direct way to deal with this that may provide a cleaner route of resolution, without the need for any significant dishonor at all. Simply report up the chain of command that they spotted, but were unable to apprehend, an impostor wearing guise of the empress's brother, who was buying firearms and powder from gaijins. An attempt to ...


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 ...


1

As the GM, you are omnipotent and omniscent. What you say, goes. This counts double when playing god. One way to go about it to simply reverse the order of things. Rather than figuring out all possible paths before speaking, just answer questions and adapt the world to match. So rather than figuring out how to answer "why did Bad Person X do Terrible Act Y ...


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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