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If you want your players to meet a/the god as npc, I can think of two such interaction can be played out. I assumed that god won't be fighting along side the pcs, because that will bring other questions with it. 1) The god is 100% present at the encounter. When the characters meet the big kahuna, they will know he is the big guy, the bearded guy in the sky, ...


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Anchor Characters to People If characters you encounter in an RPG (NPCs, and your fellow players' PCs) are feeling too abstract when they are just words online, try assigning pictures to them. For each character, use a tool like Google Images to find some pictures of real humans that you think can match the character's description. Look at the picture(s) ...


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Get rid of the system. Write your NPCs as a set of sentences describing them, their history, and their personality. It does not have to be pages of the stuff, a paragraph will suffice. Remember that unless the players spend lots of time interacting with said NPC, they will get only a shallow view of the NPC. If they spend more time, keep adding notes to the ...


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GMing an NPC who is smarter than you is easy - you are god in your game. You know everything the players know and everything else besides. You even know what they're discussing at the table, which no in-game NPC could know. You know what they are planning and what lies they have agreed to tell or truths to omit. And you can take your time to make decisions ...


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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 ...


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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 ...


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 ...


-5

(This answer assumes that you mean the Judeo/Christian/Islamic deity and that the campaign is set in a place where he would be expected to be involved, such as the ancient Middle East or similar real-world locations. If not, then go with Joe's reply). "God" is a character in a book; handle him as you would an encounter with Gandalf, Conan, or Sherlock ...


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 ...


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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 ...


5

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 ...


5

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 ...


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 ...


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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 ...


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 ...


5

Create advantages representing coordination, planning, and inspiration. A couple weeks ago I ran a Fate Accelerated game with several leader-type characters. An airline stewardess began combat by barking out a plan (Create Advantage, placing the aspect I know what to do! on herself). She succeeded with style, and handed out the free invokes to anyone who ...


3

There are no rules concerning time travel in 3.5 Edition. AD&D 2nd Edition had a supplement called Chronomancer. Even then it was very confusing and would be even more so now. There are several deities that govern time and I am quite certain the moment mortals start altering timeways, their eyebrows would be raised. Time, in and of itself, is a very ...



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