Running a world without gods / planes?


Advice


I'm running a campaign soon, and i'm trying to think about if any problems will be caused by me not using any deities. There is still divine magic, and paladins and clerics and oracles and whatnot, but no deities, just ideals.

My campaign also has only the prime material plane. As far as i can see, it shouldn't really cause any problems, but i've never been great at the bigger picture of these things.


Banatine wrote:
My campaign also has only the prime material plane. As far as i can see, it shouldn't really cause any problems, but i've never been great at the bigger picture of these things.

Spells like planar ally, summon monster and shadow walk stop making sense. Also the rules assume that teleportation is done by sidestepping through the astral plane (important for spells like forbiddance).

I'd keep the shadow plane and the astral plane at least.

Silver Crusade

Pathfinder Adventure Path Subscriber

Do people still believe in Deities (despite their non-existence)?

Would the PLAYERS know that there are know Deities or is that a campaign secret?

Strictly speaking planar stuff doesn't matter all that much until higher levels but some things to consider:

What happens when someone casts a Summon Monster spell (particularly fiendish/celestial versions)? How will this effect Summoners? Their eidolons?

Are there Outsiders? If so where do they exist?

If there aren't any planes are places like Heaven/Hell actually physical places one can reach by travelling far enough?

(The absence of real gods doesn't make much difference. The absence of planes on the other hand has lots of trickle-down problems).


Banatine wrote:
I'm running a campaign soon, and i'm trying to think about if any problems will be caused by me not using any deities. There is still divine magic, and paladins and clerics and oracles and whatnot, but no deities, just ideals.

Yeah, I always wanted to create a world like that. (Although in my case, I wanted the clerics, etc. to have DELUSIONS of their powers coming from gods, when those powers come from the clerics themselves.)

Banatine wrote:
My campaign also has only the prime material plane. As far as i can see, it shouldn't really cause any problems, but i've never been great at the bigger picture of these things.

Well... there IS the question of where elementals and outsiders come from, and go back to when someone casts Summon Monster, for example. And what about the Ethereal Plane? What happens when someone casts Ethereal Jaunt, Etherealness, etc? Where are ghosts, if not in the ethereal plane? And what about the Astral Plane? How do spells like Teleport work, if not through the Astral Plane?

Shadow Lodge

Aaron Bitman wrote:
Well... there IS the question of where elementals and outsiders come from, and go back to when someone casts Summon Monster, for example. And what about the Ethereal Plane? What happens when someone casts Ethereal Jaunt, Etherealness, etc? Where are ghosts, if not in the ethereal plane? And what about the Astral Plane? How do spells like Teleport work, if not through the Astral Plane?

Some people are just way to used to the official explanations about how some things work, when it can really all be explained with a single word: Magic.

Elementals/Outsiders - Perhaps they come from somewhere with extreme conditions, without that place needing to be a different plane of existence.

Summon Monster - Either it creates previously non-existing monsters out of nothing, or it draws them from some other part of the universe. It's not a difficult concept.

When something becomes "ethereal" it just becomes insubstantial. Again, you don't have to have a separate plane, you just have to have magic.

It's called Teleport...you don't HAVE to have an astral plane. You disappear in one spot and re-appear in another.


There is absolutely no problem with having no deities in your campaign world. I'm in the process of writing such a homebrew myself - the people still have churches (some of them even believe in god, a God, or the gods, whatever), but no one has confirmed (or not) the existence of deity - IE, if there are gods, they really don't ever do anything in the campaign world.

But a cleric's choice of domains is limited by his church/philosophy.

Having no planes, though, is a problem. You'll need to find a new place for Outsiders. Most elementals are easy, since they can be converted to nature spirits. But Angels/Demons/Devils become hard. Same goes for spells like commune, contact other plane, etc., where you actually communicate with either deities or powerful outsiders.

I suggest instead of declaring "no planes", you declare that the planes are unknown. (Trust me - keeping things vague is a lot easier than stating definitively "No this doesn't exist".) You get rid of only two spells: plane shift and gate, and declare that there's no real way to cross over into other planes. Demons/Devils/Angels become more unknown quantities, but still retain their basic flavor as manifestations of mankind's greatest fears/desires.

Alternatively, you can simply get rid of those spells. One of our homebrews took place in a world that was locked away from the other planes due to an ancient demonic invasion. So those spells simply didn't exist. (Teleport and similar utility spells did, but that was purely for conveniences' sakes. Summon spells still worked, but only summoned powerful animals and magical beasts, not outsiders, since they didn't exist in this setting.)


Kthulhu wrote:
It's called Teleport...you don't HAVE to have an astral plane. You disappear in one spot and re-appear in another.

Sure, but you can simply make it an empty plane and avoid having to rewrite the fluff of the spells.

Shadow Lodge

Pinky's Brain wrote:
Kthulhu wrote:
It's called Teleport...you don't HAVE to have an astral plane. You disappear in one spot and re-appear in another.
Sure, but you can simply make it an empty plane and avoid having to rewrite the fluff of the spells.

I'm just saying that people are making this sound much much harder than it has to be. There's almost nothing in the rulebooks that requires different planes to work (short of a few spells like Plane Shift, obviously). I'd actually say that not having deities is MORE of a problem than not having planes.


Kthulhu wrote:
Some people are just way to used to the official explanations about how some things work, when it can really all be explained with a single word: Magic.

You know what, Kthulhu? I agree. I had little time to consider my post earlier, or I would have mentioned the SOLUTIONS as well as the PROBLEMS. In particular, I would have said something much like this...

Kthulhu wrote:
Elementals/Outsiders - Perhaps they come from somewhere with extreme conditions, without that place needing to be a different plane of existence.

In fact, I've always been puzzled as to why some people consider elemental planes to be necessary to a D&D world. I always imagined a fantasy world based loosely on the philosophies of Empedocles and Aristotle, in which there was an "Earth Realm" on the bottom, a "Water Realm" above that, an "Air Realm" above that, and a "Fire Realm" above that. In other words, the elemental planes wouldn't be planes at all, but different physical locations in the same plane of existence. The philosophers of my world would use this to explain gravity, for example. Materials made mostly of earth, such as rocks, want to go down to their realm. So does water, but since the Water Realm is closer, the gravitational pull of the rock is stronger, so rocks sink. (The question of why some materials are buoyant could be explained by impurities in those materials.) But even water falls below air, since the Air Realm is UP. And fire points upward, trying to reach higher than the air, because its realm is higher, so its upward pull is stronger. All material would hence be thought of as having a natural inclination to go somewhere, as living beings do.

This is not to say that these elements are intelligent, as people are. But rather, they would be explained to have natural inclinations, like earthworms burrowing to the surface of the earth after a rainstorm, and burrowing down again when the earth goes dry. Elements would just have basic drives without intellect, like an amoeba, or a game show host.

(Of course, any player who tries to inject any knowledge of real-world, modern day physics into my world would be subject to my godly DM-wrath.)

And +1 to some of your other suggestions as well...

Kthulhu wrote:

Summon Monster - Either it creates previously non-existing monsters out of nothing, or it draws them from some other part of the universe. It's not a difficult concept.

<snip>

It's called Teleport...you don't HAVE to have an astral plane. You disappear in one spot and re-appear in another.

On the other hand, THIS suggestion...

Kthulhu wrote:
When something becomes "ethereal" it just becomes insubstantial. Again, you don't have to have a separate plane, you just have to have magic.

...is a tad awkward. If there are two ethereal characters, can they touch each other? If so, that sounds like a plane to me.


Solution to having only one plane but places on that plane that are hard to reach:

Folded space. Extra space ordinary people can't sense and pass right over because they're covering its folded distance too fast to notice, like stepping over a crack in the sidewalk. Only special beings that are "small" enough can fit within the crack and access the hidden world.

Also "other planes" being far off places strikes me as very cool cause it exudes a mythical vibe: in myth heroes reach other realms by traveling up a mountain, to a gate deep into the earth, or to the far land where the sun rises/sets.

Shadow Lodge

Aaron Bitman wrote:
If there are two ethereal characters, can they touch each other? If so, that sounds like a plane to me.

How about I throw a bit of bad pseudo-science at you? Perhaps things that are "ethereal" are simply out of phase with the majority of the matter in the universe...but are also in phase with all the other things that are "ethereal".

I'm just constantly amazed that people can play in a game where Wish exists, but they can't wrap their heads around Teleport working in the absence of an Astral Plane or other similar things.


Archmage_atrus, Maybe 'inaccessible planes' is better than 'no planes'. It's far easier to simply ban planar spells than reimagine where demons and devils come from. Then summon spells work the same way.

There is 'another prime' but they exist within the same place and there is a portal between them on the planet, which is the only way to get there. No even epic mages (i have a couple) have figured out how to do it except through the portal.

Also there is only one 'true god' in the world if you could call it that, but his existance is a complete secret until the very end.

Finally, souls don't travel to the outer planes in this world. Something prevents them from doing so, and as a result they stangnate on the material bacoming ghosts, wraiths, and eventually coallescing into physical monsters as well.

(At this point im wondering if someone is going to figure out what inspired my world...)


I've always been a fan of the simple idea that there is the material plane - everything we can see, touch, and manipulate. Then there is he immaterial plane - also called the plane of shadows, the dream world, the spirit world, etc. It's where 'heaven' and 'hell' exist (if they exist). it's where magic isn't something abstract, but something living. And it's where you go when you have those nightmares that are so real that you wake up swearing that you could have actually died while in it.

The gods things is far more tricky, but it sounds like you have a bead on what you want to do with that one.


Kthulhu wrote:
Aaron Bitman wrote:
If there are two ethereal characters, can they touch each other? If so, that sounds like a plane to me.

How about I throw a bit of bad pseudo-science at you? Perhaps things that are "ethereal" are simply out of phase with the majority of the matter in the universe...but are also in phase with all the other things that are "ethereal".

I'm just constantly amazed that people can play in a game where Wish exists, but they can't wrap their heads around Teleport working in the absence of an Astral Plane or other similar things.

Ethereal Creatures not working without the plane they are designed to exist on is not the same as, or even related to, having issues with how Teleport works.


You go from D&D to our earth in belief and you go to scifi for the effect :) Our Earth - are gods real, no. SciFi- we do teleport and things, beam us up :)


Kthulhu wrote:
Aaron Bitman wrote:
If there are two ethereal characters, can they touch each other? If so, that sounds like a plane to me.
How about I throw a bit of bad pseudo-science at you? Perhaps things that are "ethereal" are simply out of phase with the majority of the matter in the universe...but are also in phase with all the other things that are "ethereal".

And I'll throw some bad pseudo-science right back at you. If you say that all ethereal things are "in phase with" each other, then even if there isn't an "ethereal plane" literally, then anyone can describe ethereal beings by saying that they are on the ethereal plane. It's a model to describe and explain what's happening.

Don't get me wrong. I agree with just about everything else you said. But I don't think we'll ever come to an agreement about the ethereal plane.


You are basicly replacing Angels with Aliens, such as the Greys.
The Demons and Devils would be literally living inside the planet.
Ghosts would have to stay in the near etherial till they move on.
You are basicly putting back up the Admantium walls the Encyclopedia of the Occult talks about.
Since Phase Spiders move in the 4th dimension, they cannot disappear completely. They can become slightly out of phase, so if you attack where they are headed, you might hit them.
We are coming periously close to quoting Rush Limbaugh when he says "Half-Astral". Nobody wants that. :(


Spring Heeled Jack wrote:
You go from D&D to our earth in belief and you go to scifi for the effect :) Our Earth - are gods real, no. SciFi- we do teleport and things, beam us up :)

Funny you should mention that. The parallel world connected to the prime happens to be extremely technologically and magically advanced. Teleporters, holograms, force fields are all common as mud there, but communication between the worlds is forbidden as they are technically at war, and the party won't be going there until very high levels.

Liberty's Edge

I created a world like this once but never got to use it.

Creatures in the campaign world didn't worship gods but might use famous people, locations, etc. as a focus for an ideal. As an example, a cleric with Strength and War domains might decide lions exemplify those ideals so he'd work a bunch of lion stuff into his magic. Alternately, a paladin might draw spritual strength from his queen if he views the woman as the perfect example of lawful good behavior. I didn't go into the business of why this worked. It just did and it worked out fine.

There was only one plane and places like the underworld, hell and heaven were just places to which you could travel. If I wanted water elementals, they just came out of a river or a lake. Demons and devils came from a Dante's Inferno-type cave deep underground and angels were from a city in the clouds or high in the mountains.

Magic did what it said it did in the rulebook in the simplest way possible. Summon Monster teleported monsters from random locations across the world and teleportation just meant a creature popped up somewhere it wasn't a moment earlier. Spells like Shadow Walk and Rope Trick didn't require or create other planes of existence. They just used pre-existiing spaces of which most people weren't aware or couldn't access. It'd be like if you suddenly found a key to a tunnel from the space under your bed to Disneyland or discovered the interior of your refrigerator was really the size of a walk-in closet. If I came across a creature, rule or game effect that absolutely needed another plane or a deity to work, I either altered it or left it out.

There was no parralel world to this one but, just for fun, I made the world basically flat. A person could conceivably fall off into space if they traveled too far or dug too deep but, at the time in the campaign, nobody was aware of anyone ever reaching the edge of the world.


Velcro Zipper wrote:

I created a world like this once but never got to use it.

Creatures in the campaign world didn't worship gods but might use famous people, locations, etc. as a focus for an ideal. As an example, a cleric with Strength and War domains might decide lions exemplify those ideals so he'd work a bunch of lion stuff into his magic. Alternately, a paladin might draw spritual strength from his queen if he views the woman as the perfect example of lawful good behavior. I didn't go into the business of why this worked. It just did and it worked out fine.

There was only one plane and places like the underworld, hell and heaven were just places to which you could travel. If I wanted water elementals, they just came out of a river or a lake. Demons and devils came from a Dante's Inferno-type cave deep underground and angels were from a city in the clouds or high in the mountains.

Magic did what it said it did in the rulebook in the simplest way possible. Summon Monster teleported monsters from random locations across the world and teleportation just meant a creature popped up somewhere it wasn't a moment earlier. Spells like Shadow Walk and Rope Trick didn't require or create other planes of existence. They just used pre-existiing spaces of which most people weren't aware or couldn't access. It'd be like if you suddenly found a key to a tunnel from the space under your bed to Disneyland or discovered the interior of your refrigerator was really the size of a walk-in closet. If I came across a creature, rule or game effect that absolutely needed another plane or a deity to work, I either altered it or left it out.

There was no parralel world to this one but, just for fun, I made the world basically flat. A person could conceivably fall off into space if they traveled too far or dug too deep but, at the time in the campaign, nobody was aware of anyone ever reaching the edge of the world.

I once designed a flat earth. It was called horizon. The sun hung over the middle of the game world, fixed. If you traveled too far you would run into artic wastes. Far enough from the sun, even gasses froze. The frost elves were beings from another "Planet" who brought normal elves in magical sleep with them. It was for my homebrew game system that never caught on.


That's cooler than my idea: I just made the horizon of the world endless, and it only looked curved because of an atmospheric (or possibly magical) optical illusion. Somehow the sun and several moons (and maybe even a very close planet) still made the journey across the sky every day, unchanging no matter where you went. You could dig down and find underground realms until you reached an impenetrable layer of fire/rock. You could go up far into the sky and find cloud realms until you reach a height which nothing could lift you beyond (and you could never reach the sun and moons, and they never looked closer).


Aaron Bitman wrote:
And I'll throw some bad pseudo-science right back at you. If you say that all ethereal things are "in phase with" each other, then even if there isn't an "ethereal plane" literally, then anyone can describe ethereal beings by saying that they are on the ethereal plane. It's a model to describe and explain what's happening.

Except that doesn't work. Consider the following two vectors: (1, 1) and (1, 1, 0). If you embed the first in a three dimensional space, then it is right on top of the second, however you cannot do things such take a cross product with it while you can take a cross product with the second vector. While could draw analogies between something that is "out of phase" and something that is on another plane, consider following example: someone on the material plane casts AMF, and an ethereal creature comes by, what happens? Since AMF only extends through the material plane, considering ethereal creatures to be "out of phase" with regular matter which cause them to get hit by the AMF. If the creature is on a separate plane, then they will simply be out of range of the AMF and go right "around" it.


Like has been posted here, the game mechanics assume certain planes exist and without, a lot of spells and abilities no longer work.

It can be done, but you have the extra work to do of explaining how they work and making a lot of DM decisions on the fly as issues arise.

A better way to do it is to make your own simplified cosmology. Like have 2 or 3 planes and then "remap" the default planes to your own.

A godless campaign is also possible, but then how do you explain divine magic?


erik542 wrote:
Aaron Bitman wrote:
And I'll throw some bad pseudo-science right back at you. If you say that all ethereal things are "in phase with" each other, then even if there isn't an "ethereal plane" literally, then anyone can describe ethereal beings by saying that they are on the ethereal plane. It's a model to describe and explain what's happening.
Except that doesn't work. Consider the following two vectors: (1, 1) and (1, 1, 0). If you embed the first in a three dimensional space, then it is right on top of the second, however you cannot do things such take a cross product with it while you can take a cross product with the second vector. While could draw analogies between something that is "out of phase" and something that is on another plane, consider following example: someone on the material plane casts AMF, and an ethereal creature comes by, what happens? Since AMF only extends through the material plane, considering ethereal creatures to be "out of phase" with regular matter which cause them to get hit by the AMF. If the creature is on a separate plane, then they will simply be out of range of the AMF and go right "around" it.

Ghosts would go somewhere they could not remember, lost time. Summoned creatures would go home, then come back if any time remains.


darth_borehd wrote:
A godless campaign is also possible, but then how do you explain divine magic?

You don't. Or you explain it the same way you explain arcane magic, each of the two caster types can just access only certain variants of the [insert magic source here]. Or arcane magic comes from outside and divine magic from within.

Divine is just a word, and like any word it can have multiple meanings. And sometimes people just use words to label something when that word just doesn't fit, but society goes along with it anyway.

Liberty's Edge

I think you could work around not having any planes. Why not just let there be different planets. Planet of elemental fire, ect. And there could be gods, just be like our god (this is my opinion so don't make this drama) have little sign of activity in modern life. Commune could work, doesn't mean other people are going to believe you are actually talking to a god.

Shadow Lodge

darth_borehd wrote:
Like has been posted here, the game mechanics assume certain planes exist and without, a lot of spells and abilities no longer work.

Not really. They might require a small bit of re-fluffing, but about the only spell/abilities that just wouldn't work would be plane shift and similar spells for traveling to different planes.


Kthulhu wrote:
....about the only spell/abilities that just wouldn't work would be plane shift and similar spells for traveling to different planes.

Even then they might be a form of uncontrollable long-range teleport.


SilvercatMoonpaw wrote:
Kthulhu wrote:
....about the only spell/abilities that just wouldn't work would be plane shift and similar spells for traveling to different planes.
Even then they might be a form of uncontrollable long-range teleport.

Anyone who thought such a spell would work, would bounce to somewhere where the creatures and environment were most like the plane they were trying to reach.

Heaven might be a Fortian planetoid in the upper atmosphere.
http://fortean.wikidot.com/new-lands


Goth Guru wrote:
erik542 wrote:
Aaron Bitman wrote:
And I'll throw some bad pseudo-science right back at you. If you say that all ethereal things are "in phase with" each other, then even if there isn't an "ethereal plane" literally, then anyone can describe ethereal beings by saying that they are on the ethereal plane. It's a model to describe and explain what's happening.
Except that doesn't work. Consider the following two vectors: (1, 1) and (1, 1, 0). If you embed the first in a three dimensional space, then it is right on top of the second, however you cannot do things such take a cross product with it while you can take a cross product with the second vector. While could draw analogies between something that is "out of phase" and something that is on another plane, consider following example: someone on the material plane casts AMF, and an ethereal creature comes by, what happens? Since AMF only extends through the material plane, considering ethereal creatures to be "out of phase" with regular matter which cause them to get hit by the AMF. If the creature is on a separate plane, then they will simply be out of range of the AMF and go right "around" it.
Ghosts would go somewhere they could not remember, lost time. Summoned creatures would go home, then come back if any time remains.

Why? If the summoned ethereal creatures never came into contact with the AMF, then they should never poof out. A creature that is in the very next square to an AMF is unaffected by the AMF. Back into vector notation, the creature located at (1,1,1) while the AMF is at (1,1,0). There is no reason for something at (1,1,1) to be affected because the AMF only propagates in the x-y plane. Now if the ethereal creatures were treated as "out of phase" creatures, then they would be affected because they may then only travel in the x-y plane and thus cannot be at (1,1,1) instead of (1,1,0).


Excuse my ignorance of the subject matter, but what in earth does all this vector stuff mean? I'm completely lost...

For divine magic existing without gods i'm taking the final fantasy approach. you have White (divine) magic and Black (arcane) magic, they come from the same place. In practice, an arcane fireball is no differant in effect to a divine one. As SilvercatMoonpaw said, Arcane is power without and Divine is power within.

Even in a world without magic, belief makes people do some pretty crazy things. Just look at -*SHOT THRU HEAD*


erik542, I was still talking (X,X). The true etherial is blocked or non-existance in this hypothetical.
Banatine, the (1,1,1) probably is vector math. AMF is Anti Magic Field.
What I want to know, in this homebrew game world, are there other planets and systems? Is there a full outer space?

Grand Lodge

Banatine wrote:

I'm running a campaign soon, and i'm trying to think about if any problems will be caused by me not using any deities. There is still divine magic, and paladins and clerics and oracles and whatnot, but no deities, just ideals.

My campaign also has only the prime material plane. As far as i can see, it shouldn't really cause any problems, but i've never been great at the bigger picture of these things.

If you eliminate all planes outside the prime material you need to account for the spells that use them, including Dimension Door, Shadow Walk, Teleport, any effects that use the ethereal plane etc.


Banatine wrote:

I'm running a campaign soon, and i'm trying to think about if any problems will be caused by me not using any deities. There is still divine magic, and paladins and clerics and oracles and whatnot, but no deities, just ideals.

My campaign also has only the prime material plane. As far as i can see, it shouldn't really cause any problems, but i've never been great at the bigger picture of these things.

i run a game now where there are no major gods there all more or less names having maybe as much as a large city worshiping them and not much more.......

it allows my games clerics not to be limited by there alignment vs gods domains


Banatine wrote:

I'm running a campaign soon, and i'm trying to think about if any problems will be caused by me not using any deities. There is still divine magic, and paladins and clerics and oracles and whatnot, but no deities, just ideals.

My campaign also has only the prime material plane. As far as i can see, it shouldn't really cause any problems, but i've never been great at the bigger picture of these things.

Flip the Divine magic idea over to Psionic. Do not change anything but the name.

Most Psionic are dealing with positive and negative aura's. (sound familiar). Much like the Force from Star Wars, different people have different types (Priest/Psionicist, Paladin, Ranger, Druid, etc etc etc)

Leave the spells the same. Might change the name Miracle to Warp Reality, but really nothing needs to be changed, except a few names.

Anyway thats what works for me :D


Banishment might destroy creatures utterly or just trap them in a small home base.


You can use different planets, and the summoning/planar ally/banishment spells use planets instead of planes. Even use starjammer for inspiration.


Kierato wrote:
You can use different planets, and the summoning/planar ally/banishment spells use planets instead of planes. Even use starjammer for inspiration.

Plane of Ooze=HOL-Humans.


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It's easy. No planes? Ethereal is then a property of creatures, not a place. If you turn ethereal, you don't go anywhere strange. You simply become less solid.

Teleport? How does that work? It instantly places you somewhere else by magic. That's how. It doesn't need any plane to move you through. It's magic.

Plenty of fantasy games have teleportation and things that require no other planes.

Summoning is just as easy. It brings into being a creature. That creature ceases to exist at the end of the spell.


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Umbral Reaver wrote:

It's easy. No planes? Ethereal is then a property of creatures, not a place. If you turn ethereal, you don't go anywhere strange. You simply become less solid.

Teleport? How does that work? It instantly places you somewhere else by magic. That's how. It doesn't need any plane to move you through. It's magic.

Plenty of fantasy games have teleportation and things that require no other planes.

Summoning is just as easy. It brings into being a creature. That creature ceases to exist at the end of the spell.

So AMF doesn't make a Ghost go anywhere, it just makes it go away. I'm onboard.

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