Saturday, October 19, 2024

The Cold War of The Gods (A Fantasy RPG Setup)

If you've been playing TTRPGs for long enough, there is a question you've no doubt come across several times in your career; why us? Whether it's a group of no-account drunks and thugs being asked to save a kingdom from the depradations of a lich lord, or some relative nobodies being given the task to close a hell rift, it can often feel disporportionate. After all, there are real heroes in the setting who have powers and abilities far beyond our simple level 3 party... why aren't you asking them to do it?

Or, the one that gets a lot of us in trouble, why aren't the gods handling these problems? Whether it's demons leaking through a breach in the abyss, or malignant forces belched forth from the darkness between the stars, where are the gods in this whole setup? Why do mortals have to fight these battles?

And that is where the idea of the Cold War of The Gods comes in. I found this on TikTok from Nobody Important, link to the original video is here.

Take this, and do what needs to be done.

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Proxy Wars in Your Setting


For those whose history books didn't cover the topic, I'm going to lay out a few generalities of the Cold War.

So, during the heights of the twin superpowers of the USSR and the USA, tensions were running very high. These two nations both had massive nuclear arsenals, huge armies, and they weren't shy about using them... however, both sides understood that open war with everything they had was a losing proposal. This would lead to Mutually Assured Destruction, or MAD for short. And what was the point of fighting a war that would literally destroy everything and everyone?

Not much, since you ask.

The result of this was that both nations (and to some extent their allies) entered into proxy wars. They would offer arms, training, funding, and backing to a force they didn't directly control, and which was going to take actions they approved of. One of the most famous, of course, was the U.S. training the mujahideen fighters who would act as guerrilla forces against Soviet-held targets and interests. This would, of course, bite the U.S. when the very forces they trained turned on them because their interests no longer aligned (this will become important later). However, the point was that while both sides of the Cold War were engaged in spycraft, building up proxies and influence, etc., they could not take direct, overt action against one another without setting off the powder keg.

You can take this same setup, and apply it to the worldbuilding for your game.

Perhaps, in the long ago, the gods warred on the world. This incident may have been an apocalyptic event, nearly destroying everything. This would, naturally, have led to the sides who wanted to rule (not just destroy) the world to withdrawing, each menacing the other to keep them off the material plane as much as possible. They would build influence through religions, through selecting personal agents in the form of clerics, paladins, oracles, witches, and warlocks. They may even influence others, sending their lesser servants to act as guides and backers, ensuring that those who may not really be invested in one side or the other can still act in service to one of the great powers who is jockeying for position on the board.

How You Can Use This Setup


If you choose to put this setup in place, it provides you a great deal of interesting leeway when it comes to your plot, and the position of your party in the Great Game. If you need a convenient way to give out loot, divine intervention could literally lead your party to find items that are far greater than they should normally have (as in the TikTok example above with the holy avenger), which might lead to them asking what they need such items to do? It might lead your party, no matter how small they are in level, being used to fight in a series of proxy actions that seem unconnected, but when viewed from a divine perspective are all parts of a great whole. You could even use this setup to create antagonists, such as proxies who once fought for a given divine power, but who have now turned their backs to fight against that same divine power, once their initial enemies were overcome (told you to remember the mujahideen).

As the Game Master, you can choose to make this the blatant setup of your campaign, with the PCs playing a role in the ongoing divine power struggle for dominance and influence. Or you can choose to leave that running in the background, only occasionally cropping up to intersect with the adventures your PCs are currently on. Which one you choose is up to you!

However, if you're looking for some extra inspiration, consider checking out some of the following:

- Keeping Gods Mysterious Maintains Their Mystique In Your Game: A simple collection of advice for making sure the divine stay beyond the common experience of mortals.

- Gods of Sundara (Pathfinder and DND 5E): The unique setup for gods in my Sundara: Dawn of a New Age setting may be of interest for folks who are looking for a Cold War style setup.

- 100 Random Oracular Pronouncements: The gods often speak through oracles, but if you need unique pronouncements to drive the PCs in a particular direction, this may be of some assistance.

Also, if you need a little advice for keeping the cloak and dagger in the divine, check out the video I made about this very topic below!



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