Clap Your Hands If You Believe: Difference between revisions

m
→‎Tabletop Games: Added example
(Rescuing 1 sources and tagging 0 as dead.) #IABot (v2.0.8)
m (→‎Tabletop Games: Added example)
Line 225:
** In the 3.5 core rules, clerics were able to gain power by revering a cause. ''[[Eberron]]'' actually had attempts to train clerics of ''nationalism'' (although it failed).
** The 2E supplement ''Shaman'' used this trope extensively, with the twist that any spirits generated by such power of belief weren't considered "real" by deities, or at least, not as "real" as the deities themselves.
** ''[[Ravenloft]]'', like ''[[Eberron]]'' prefers to keep its gods' legitimacy subject to doubt. At least one of the major deities of the Land of Mists, Zhakata, is ''expressly stated'' to be the figment of a crazy darklord's twisted imagination. This doesn't prevent clerics of Zhakata from receiving divine spells when they pray. Downplayed, however, as it is also expressly stated that the Dark Powers of Ravenloft is what truly grants their divine spells.
* In ''[[Deadlands]]'', this device works in both short and long term. When visiting the [[Spirit World]] of the setting, exactly what one sees is colored by exactly what one expects. A Protestant might see Mount Zion, with Heaven at the top and Hell at its base. A Native American might instead see a [[The World Tree|World Tree]], again with pleasant things at the top and bad things at the bottom. And most of the "Abominations" in the game world are drawn straight from people's worst fears; sometimes, a house is haunted not because someone died horrifically there, but because people ''believe'' it is haunted.
* ''Beyond the Supernatural'' features a reversal of sorts with the nega-psychic class. Most character classes in this game have psychic and/or magical abilities. The nega-psychic has psychic powers, but is so convinced that supernatural phenomena are bunk that his power is used unconsciously to suppress all psychic and magical phenomena in his area. For example, a character who can normally lift things with telekinesis will find it difficult or impossible to do so around the nega-psychic, thus bolstering the nega-psychic's belief that there is no such thing as telekinesis.
Line 243:
* ''[[Genius: The Transgression]]'' features something of an [[Inverted Trope|inversion]] with Bardos. When enough people believe in something, and then suddenly ''stop'' believing (like, say, if it's publicly disproven), the energy of all those minds changing their opinion releases Mania into the world. This has created, among other things, an underground world full of dinosaurs, an army of Martian invaders, and a race of Aryan "[[The Ubermensch|Übermenschen]]" of genuinely superhuman ability.
* The card game ''[[Munchkin (game)|Munchkin]] Bites'' has an item ''The Yarmulke of Religious Obfuscation'' which gives the wearer an extra bonus against ''The Vampire Hunter'' and ''The Meddling Cleric''.
 
 
== Video Games ==