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Occult Rules / Running an Occult Game / Occult Themes

Ultimate Occult

Source Occult Adventures pg. 222
GMs who wish to fully immerse PCs in an exclusively occult campaign will likely incorporate most or all of the occult elements, and brew multiple, overlapping themes to propel their campaigns toward darker realms. Without changing any game mechanics, arcane and divine classes can share in a game in which the characters are exceptional beings who dare to use powers beyond mortal ken.

NPCs with supernatural powers should be rare, or should conceal themselves from the world at large. Large and powerful churches may exist, exerting significant economic and political power, but only a few individuals ever perform miracles, and even these persons of extraordinary faith may fall out of favor with church doctrine. Perhaps in such campaigns there are no true gods, or their status as divine entities cannot be proven. It may be that the so-called gods are actually various spirits and other inscrutable forces that occupy the space between dimensions. The Outer Planes and the gods who dwell there may be just a shared manifestation of the collective consciousness, which appears to exist only because people believe that it does.