For me Glorantha is a game setting first and foremost, and any truth
that I adopt for glorantha has to be fun. The more fun, the more
likely I am to adopt it as truth. That's how I approach Maximum Game
Fun, or MGF, which I believe to be the goal of our mutual development
of glorantha. I don't think it's fun for PCs to be forced to be
"good" worshippers of their god. I prefer to give player characters
free will to betray their own or their god's ideals if they want. If
it were so trivial for a god to read its priest's mind then how could
you get a Stormlord to turn Lunar? There are lots of reasons why a
stormlord, who is usually a village chief or someone of similar
influence, would want to accomodate the lunar invaders. Better access
to trade routes. Less persecution. Lower taxes. More beer. But if
Orlanth can read his priests' and lords' minds and act to punish them
directly then how can a rune level follower betray him? Even more
important, what heroism is there in refusing to betray your god when
you don't have any choice one way or the other?
Choice is fun. Constricted choices are not. That's why I reject the assertion that the gods can easily, reliably, and completely read the minds of any of their worshippers.
To quantify things and offer my counter-proposal, I think the gods get about as much information out of an entire day of worship services as worshippers get out of a divination: no more than seven words.
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