“Magic is a matter of symbolism and intent.” —Randall Garrett, Too Many Magicians
Most role-playing games (RPGs) include some kind of magic or occult phenomena as part of the game. This fact makes some people uncomfortable. Some Christians go so far as to insist that any activity—games, movies, whatever—including the portrayal of magic must be avoided in order to maintain a right relationship with God and to follow His moral guidance. On careful examination, however, the arguments used to support this stand are weak, both from a logical and Scriptural perspective.
There are two aspects to this controversy: 1) what is actually happening when magic appears in an RPG, and 2) what does Scripture have to say about this? In this essay I address the issue of fact rather than the application of Scripture—not because Scripture is less important, but because it is impossible to apply Scripture properly without knowing the factual truth about any situation barring direct divine inspiration, which lies outside the realm of the merely rational mind. Read more
Last month we introduced the notion of Archetypes as collections not so much of skills and traits as of values and beliefs, character concepts which inform us about ourselves and our views of the world. This month that notion meets its first test, as we consider our first archetype. We start with one that is fairly simple: the warrior.
I should clarify that I do not by this designation mean anyone and everyone who fights, nor everyone who trains to engage in combat. I have in mind the soldier who fights to defend home and family. I’m aware that there are others, and we will consider the knight, the assassin, perhaps the barbarian, perhaps others, as distinct kinds of fighting men who represent something else. This is the simple man who fights because someone has to do it. Read more
The Guild’s primary convention activity takes place at Gen Con, where we offer a Sunday morning worship service and a panel on the intersection of our faith and our hobby. As of last year, we also help to coordinate a memorial service for those who have passed away. Unfortunately, we’ve been priced out of having a booth the past couple of years, so if you want to make contact, these events are your best bet.
Perhaps it was just a passing thought; perhaps it was a sudden inspiration. One of the members of the Christian Gamers Guild who has in the past suggested good ideas for topics for this series (including the Sex and Gender discussions) asked whether there had been an article on archetypes, and suggested that it might be the basis for a new miniseries.
Indeed, the series is in need of a new subject, something related to our faith and our games that has not been discussed in the previous thirty-eight columns. A theme that opens possibilities for several columns is a welcome idea. There was only one problem. What exactly is an archetype anyway, and what can be said about it? Read more
Another tale from the Exploration of Isenwald campaign!
Not long after arriving in the northern land of Isenwald, the party had made an enemy of the selfish knight Banneret. They had defeated his band of knights and custrels in a barrier combat during a spring festival in Arianport. Unhappy with the loss, Sir Andreas Fuchs and his men later ambushed the party to steal the winnings. The party defeated them, and Diego was merciful. However, Andreas Fuchs took this for weakness. After attracting a few more swords to his band, he followed the party northwards to the Cloister Mine and witnessed the Battle of the Muddy Fields. His men then laid a careful ambush for the weary party.
FROM THE DM:
This session was the closest we came to a TPK (editor’s note: that’s “Total Party Kill” for those unfamiliar with roleplaying parlance), at least to this point. The PCs were already at half-strength when I hit them with a fresh band of armored knights. I pushed them to their limits, but the players responded well. Ironically, the PCs won the battle when all the main fighters were down or dying. The peace-loving thief (he would say spymaster) of the party turned the tide with a magical whip! This encounter gave the PCs tremendous satisfaction because they killed a worthy foe that they hated. Read more
I must credit James V. West for inspiring this column. On a game-related forum elsewhere on the world wide web, he raised a question, and then he answered it. Between when I read the question and when I read his answer, I had provided my own answer, which proved to be somewhat distinct from his, and yet to fit with his quite well. Reading his thoughts, I saw in them something of value for this column, and determined to convey them here, combined with my own.
The question concerned why people would be interested in playing a role playing game that wrestled with the meaning of life, of moral and ethical questions and problems. Read more
GREY, in his powered armor, grapples with the huge Guardian robot, keeping its grenade launcher aimed away from CONNOR and TANG, who continue to exchange fire with a dozen smaller robots. Meanwhile, the android ELLA is hacking into the mainframe as quickly as she can, hoping that once she’s in, she can defeat the government’s despotic artificial intelligence on its home turf…
My regular RPG group recently wrapped up a season of Primetime Adventures (PTA). Our campaign is called Circuit Breakers, and it focuses on a group of lunatics who are the world’s only hope against an artificial intelligence that has taken over several world governments. As busy adults, we can only play every three weeks, and many of our games have been preempted for various reasons, so it took us ten months to play just nine sessions. That got us through an entire season, though, and the group is ready for more, so I count it a tremendous success. If you’re interested in the play-by-play, feel free to drop by the campaign website at Obsidian Portal, where I’ve posted up each episode in screenplay format, as befits the game. In this article, though, I’d like to talk a little about how PTA plays, what I like about it, and what I don’t. Read more
For three years this column has been presenting thoughts on our Christian faith and how it relates to our games. In that time we have considered some of the essential aspects of play, looked at how to express our faith through our games, our relationships with other players, some of the difficult issues that are raised, and the objections others have made to our hobby. We have covered a lot of ground and made a lot of progress, revealing at every turn that fantasy, science fiction, role playing games, and other hobby games are legitimate and even praiseworthy pursuits for Christians.
Yet there are still many Christians out there who do not understand, and who have become entrenched in their positions. Further, there are still gamers who reject Christianity without discussion. We are still more the outcasts of these two groups than the bridge between them. Read more
Michael Garcia returns with another tale from his Exploration of Isenwald campaign.
Having defeated the Eaters-of-the-Dead after an extended campaign, the party then won control of the Cloister Mine by legal means, namely by out-producing their rival Varyag claimants (envision Russians) in the span of one month. During that time, a third party of claimants attacked, but the party defeated them too. Finally, now in control of the mine, the party learned that the leader of the Varyag claimants was none other than the corrupt Orthodox Bishop of the nearby town of Arianport. Unwilling to yield the mine, but always eager to keep his hands clean, this bishop, or Yepiskop, dispatched a group of mounted thugs, the Oprichniki, to take the mine by force.
FROM THE DM:
This was our largest battle to date in this campaign (roughly 60 to 30). It was also the first time that the party saw specific spells that they often used cast against them. The PCs had to develop larger-scale battle tactics while contending with rain and challenging terrain (a muddy field surrounded by hills, plus the mine entrance). I also learned that a carefully crafted NPC might perish with a single roll of the dice. Creating that NPC was an hour of my life that I’ll never get back, but it made the player feel like a demigod. Lastly, the fate of the party’s spell caster at the end gave us a good laugh (the player role-played it perfectly too). The following write-up also gave one character (Sir Tomo) his nickname for the rest of the campaign. Don’t underestimate the effect of a decent write-up.
As I write this, my wife is off rescuing one of her friends. This particular friend has lately found herself stranded in various places far from home; we aren’t quite clear how she gets to these places, but on more than one occasion of late, my wife has given her money to get busses or buy gas or otherwise arrange to get back to her currently somewhat distant home at the shore. Tonight she is stranded in a bar, about half an hour from us and an hour or so from her home if she had a car, which she does not. She expected to meet someone there who did not show; with such money as we can’t really spare but have in hand, my wife has headed out to rescue her, uncertain whether she is going to drive the added distance to the shore, put her on an expensive bus, or bring her back here. Read more