Role playing games have been criticized for many things that are easily explained. Readers of this magazine don’t need to hear why the involvement of magic, false gods, or demons and devils isn’t a real objection to role playing per se. Or hear why it doesn’t matter if we play with non-Christians whose characters may reject God and His morality even more than they themselves have. But once all of these questions have been answered, one comes back that is not so easy to dismiss. Characters in role playing games have an alarming tendency to solve problems by the use of force, even what we would have to admit is at times violent, bloody, gory, unnecessary force. Yet Christians are called to turn the other cheek, to suffer when persecuted for the faith; in most games, that will get your character killed “right quick”—and this seems in some ways to mirror reality. Where would the world be today had not Christians in many countries joined with their countrymen to oppose Germany and Japan during World War II? And do we truly believe that Christians should not serve as police officers, soldiers, or in other potentially violent occupations? Although a few among us might say so, for most of us the idea that we should expect God to stop evildoers when we are not willing to do so ourselves is hardly more defensible than permitting them to continue harming others unopposed. Read more
In the earliest articles of this series, we were looking at what might be considered the issues in role playing, those areas in which Christians might have concerns. We started with some fairly simple ones—the implications of various types of mechanics, the matter of creating settings which were different in any way from the world God created, the inclusion of bad things in our worlds. Then we started to get sidetracked, perhaps, into answering the many objections raised against role playing games, beginning with the weaker brother argument. We took many sidetracks and then started to talk about how we might actually involve our faith in our games in specific and intentional ways with the idea of playing the good guys, the first of eight generally on that subject, which included things as diverse as playing the bad guys and using Christian imagery. Then, abruptly, the focus changed when we talked about Pagans and whether modern Christian treatment of them was at all appropriate or Biblical. This opened up a new direction for the column—or perhaps merely returned us to the old direction, back to those matters which might be issues to us as gamers, such as battle and war and making deals with the devil. Read more
Dave Mattingly is currently the Vice President of the Christian Gamers Guild. He has been instrumental in coordinating worship services and panels at conventions and liaising between several Christian fandom organizations. This article was originally published at davemattingly.net.
I’m a Christian, and sometimes a teacher/preacher.
Here’s a look at my own story of coming to Christ. This is a very personal story, and won’t necessarily have the wide applicability of some of my other sermons and lessons. I encourage all of you to map out your own walk with Christ.
A Reason for Hope
The Bible tells us to “always be prepared to give an answer to everyone who asks you to give the reason for the hope that you have.” I am ready. In fact, that 1 Peter 3:15 verse is a good summary of my testimony.
“Come, let us reason together,” says the Lord. (Isaiah 1:18)
Thanks to Goethe, there is a very compelling story of a man named Faust, a man who made a deal with the devil. The story has become something of a cultural idea, such that the word “Faustian” is used to describe any effort to achieve something at too great a cost. Faust, according to the story, sold his soul to the devil.
I have not read the book, I am embarrassed to admit; there are many great books I have not had the opportunity to acquire or the time to peruse. I have been exposed to the core of the story through educational television, so I am aware that the deal did not work out so well for Faust. He discovered that everything the devil gave him was a cheat, and everything he had that might have been good his supposed benefactor managed to ruin. Yet in the end he found redemption. What interests me more is the idea that someone might make such a deal with the devil and not have the kinds of complaints Goethe suggested for his protagonist. There are always stories of people who sold their soul to the devil for what they really wanted; those deals fascinated me. Read more
I believe in magic.
I see the world as a vast battlefield on which the supernatural armies of God and Satan struggle for the souls of men. Magic is rampant in this world. Every time a believer sins or a sinner repents, these are events of spiritual significance. To quote from the movie Ladyhawke, “I believe in miracles; it’s part of my job.” As I walk by faith or seek divine guidance, I’m tapping into power and knowledge from the supernatural realm—in short, magic.
I was first drawn to fantasy role play because of its magic. The worlds of those earliest games shared something in common with ours: the spiritual battle was manifest in the material realm. I played no game more Christian than this. While others criticized Dungeons & Dragons for its magic, demons, and deities, those were exactly the things for which I most praised it. Magic was alive and well in the fantasy world, and men were deeply involved in the immortal struggle.
Yet Christians are afraid of magic. Read more
Last month raised the matter of Battle. It took us to very personal matters of whether through our role playing we learn to view fighting as a preferred solution or a necessary evil. Yet it also introduced another question, the question of how to tell whether war is the right thing to do. That question is difficult to answer in reality; it is far more difficult to answer in fiction. Read more
I was recently re-reading my article Faith and Gaming: Christian Games (I often re-read my old material, and sometimes it gets me thinking afresh about issues previously addressed, so I write new ones like this one, usually posted over at the mark Joseph “young” web log). I think every time I read that article, which explains why I am not a big fan of “Christian” games, I remember something I created decades back in college which I called a “game” and which I “played” with a number of my more intelligent and/or educated Christian friends. I always think of writing it up to pass on to you, and I always nix the idea because some would say it’s not a game—but I think we had something like fun, certainly enjoyment, from playing it, or whatever we were doing. So here it is. I never named it. I suppose you could call it M. J. Young’s Bible Verse Game, if you need a name for it, or just The Bible Verse Game if you think it arrogant of me to put my name in it. (I only put my name in it because I’m sure there are scores, if not thousands, of other Bible verse games out there, but this is the only one I’ve played.)
As I noted in that article, I am not generally a fan of Christian games, for several reasons. I think this game, though, avoids most of the problems I’ve had with such games, and is particularly valuable for Christians to play with each other. Read more
It happens that as I write this the world again stands on the brink of war, although as you read it that war probably will have been resolved. I’m old enough to know that this happens with alarming frequency, and that whenever it does happen there will be people arguing about whether the pending or realized fight is a just war, that is, one that should be fought in some transcendent sense of should. Does God approve of this war? Are we on the right side in it? Read more
Modern Ops / Sci-fi using D&D 5e??
I thought to myself, sure, let’s go for it. I love modern ops, sci-fi, and D&D. Why not run D&D in space? So, first, I start with how firearms and modern weapons are covered in the DMG pages 267-268 and these two articles from WOTCs website:
Then I added my own flare for what you need in your personal setting, going with the D&D 5th Edition rule of “specific trumps general”. I also created two commonly used “paths” for the Rogue class, extrapolating from the long out-of-print “DragonStar” d20 setting. Read more
Late last year (2002 at the time of this writing), on what I hope I may be excused for calling an inauspicious day, someone known to me only by an Internet screen name, somewhere else in these United States, was persecuted for being a gamer. Read more