STRESS is a mechanic which represents characters pushing beyond their physical limitations. For every 1 point of STRESS, a character is -1 to attack, armor class, saving throws, stat checks and skill checks. A character reduces the STRESS penalty by their WISDOM bonus. So it is not uncommon for some characters to carry a limited amount of STRESS without adverse effect. If a character has more STRESS points than their WISDOM attribute, they will become unstable and may go mad, endangering themselves or friends. If a character has more STRESS than WISDOM they must make a will saving throw each time they accrue additional STRESS, including their current STRESS penalties. If they succeed, they keep everything in check. If they fail, they suffer a mental break, reacting wildly. See the FLIPPED OUT chart.
Last month as we explored ways to express our faith in our gaming, we suggested that it could be done by playing the Good Guys. But we also insisted that this was not the only way it could be done. In fact, quite unexpectedly, we can often bring our faith to bear on a game by playing the villains. This is done, most commonly, by revealing what evil truly is. C. S. Lewis once wrote that good could easily understand evil, but that evil not only did not understand good, it did not as fully understand itself. Many gamers play evil characters thinking it is the easy and rewarding path. By showing what evil is really about, the Christian gamer can point people to the truth. Read more
Over the past few weeks, Dave has talked about six roles the GM plays—Director, Writer, Referee, Host, Actor, and Tactician—and how each of those roles helps to make a fun and memorable game.
During the Game Summary
A good GM runs a smooth game by making his players comfortable immersing themselves in the game, by running a game that his players want to play in, and by making quick, appropriate decisions relating to his game world.
Away from the Game
Another aspect of running a smooth game is to make sure everything that needs to be prepared ahead of time is already taken care of. Read more
At our previous posting schedule, we’re going to run out of content somewhere in March of next year. I am therefore shifting to a weekly schedule in order to stretch the fun out for at least several more months.
Expect a repost of Faith and Gaming every two weeks. Experience Talks and Lands in the Clouds will now be monthly.
CGG’s Chaplain, Mark Joseph Young, has completed his study of II Peter and will be moving on to I John soon, making this is a good time to join the study. You may do so by sending an email to email@example.com.
In addition, we would like to encourage anyone and everyone who has found Mark’s writing helpful or edifying to consider becoming a patron, to enable him to continue providing enlightening material in a variety of forms and places. In case you hadn’t made the connection, Mark wrote the Faith and Gaming series, which is currently being reposted on this web site and is also available in print. He also has written several other books: Game Ideas Unlimited (out of print), Christian life works About the Fruit and What Does God Expect?, the roleplaying game Multiverser (co-author) and two supplements for that game, and Verse Three, Chapter One, a novel based on the game. In addition, he has been a contributor to numerous web-sites and on-line magazines, including his popular Temporal Anomalies in Time Travel Movies for The Examiner (which has recently been shut down).
If you have enjoyed any of that material and look forward to seeing more in the future, please help support Mark through his Patreon page.
A short time ago someone writing to thank the Christian Gamers Guild for this Faith and Gaming series asked a question which had not been addressed, and which perhaps should have been recognized and addressed long before this, given the thoughts in our Preliminaries: how, in practical terms, do we integrate our faith into our gaming? That is, when we are in the middle of playing a game, how do we bring our faith to bear? I have addressed the question briefly elsewhere before, but if we’re speaking of integrating faith and gaming, this would seem to be close to the heart of the matter. So we will consider some ideas of how to bring faith into games. Read more
GRIT is the currency of the game for character advancement. It represents determined intent. You use it to buy all mechanical facets of the character, such as stats, skills, hit points, etc… GRIT can also be used to purchase instant rewards such as critical successes, use of GIFT techniques and other similar actions.
Starting GRIT: 100
Cost for starting Stats, Skills, Hit Points and Saving Throws is 1 per. A strength of 1 costs 1 GRIT, a Strength of 10 is 10 GRIT.
Cost for Feats is 1 GRIT per feat. All prerequisites must be met.
The Rule of Quarters
All Stats, Skills and Saving Throws (excluding adjustments for stats or racial bonuses) are organized Read more
Most gamers call them psionics, a term coined in the middle of the last century for the idea that we could use our minds to change the world around us directly. But to many, they are just another form of magic, and therefore a danger to the saved and the lost alike. To believe in mental powers, we are told, is to believe in evil Satanic powers of darkness. No Christian should ever believe in such things, or promote such beliefs, or even entertain the possibility that they might be a subject for conversation, let alone for something so frivolous as game play.
But I do believe in mental powers. I believe that we have them, that we have powers and abilities we have not tapped. I don’t see anything anti-Christian about believing such a thing. In fact, I think I can prove it. Read more
A GM also has to be the tactician for the NPCs. There are various ways for GMs to run the opposition in battle.
The opposition can react based on what the players characters do. If the hero brick squares off against the villain mentalist, the villain speedster could intervene. If the hero swordsman prepares to attack the enemy wizard, the enemy archer could attack the swordsman first, or else attack another hero who may be a more dangerous threat.
Not too long ago, I was asked whether there were any games which I thought were Satanic, which Christians should avoid. If you’ve read this series to date, you know my answer; but perhaps this time I have a different answer, a surprising answer. For from my personal experience, I can suggest that there is a game which Satan uses against me, to tear me down and pull me away from God. And so from my own experience I would be justified in saying that this is a game which Christians should not play, or at least should give careful consideration to the dangers before doing so.
The game is Solitaire.
Before you turn away, hear me out. There are dangers to this game that you have never considered. It has nothing to do with cards or games of chance per se, but with something deeper, something which Satan can use to undermine your faith if you are not careful. Read more