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