In part 1 of this series on single-session adventures, Michael gave the broad strokes of adventure design, from the desired playstyle to decisions on system and settings. Now we move into more specific adventure construction advice.
Consider Multiple Environments
George Lucas explained that when making his original three Star Wars movies, he wanted three very different environments in each film. This practice conveys to the viewer three very different moods in a single movie (in just a few hours), and it also lends a slightly epic feel to the story. In the original Star Wars, we have the barren desert of Tatooine, then the cold and colorless interior of the Death Star, and finally the black vacuum of space as the rebel ships try to destroy the Death Star. In The Empire Strikes Back, Lucas gave us the frozen wastes of Hoth, the humid swamps of Dagobah, and the ethereal cloud city of Bespin. In Return of the Jedi, we start in the lifeless desert of Tatooine, move to the lush forest moon of Endor, and end inside the colorless reconstructed Death Star. Gary Gygax, consciously or not, used the same approach in G1: Against the Giants. The PCs first infiltrate the timber-framed steading of the hill giant chief, then invade the glacial rift of the frost giant jarl, and conclude in the volcanic halls of the fire giant king. Read more
This is Faith in Play #33: Psionics, for August 2020.
About eighteen years ago, in July 2002, I published Faith and Gaming: Mind Powers, and thought I had said everything that needed to be said on the subject of psionic powers in fiction and games. It was republished fourteen years later on our refurbished reformatted website, August of 2016.
I could not have foreseen that seventeen years after it was originally written, November 2019, the republished copy would be discovered by someone who wanted to discuss it in enough detail that it has expanded to eighty comments, fewer than half of them contributed by our webmaster and me, filled with questions and links and references attempting to determine whether these “powers” were actually part of the “occult” practices condemned in Deuteronomy 18. Many Christians think so; for reasons covered in that article, I do not. However, the morass of commentary there obscures the critical points, and so I have returned to address the question again.
The issue we addressed was whether, within a fictional setting, it might be plausible to include characters who for one reason or another had developed “natural” mental abilities beyond those common to humans today—the mutant Jean Grey, for example. We demonstrated that in fact modern humans had mental abilities that were completely unknown less than two millennia ago, and that while it could not be said that we therefore would have greater powers in the future, it just as certainly could not be said that we would not. There was no harm in imagining such naturally developed mental abilities in fictional characters. Read more
Despite the viral impact of COVID-19 Gen Con is holding a virtual convention online, and once again the Christian Gamers Guild will be holding a Sunday morning non-denominational Christian worship service from 9 to 10 A.M. EDT.
The event is ZED20189103, and is free via Zoom for the first five hundred participants.
Hope to see you there!