The Christian Gamers Guild has many facets to its ministry, as we seek to reclaim the imagination to be conformed to the image of Christ through the use of gaming as a creative art form.
One of those aspects is support for Christians involved in gaming. Much of that support is realized through our interactive e-mail group, as Christians from around the world who are gamers share their thoughts and experiences with each other. But the mission goes beyond that. This section of the web site contains articles and links geared to edify and challenge Christians as they live their faith in their games.
Questions about any of this can be directed to the Christian Gamers Guild Board of Directors; some of the authors of individual articles have also included e-mail addresses in their biographical materials, linked from their articles individually.
Three months ago, in Deals, I suggested something that flies in the face of much of the common wisdom about what is acceptable in gaming: I suggested that a game that focused on making deals with the devil was a very Christian game, which taught a very important Christian lesson to its players. Some have probably wondered since then whether I think there is anything at all that goes too far in role playing.
That would be at least a bit unfair. I have often said that there are things that go too far for me, and things of which others should at least be wary. Admittedly, I’ve never (that I recall) stated that any particular concept was inappropriate per se for all players, but I have said there were things that concern me, and two months back when we addressed Sex I suggested a few that were inappropriate for me (although not for everyone).
This month, there is something that concerns me. It is appropriate that it should fall in October, the month in which this column has traditionally addressed issues related to magic, because it is a matter concerning magic that has come to my attention of which I write. Read more
God created man in His own image, in the image of God He created him, male and female He created them… The Lord God fashioned into a woman the rib which He had taken from the man, and brought her to the man.
Genesis 1:27; 2:22, UNASB
Last month we were examining the inclusion of sex in our games, but in doing so we touched on something that goes far beyond sex: we briefly considered the problem of gender. We mentioned in passing that our fiction sometimes includes races which are not characterized by the same genders, let alone the same gender roles, as ours. To recall a few examples, the aliens of Enemy Mine combine masculine and feminine within themselves such that they have their own children on their own, each parent giving birth to children rather spontaneously without interaction with any other of its kind. The amoeba-like Dralasites of the game Star Frontiers switch genders during their ordinary life cycle, either producing spores or receiving spores depending on hormonal changes within themselves such that when in feminine form they might at any moment sprout a growth that would become the child of an unknown father. In the television version of Alien Nation, three genders are required to produce offspring: a male, a female, and an enabler to prepare the female for the male. These are just fictional notions, not realities, yet we know that there are microscopic organisms which do not have gender identities as we understand them, so the concepts are not entirely inconceivable.
There is an ancient interpretive tradition of the Genesis passage quoted above which suggests that Man was initially created without gender distinction. It was thought that initially he had male and female within one being. This, according to the rabbis (and certainly it would seem so in other passages), was Read more
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
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
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
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
Eight months ago we began exploring ways of bring our faith to bear on our games. In that time, we looked at quite a variety of ideas. We said that you could play the Good Guys, characters who shared at least part of your faith; but that you could also play the Bad Guys, showing the nature of evil and possibly making others examine their own hearts through this. Fantasy was recommended, as magic demands we consider the possibility of the supernatural world; and it was suggested that the existence of that supernatural world view demanded that Justice prevail in the worlds we create. We spoke of glorifying God by being The Best players we could be. We considered reflecting in our characters the Awe which should naturally follow from being in the presence of a god. Last month we added Wisdom to the list of things that reflect a belief in God.
As we come to the end of two years of this series, I realize that there is a far more subtle means of bringing our faith into our games. It has many expressions, but ultimately all of them can be summed up as one form or another of imagery. Read more