Category: RPGs

Overview of the Articles on the New Christian Gamers Guild Website

Over the past eighteen months, our diligent and dedicated webmaster Bryan has been republishing much of the material generated by and for the Christian Gamers Guild over the previous two decades in a new web format which is thought to be more accessible and is certainly better looking.  That has included material from our e-zine The Way, the Truth, and the Dice, a couple of articles from elsewhere, some new material, and of course my own Faith and Gaming series.  The upside of this is that many readers have discovered these articles for the first time.  The downside, from my perspective, is that it became just a bit tougher for me to refer people to the articles—not individually, but as a collection.  The old site had a single “Chaplain’s Corner” index that described and linked the entire series plus quite a few other articles on and off the site, and when people had questions about role playing or other hobby games I could (in addition to addressing the specific questions) refer them to that page for more information than they perhaps would have wanted.  That page still has some valuable links, but Bryan agreed with me that now that the entire series has been relocated there ought to be a page that indexes it all at the new locations.

Several thoughts occurred to me as I undertook this.  One was that there were a few articles I wrote which are excellent pieces not originally part of the Faith and Gaming series, and they should be included here.  The second was that it would seem particularly arrogant of me to index my own contributions and ignore those excellent articles by everyone else, so I am going to attempt in essence to map the entire site—not in the old directory tree mapping style, but in something more useful. Read more

Circuit Breakers—a Primetime Adventures play report and review

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