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
“Magic is a matter of symbolism and intent.” —Randall Garrett, Too Many Magicians
Most role-playing games (RPGs) include some kind of magic or occult phenomena as part of the game. This fact makes some people uncomfortable. Some Christians go so far as to insist that any activity—games, movies, whatever—including the portrayal of magic must be avoided in order to maintain a right relationship with God and to follow His moral guidance. On careful examination, however, the arguments used to support this stand are weak, both from a logical and Scriptural perspective.
There are two aspects to this controversy: 1) what is actually happening when magic appears in an RPG, and 2) what does Scripture have to say about this? In this essay I address the issue of fact rather than the application of Scripture—not because Scripture is less important, but because it is impossible to apply Scripture properly without knowing the factual truth about any situation barring direct divine inspiration, which lies outside the realm of the merely rational mind. Read more
I see the world as a vast battlefield on which the supernatural armies of God and Satan struggle for the souls of men. Magic is rampant in this world. Every time a believer sins or a sinner repents, these are events of spiritual significance. To quote from the movie Ladyhawke, “I believe in miracles; it’s part of my job.” As I walk by faith or seek divine guidance, I’m tapping into power and knowledge from the supernatural realm—in short, magic.
I was first drawn to fantasy role play because of its magic. The worlds of those earliest games shared something in common with ours: the spiritual battle was manifest in the material realm. I played no game more Christian than this. While others criticized Dungeons & Dragons for its magic, demons, and deities, those were exactly the things for which I most praised it. Magic was alive and well in the fantasy world, and men were deeply involved in the immortal struggle.
First, let me address the matter of the question. When talking about a designing a role-playing game and the role that magic in the role-playing game will take, we must first decide on what questions we are asking ourselves. Several questions come to my mind. First, what is magic? What is it, not only in fantasy and reality, but also in the role-playing sub-culture? What will it be in my game world or system? The second question is “Why do I want it in the game system?” Why do I need or want magic in the game I’m designing? Third, how does it work in my game system? How do I want it to work in my game? Read more