Two months ago we began considering character Archetypes and how they reflected our values, for better or for worse. Last month we considered Warriors in that connection, and this month we are going to expand on that notion by looking at the knight.
To grasp this as an archetype, it is important that we agree on what we mean. Here I am looking at the noble fighter, whether called samurai or paladin or cavalier or some other name. These are those who fight for honor and glory and are proud of what they do. 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
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
A GM also has to be the tactician for the NPCs. There are various ways for GMs to run the opposition in battle.
The opposition can react based on what the players characters do. If the hero brick squares off against the villain mentalist, the villain speedster could intervene. If the hero swordsman prepares to attack the enemy wizard, the enemy archer could attack the swordsman first, or else attack another hero who may be a more dangerous threat.