This is Faith in Play #22: Individualism, for September 2019.
Quite a few years ago now I was playing a character in an experimental Attorney class in a game largely based on original Advanced Dungeons and Dragons™. I had just successfully defended a player character (an Antipaladin) on a murder and robbery charge, and the player said to me, “Boy, your character must be really lawful.”
I answered, “No, he’s Chaotic Neutral.”
And that illustrates just why it is that the Chaos side of the alignment graph is so badly misunderstood and so poorly handled. My attorney was Chaotic in the best traditions of the American Civil Liberties Union (ACLU): he firmly believed that every person (character) had the right to be and to do whatever he wanted, as long as in doing so he did not unfairly infringe on the right of any other character to do or be what he wanted. Although anarchy can be the consequence of chaos pushed to the extreme, chaos is not about anarchy, but about liberty. It is the alignment expressed in the Bill of Rights, espoused by the Libertarian Party, and represented by Democracy. Read more
Perhaps it was just a passing thought; perhaps it was a sudden inspiration. One of the members of the Christian Gamers Guild who has in the past suggested good ideas for topics for this series (including the Sex and Gender discussions) asked whether there had been an article on archetypes, and suggested that it might be the basis for a new miniseries.
Indeed, the series is in need of a new subject, something related to our faith and our games that has not been discussed in the previous thirty-eight columns. A theme that opens possibilities for several columns is a welcome idea. There was only one problem. What exactly is an archetype anyway, and what can be said about it? Read more
More than two decades ago now, before I’d ever heard of role playing games or Dungeons & Dragons™ or the hobby game industry, I took an undergraduate course in creative writing, specifically writing fiction. I suppose I had some distant dream of retiring and writing the next great fantasy novel, and I thought this would help. It was a wonderful class, and I gained much from it.
Periodically we were required to write short pieces which would be as fragments of a story—descriptions of scenes, action sequences, and similar bits. One of these was an internal character sketch. To explain, when we read books there is always a perspective from which we are told the story. It can be an external perspective, as we would have watching a play or film, seeing everyone’s actions from the outside. But books permit us to come to the story from the thoughts, feelings, and perceptions of one of the characters, to know not only what happened, but how it affected this individual. So it is possible to describe a character externally, telling what he looks like, how he dresses and moves and what he does; but it is possible to describe a character internally, considering how he sees himself, how he reacts and what goes through his mind that leads him to the choices he makes. Read more
Warning: Some generalized spoilers for Fallout 4 are ahead.
I am on my way through a second play-through of Fallout 4. While the settlement-building mechanics and the amazing Survival Mode (after the recent update) are stars in Bethesda’s crown, I feel like they’ve missed the mark on creating a role-playing experience. It’s a problem, actually, that’s been going on for a while across multiple games (and multiple publishers). It seems like every new iteration of Elder Scrolls removes a little bit of the role from role-playing game, and Bioware RPGs give you so little control over character design that they may as well not bother. I understand that they’re simplifying and streamlining for the benefit of people with shorter and shorter attention spans, and in response to focus group testing, but it’s gotten to the point where Fallout plays more like a shooter than an RPG. Read more