Tag: christian games

2020 at the Christian Gamers Guild Reviewed

The year 2020 surprised all of us, as we scrambled to make life work under entirely different conditions.  However, the viral impact on our web site was minimal, as although we slowed down a bit we continued providing what we hope are valuable quality articles on gaming and faith.  Last December we published 2019 at the Christian Gamers Guild Reviewed, in which I attempted to index everything that had been posted to the site in the previous year and so maintaining a continuous index of sorts working back through the previous Thirteen Months in Review covering a bit more than all of 2018 and Overview of the Articles on the New Christian Gamers Guild Website covering 2016 and most of 2017.  I am now attempting once again to summarize another a calendar year of material, for those who missed something or want to find something they remember.

Again January opened with a new Faith in Play article, and we got a full year from the series:

  1. #26:  Fields to Harvest January 7, 2020, noting that Christian ministries to the “geek” community still have work to do.
  2. #27:  Believing Balance February 4, 2020 continues the miniseries on Dungeons & Dragons alignment with a consideration of neutrality.
  3. #28:  Vampires March 3, 2020 considers the metaphorical value of the undead.
  4. #29:  Victims April 7, 2020, explores what it is to be a dependent character, and the importance of such characters not only in our games but in our lives.
  5. #30:  Conflict May 5, 2020, looks at Dungeons & Dragons as a metaphor for spiritual warfare.
  6. #31:  Magic Roads June 2, 2020 discusses the notion of roads that don’t go where you expect unless you go the right way, and connects it to divine guidance.
  7. #32:  Zealots July 7, 2020 continues the alignment miniseries with a look at the side alignments.
  8. #33:  Psionics August 4, 2020 reopens the issue of mind powers in fiction in response to questions and comments from a reader.
  9. #34:  Guidance and the Machine September 1, 2020 looks at the show Person of Interest as instruction about how God guides us.
  10. #35:  Seekers October 6, 2020 considers what to do about friends who are looking for “real” magic.
  11. #36:  Thanks November 3, 2020 talks about thanksgiving celebration and thanks the readers for their ongoing support and encouragement.
  12. #37:  Balancing on the Corner December 1, 2020, finishes the alignment series with a look at how those with corner alignments have to juggle two values.

Two weeks behind that the RPG-ology series also continued:

  1. #26:  Monster Design January 21, 2020 reprints a Game Ideas Unlimited article about what makes a good monster.
  2. #27:  Cures for Dropping Dice February 18, 2020 gives some practical suggestions for keeping the dice on the table.
  3. #28:  Character Death March 17, 2020 talks about the death of the player character and how to handle it.
  4. #29:  Political Correction April 21, 2020 argues that in fiction and games particularly we need to have freedom of speech.
  5. #30:  Story-based Mapping May 19, 2020 suggests that the best way to start a map for a game is to begin where the characters are and work out as needed.
  6. #31:  Screen Wrap June 16, 2020 reposts the Game Ideas Unlimited article about using teleportation to create confusing map sections.
  7. #32:  Doing Something July 21, 2020 suggests how to use odd objects to enhance story by figuring out what they are later.
  8. #33:  Flirting August 18, 2020 recalls a lost article about using role playing to learn about ourselves.
  9. #34:  Invisible Coins September 15, 2020 reproduces a slightly edited version of the Game Ideas Unlimited article, about a valuable illusionist technique.
  10. #35:  Believable Nonsense October 20, 2020 recalls the ideas from a Game Ideas Unlimited article about superstitions and how to work them into play.
  11. #36:  Phionics November 17, 2020 suggesting a category of special abilities that are neither magical nor mental, but reflect the extraordinary body skills of the contortionist.
  12. #37:  It’s Greek to Me December 15, 2020 talks about inscriptions and decorations on magic items.

Although it hardly counts as an article, I also posted Worship Service at Gen Con 2020 Game Fair, announcing the online virtual event which Dave Mattingly organized and hosted on our behalf.

Michael Garcia opened the year on January 14, 2020, with a wonderfully detailed study of Sewers and Such, everything you could need to know to run an adventure in these urban dungeons.  COVID suspended his gaming, so we didn’t get tales of the adventures for a while.  However, he did give us a four-part tutorial in how to design one-shot adventures:

  1. Designing Single-Session Adventures Part 1 on July 14, 2020, in which he explores the basic starting point for the task;
  2. Designing Single-Session Adventures Part 2 on August 11, 2020, in which he talks about detailing the adventure;
  3. Prep for Single-Session Adventures on September 8, 2020, in which he talks about final preparations;
  4. Running the Single-Session Adventure on September 22, 2020, in which he covers actual game play matters.

He followed this with Tough Choices Make for a Good Game, on October 13, with a holiday-themed adventure, Spreading Yuletide Fear:  A Dark Holiday-themed Adventure, on November 24, and some adventure design advice to finish the year in Designing Deeper Adventures.

Matthew Butler returned with Tales of a D&Degenerate: Volume 2, on June 9, 2020, and The First Line of Offense, August 25, 2020, continuing his humorous look at his gaming experience.

We were honored to be permitted to reprint “Geek Preacher” Derek White‘s article from Knights of the Dinner Table, Quiet in the Convention Center, about gaming conventions providing facilities and services for handicapped and autistic attendees.

Grade school religion teacher Nikolaj Bourguignon brings his experience using games in the classroom to a new series, Roll for Teaching, beginning with:

  1. Hi class. Nice to meet you all! on July 28, 2020, in which he introduces himself and a few of the games he finds best for use with grade school students.
  2. Goals on December 8, 2020, in which he discusses why we are playing, and how to keep that in focus.

Guild President Rodney Barnes brought us Complex Firearms for D20 Games on September 29, 2020, followed a month later on October 27 with Starfinder Stuff for Pathfinder Second Edition.

Lance McClintock approached us to introduce a Christian game he was designing, and we invited him to explain to us what makes a game Christian.  He gave us Christian Game-ism in response, published November 10.

Over a decade ago Scott Bennie drafted an article for us entitled Christianity and Role-Playing Games:  Toward Reconciliation, which slipped through the cracks until late this year when our webmaster found it and published it as Christianity and Role-Playing Games, on December 29.

We expect to follow at least some of these authors into the new year.  In fact, already we have Faith and Gaming and RPG-ology articles standing by.

—M. J. Young

Chaplain, Christian Gamers Guild

Christian Game-ism

Editor’s note: As usual, opinions of Guild members do not reflect the position of the Guild as a whole. As an organization, we neither condemn nor endorse any given entertainment product. However, neither do we discourage members from offering their own opinions.


What makes a game “Christian?”

Intent

If I handed you a rock and said, “Here you go, this is a Christian rock.” You would likely respond with, “How can a rock be Christian?” Yet if I were to hand you a DVD, CD, video game, or book, then said the same thing about those items, you would not question my meaning like with the rock. The question at hand is “why?” I suggest that it is the understanding of the intent of the item. Christian entertainment is by definition understood to be influenced by Christian ideology. This leads us to another question, “Can a rock sculpture be Christian?” If we can agree that it’s the intent that allows the title “Christian” to be applied to inanimate objects, then I would say yes. The rock sculpture can be a Christian sculpture. Let’s go back to the rock at the beginning. If I handed you that rock and said, “This is a Christian rock because we’re going to build a church with it.” Now, the intent of the rock is to create a building that is supposed to exemplify Jesus and Christian doctrine. I, for one, would say okay. Like the sculpture, I can now agree this rock is a Christian rock, through its intent and purpose. Before you giggle, remember what Jesus said in Luke 19:40 that even the rocks would cry out. Read more

Faith in Play #24: The Christian Veneer

This is Faith in Play #24:  The Christian Veneer, for November 2019.


My attention was called to a crowdfunding effort for a Christian-themed game.  This was long enough ago that I expect, or at least hope, that nothing I say will impact the success of that funding effort, because it really looks like it might be a good game and I hope they succeed in bringing it to print.  However, it was presented to me through a Christian gaming forum, and the tag line was

Be the first of the wise men to reach the Christ child in Bethlehem. A new Christmas game tradition.

It was being produced by a company named Christian Haven, which is confusing because it appears that that actually is the name of the senior designer on the project, and not a clever idea for a name for a company that produces Christian games.

My gut reaction to that blurb was, how is it not a remake of Parcheesi?

In fairness, that’s a bad reaction on two fronts.  First, just because a game draws strongly on the design of another game doesn’t mean the new version is not as good or better than the old.  I spent many hours in past decades enjoying the game Sorry, which is essentially just Parcheesi with cards and a few other quirks; Trouble is also Parcheesi, but with the Pop-o-Matic® dice thing (a great idea for kids’ games because you can’t easily lose the dice).  Another version of Parcheesi could be a fine game, and shouldn’t be discounted simply for being a bit derivative.

It’s a bad reaction on the other front because the game is a lot more complicated than merely a remake of Parcheesi.  There appears to be the potential for intricate strategy, the involvement of random complications, and the necessity for resource management.  Its resemblance to the classic board game is minimal.

Yet my problem is whether it is a “Christian” game.

Perhaps I am too hasty.  Nothing on the funding page claims that this is a “Christian” game; it is billed as a “Christmas” game.  Christian Haven can’t help having been given that name.  On the other hand, one of the mechanics involves answering trivia questions, and half of these are Bible-based (the other half based on “history”).  It is clearly a game for Christians.  That of course does not make it a Christian game—there are many things marketed to and for Christians which in themselves are not “Christian” and which are sometimes even a bit dubious in their values.  I could raise issues with any game, but I have fewer complaints about this one than I have with Monopoly.

I am thrown back to that unanswerable question:  what would make a game “Christian?”  I proposed a design for an activity I called a Christian Game a couple years ago, and one of my readers teased that only I would call an exercise in Biblical exegesis a “game.”  I’ve commented before that I don’t have a definition of “game” that would include everything I would include and nothing I would exclude, and that only complicates the matter.  Yet I find it difficult to label anything “Christian” beyond people and groups of people and their interactions.  That in itself suggests that there ought to be something like a Christian game.  However, I’ve been Chaplain of the Christian Gamers Guild for about two decades now, and the only use of that phrase I can genuinely defend is that it identifies any game played in a Christian way by Christians.  You can’t put that in a box.  A Christian theme and a Bible trivia mechanic make a game that will appeal to Christians and not to others, but that’s just a coating on a game.  If it were about Muslim pilgrims racing to Mecca and had Koran trivia cards, it would be the same game for a different audience; that version would no more be a Muslim game than this one is a Christian one, because the game has not changed, only the veneer.

Again, none of this is passing judgment on whether the game in question is a good game.  It probably is.  I just don’t think it’s necessarily a Christian game, and wouldn’t want it marketed as such.

Editor’s note: The name of the game in question is Stella Nova: Journey of the Magi.


Previous article:  Kralc’s Law.
Next article:  Impact.

Faith and Gaming: Christian Games

boardgame_journeys_paul
The Journeys of Paul board game by Cactus Game Design, Inc.

Last month’s installment of Faith and Gaming, Making Peace, was the twelfth in the series. We’ve been talking about the integration of faith and gaming for a year now; and that in itself could be a call to go back to the beginning and consider our basic purpose. But I recently read these words in a public forum, from a Christian who is a gamer; and this idea (edited for punctuation and grammar) also brought me back to the preliminaries we discussed a year ago, the basic reason why we’re talking about faith and gaming at all.

I’ve never been terribly fond of Christian games, though, to be honest with you, partly because I think that the subject matter is where I draw a line between fantasy world and reality. I don’t want to put my Christianity on the shelf with my gamebooks. I keep my Bibles in a different bookcase…

I agree, but I disagree. Read more