Tag: christianity

Faith in Play #30: Conflict

This is Faith in Play #30:  Conflict, for May 2020.


A few years back my band Collision left its equipment set up in a church in which we had been practicing.  The drummer had gotten our logo made as a drum head cover, so there was this picture of the earth crashing into a giant cross and exploding.  (I don’t know whether you can see that in the picture, but that’s what it is.)  The youth pastor saw this and complained to the pastor about it; the pastor replied, “Are you kidding?  That’s what it’s really all about.”

My Multiverser co-author E. R. Jones was at a church service somewhere and the pastor asked the congregation how they would define Christianity in one word.  Several other people gave the kinds of responses one expects, and then he gave his:  War.  Our religion is, on one level, about a major spiritual battle between God and all that would oppose Him; we are soldiers in that battle.

When I first read about Dungeons & Dragons™ back in 1980, I was drawn to it because it sounded like this was finally a game that could actually reproduce the kinds of adventures we read about in Tolkien and Lewis and other fantasy authors.  Once I started playing it, though, I realized that it went much deeper than that.  Its use of magic and demons, of good and evil alignments, of spiritual forces, made it a wonderful metaphor for the real battle in which we are all immersed, whether or not we are aware of it.  It reminds us that only spiritual weapons can be used against spiritual adversaries, and that our enemy often is not flesh and blood, even when it uses people as its weapons.

There is some reason to think, and some believers do think, that the ritual of bread and wine was never intended to be a special moment overseen by a priest, but was supposed to force us to take our everyday meals as a reminder of what Christ did, that every time we opened a meal with a bite of food and closed it with a final drink that this would remind us of Jesus’ sacrifice, of the body and blood given for us.  Our faith is filled with images and objects whose purpose is to remind us, to cause us to think in terms of our faith.  How wonderful would it be if we played a game that also reminded us, that we are in a spiritual battle fighting on God’s side against the spiritual forces of wickedness in high places.

That’s where we are, what we are called to do.

Fight the good fight.


Previous article:  Victims.
Next article:  Magic Roads.

Faith in Play #28: Vampires

This is Faith in Play #28:  Vampires, for March 2020.


When Tim Brown suggested I explore the subject of the undead, I was, I think the word is, nonplussed.  Maybe that’s too strong a word–but I’ve never really been a fan of the undead generally, and I find that they are very popular in popular culture in forms I don’t find particularly appealing.

Part of that, though, is that they’ve lost their original significance.  The undead are metaphors for humanity against God.  Our modern world has found godless scientific explanations for them–zombies, for example, are living people infected with a virus or a drug.  The metaphor is if not gone at least buried, altered drastically.  This is particularly true for the vampire.

I’ve seen a few vampire movies, and always been disappointed.  I enjoyed Stoker’s book mostly for the writing style, the use of diaries and letters and newspaper articles to tell the story, interspersed with only occasional narrative.  But the vampire is a metaphor for a life turned against God–perhaps the reason why some of the best modern vampire stories claim that the original vampire was not Vlad Dracula but Judas Iscariot, or Cain son of Eve.  It gets its powers from the devil, from its devotion to evil.

Take the silly notion that a vampire could go out in the sun if he wore Ultraviolet Protection Factor 100 sunscreen–as if it were the ultraviolet light that mattered.  God created the light, and divided it from the darkness, and called the light day and the darkness night.  He made the sun to rule the day, the time when the world is filled with light.  Vampires cannot go out in the day because they are creatures of darkness, and the sun who rules the day would destroy them with the light.

Gary Gygax got it right.  In the original Advanced Dungeons & Dragons™ Monster Manual he wrote

Vampires recoil from strong garlic, the face of a mirror, or a cross (or several other holy symbols of lawful good).

It is perhaps peculiar that even in a universe in which Christianity did not exist its prime symbol was still potent against vampires, because they are ultimately creatures of evil.  Interestingly one way to kill a vampire is to baptize it–to immerse it in cold running water, the method of baptism recommended in The Didache (The Teaching of the Twelve Apostles, second century record of church practice).  It is the power of God and of trust, faith, belief in God that destroys creatures of evil, and vampires are a wonderful metaphor for this.

I admit that I don’t much care for undead as they are portrayed in modern movies and television and books (what’s with that sparkling?)  However, I use them in my fantasy games, largely because they make decent enemies for my player characters and they fit in scenarios involving tombs, catacombs, crypts, or graveyards.  However, in writing Verse Three, Chapter One:  The First Multiverser Novel I used vampires as the enemy for one of my protagonists, and brought her back to that world to face vampires again in Old Verses New and finally in For Better or Verse.  Her stand against the vampires showcased her faith in a powerful way, both in the action of the story and in the literary presentation of it.  Vampires, used rightly, can be a powerful tool for highlighting the power of God.

So I’m recommending the use of the undead in your games, as metaphors for the godless and those who have turned against God.  One of the most potent aspects of fantasy role playing games is their ability to pit the players against the powers of darkness and force their characters to rely on the power of the divine.


Previous article:  Believing Balance.
Next article:  Victims.

Magic as Part of Creation

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