Tag: combat

Faith and Gaming: Knights

knight-on-horse-vector-artTwo 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

Faith and Gaming: Warriors

Friedrich der Grosse als Perseus

Last month we introduced the notion of Archetypes as collections not so much of skills and traits as of values and beliefs, character concepts which inform us about ourselves and our views of the world. This month that notion meets its first test, as we consider our first archetype. We start with one that is fairly simple: the warrior.

I should clarify that I do not by this designation mean anyone and everyone who fights, nor everyone who trains to engage in combat. I have in mind the soldier who fights to defend home and family. I’m aware that there are others, and we will consider the knight, the assassin, perhaps the barbarian, perhaps others, as distinct kinds of fighting men who represent something else. This is the simple man who fights because someone has to do it. Read more

Keeping Their Heads Down

Trickles of sweat stung his eyes and slowly worked down his back. This jungle wasn’t anything like the New Jersey Pine Barrens he grew up in. He viewed the dark with the special night vision goggles that made everything look like some bizarre green seascape. Ten years as a city cop had not prepared him for humping through a tropical rain forest. “Pepsi, check, over…” He was supposed to observe radio silence but hearing a friendly voice helped take the edge off. ‘Pepsi’ Kohler was a lifelong friend and a former Marine, a comforting companion for his first night on patrol.

“Check, Woody, wait one…,” came the reply. There was an edge to the brief transmission. Woody Marks quickly turned and began scanning in the direction of his teammate. Still a novice with the NVGs, he suffered a temporary green out of his vision as he scanned right over the team’s campfire. With a muffled curse, he pushed the goggles onto his forehead and searched the night with his naked eyes. He spotted Kohler on one knee, 40 meters away, SMG at the ready. Woody followed Pepsi’s line of sight, trying to see what had spooked him. A hint of movement in his peripheral vision brought his attention back around behind Pepsi. The biggest, meanest looking Bengal tiger Woody had ever seen was stalking his friend! Read more

Hitting Them Where it HURTS

This article by Charles Franklin originally appeared in The Way, the Truth & the Dice issue 1 in the spring of 1999. It is reposted here with permission from the author.


I was watching a classic science fiction film this weekend with my four-year-old son and one scene in particular emphasized the way combat is portrayed in movies and in our games. In this particular scene an alien, accompanied by a starship pilot and a teenager, wander into a detention zone where a firefight erupts with the evil military police. Now granted, the threesome had the element of surprise, but when the shooting starts they calmly go about their business, zapping security cameras and bad guys with amazing accuracy. Meanwhile the trained military police can’t seem to hit anything. Common sense tells us that this is a less than accurate portrayal of how this firefight would occur, and I think everyone realizes that Hollywood takes great liberty with reality in their action movies. This cinematic liberty carries over into RPGs that for the most part seek to model movies, not reality.

The purpose of this series of articles is not to open a debate about the glorification of violence in popular movies and role playing games. I do believe, however, that adding a dose or two of reality to our game mechanics will reduce the quantity of violence and increase the quality of role playing. I see this as a win-win adjustment.

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Real and Imaginary Violence

Photo by Flikr user Chris Fithall.

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

Faith and Gaming: Battle

It happens that as I write this the world again stands on the brink of war, although as you read it that war probably will have been resolved. I’m old enough to know that this happens with alarming frequency, and that whenever it does happen there will be people arguing about whether the pending or realized fight is a just war, that is, one that should be fought in some transcendent sense of should. Does God approve of this war? Are we on the right side in it? Read more

Experience Talks: GM as Tactician

German_advance_through_Belgium,_August_1914

A GM also has to be the tactician for the NPCs. There are various ways for GMs to run the opposition in battle.

Reactive Tactics

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.

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