Three months ago, in Deals, I suggested something that flies in the face of much of the common wisdom about what is acceptable in gaming: I suggested that a game that focused on making deals with the devil was a very Christian game, which taught a very important Christian lesson to its players. Some have probably wondered since then whether I think there is anything at all that goes too far in role playing.
That would be at least a bit unfair. I have often said that there are things that go too far for me, and things of which others should at least be wary. Admittedly, I’ve never (that I recall) stated that any particular concept was inappropriate per se for all players, but I have said there were things that concern me, and two months back when we addressed Sex I suggested a few that were inappropriate for me (although not for everyone).
This month, there is something that concerns me. It is appropriate that it should fall in October, the month in which this column has traditionally addressed issues related to magic, because it is a matter concerning magic that has come to my attention of which I write. 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
I thought to myself, sure, let’s go for it. I love modern ops, sci-fi, and D&D. Why not run D&D in space? So, first, I start with how firearms and modern weapons are covered in the DMG pages 267-268 and these two articles from WOTCs website:
Then I added my own flare for what you need in your personal setting, going with the D&D 5th Edition rule of “specific trumps general”. I also created two commonly used “paths” for the Rogue class, extrapolating from the long out-of-print “DragonStar” d20 setting. Read more
I am often confronted in games by what I can only describe as foolishness on the part of the characters. Players often state that their characters are doing things that no sane person would even consider doing; and they, the players, have the nerve to get upset when their foolishness reaps its rewards.
Recently someone I know only as a screen name on an Internet communications program was bemoaning the disaster that had occurred at his most recent game. One of the players was running a Barbarian under current Dungeons & Dragons™ rules, and had stated the character alignment as Chaotic Neutral. Read more
Last month as we explored ways to express our faith in our gaming, we suggested that it could be done by playing the Good Guys. But we also insisted that this was not the only way it could be done. In fact, quite unexpectedly, we can often bring our faith to bear on a game by playing the villains. This is done, most commonly, by revealing what evil truly is. C. S. Lewis once wrote that good could easily understand evil, but that evil not only did not understand good, it did not as fully understand itself. Many gamers play evil characters thinking it is the easy and rewarding path. By showing what evil is really about, the Christian gamer can point people to the truth. Read more
A short time ago someone writing to thank the Christian Gamers Guild for this Faith and Gaming series asked a question which had not been addressed, and which perhaps should have been recognized and addressed long before this, given the thoughts in our Preliminaries: how, in practical terms, do we integrate our faith into our gaming? That is, when we are in the middle of playing a game, how do we bring our faith to bear? I have addressed the question briefly elsewhere before, but if we’re speaking of integrating faith and gaming, this would seem to be close to the heart of the matter. So we will consider some ideas of how to bring faith into games. Read more
Not too long ago, I was asked whether there were any games which I thought were Satanic, which Christians should avoid. If you’ve read this series to date, you know my answer; but perhaps this time I have a different answer, a surprising answer. For from my personal experience, I can suggest that there is a game which Satan uses against me, to tear me down and pull me away from God. And so from my own experience I would be justified in saying that this is a game which Christians should not play, or at least should give careful consideration to the dangers before doing so.
The game is Solitaire.
Before you turn away, hear me out. There are dangers to this game that you have never considered. It has nothing to do with cards or games of chance per se, but with something deeper, something which Satan can use to undermine your faith if you are not careful. Read more
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…
A few weeks ago, Nintendo released an “augmented reality” game called Pokémon Go. The game has attracted millions of players and, as it did when the Pokémon trading card game debuted, it has also attracted plenty of criticism from some Evangelical pundits. The following article was originally published in 1999 by the Christian Gamers Guild.
Recently the Reverend David L. Brown, Th. M., wrote an article in which he delved into the evils of the Pokémon fad and of the collectible card game in particular. We appreciate his efforts, and agree that there are dangers to this fad. However, some of the Reverend’s statements should be examined more carefully. His research into Pokémon was of necessity cursory, and he may have misunderstood the phenomenon, and the game in particular, and so made charges which could be embarrassing if repeated to someone better informed. Reverend Brown is right to be concerned about the activities of his grandchildren, but should be certain that he presents the right reasons for this concern. Read more
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