I will confess that I specifically saved this one of the Archetypes for this month. It has been something of a tradition to cover subjects related to game magic in October, begun inadvertently when I addressed the objections to Magic that first year and then returned to it a year later when I recommended Fantasy as a particularly Christian medium one year later. A Concern expressed last year also related to magic in games, so at this point it seems that in the month in which Halloween appears I must say something that is related to game magic. In fact, I already have a topic for next year’s October article, so I guess I’m taking the tradition seriously.
Seriousness is one of the characteristics of this month’s character type, the wizard. We would normally call him studious, probably learned, perhaps educated. The wizard is the sort of person who knows great secrets because he applies himself; and because of the breadth and depth of his knowledge, he wields great power. Merlin of Arthurian legend is the prototype for this character, and Gandalf of Middle Earth (Lord of the Rings and The Hobbit) and Dumbledore of Hogwart’s Academy (the Harry Potter series) both capture the concept beautifully. These are men who know, and because they know, they can do. Read more
When the dwarfs said that they had come to hire a burglar, Bilbo Baggins was insulted. He was a respectable hobbit, a bit reclusive but generally admired in the community. He certainly was no thief. The dwarfs indicated that they meant no offense. You can call it expert treasure finder if you like. It’s all the same to us. It wasn’t all the same to the honorable Mister Baggins of Bag End. Imagine being treated as some sort of rogue.
Yet he is one of our heroes, and indeed many of our heroes share something of the rogue, that clever and shady character who skirts the law and uses perhaps disreputable techniques, but always for a good cause. Read more
Two 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
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
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
I must credit James V. West for inspiring this column. On a game-related forum elsewhere on the world wide web, he raised a question, and then he answered it. Between when I read the question and when I read his answer, I had provided my own answer, which proved to be somewhat distinct from his, and yet to fit with his quite well. Reading his thoughts, I saw in them something of value for this column, and determined to convey them here, combined with my own.
The question concerned why people would be interested in playing a role playing game that wrestled with the meaning of life, of moral and ethical questions and problems. Read more
For three years this column has been presenting thoughts on our Christian faith and how it relates to our games. In that time we have considered some of the essential aspects of play, looked at how to express our faith through our games, our relationships with other players, some of the difficult issues that are raised, and the objections others have made to our hobby. We have covered a lot of ground and made a lot of progress, revealing at every turn that fantasy, science fiction, role playing games, and other hobby games are legitimate and even praiseworthy pursuits for Christians.
Yet there are still many Christians out there who do not understand, and who have become entrenched in their positions. Further, there are still gamers who reject Christianity without discussion. We are still more the outcasts of these two groups than the bridge between them. Read more
As I write this, my wife is off rescuing one of her friends. This particular friend has lately found herself stranded in various places far from home; we aren’t quite clear how she gets to these places, but on more than one occasion of late, my wife has given her money to get busses or buy gas or otherwise arrange to get back to her currently somewhat distant home at the shore. Tonight she is stranded in a bar, about half an hour from us and an hour or so from her home if she had a car, which she does not. She expected to meet someone there who did not show; with such money as we can’t really spare but have in hand, my wife has headed out to rescue her, uncertain whether she is going to drive the added distance to the shore, put her on an expensive bus, or bring her back here. Read more
Role playing games take us to other worlds, other times and places, some which were, some which might have been, some which yet might be, and even some that could not, as far as we understand, be. Because of this, they also challenge us at times to wrestle with answers to questions of morality that are not our own. In an age in which it was common, was polygamy wrong in the eyes of God? Would it be wrong for a human to eat an intelligent creature who is not human, given that it was as intelligent as a human but truly not related in any way that would make that cannibalism? Issues are raised in our games at times that don’t come up in our lives, because we don’t live in those worlds; yet we manage to find answers to these questions, and so come better to understand our own moral values.
Slavery is one of the more difficult and more common issues that arise in our games. Read more
We’ve heard all the pithy sayings, aphorisms, witticisms, and proverbs that have been expounded on this subject. You can’t win them all. If anything can go wrong, it will. You can’t win for losing. There’s no sense worrying about it, nothing’s going to turn out all right. These are bits of the wisdom of this age. They have a certain appeal in them, reaching to that side of us that is tired of the struggle. As someone has written, the three rules of the game of life are one, you can’t win; two, you can’t even break even; and three, you can’t get out of the game.
Yet I, at least, hesitate at these. It’s not that they don’t strike a chord somewhere within me. It’s that I think the pessimism they reflect is not Read more