In the earliest articles of this series, we were looking at what might be considered the issues in role playing, those areas in which Christians might have concerns. We started with some fairly simple ones—the implications of various types of mechanics, the matter of creating settings which were different in any way from the world God created, the inclusion of bad things in our worlds. Then we started to get sidetracked, perhaps, into answering the many objections raised against role playing games, beginning with the weaker brother argument. We took many sidetracks and then started to talk about how we might actually involve our faith in our games in specific and intentional ways with the idea of playing the good guys, the first of eight generally on that subject, which included things as diverse as playing the bad guys and using Christian imagery. Then, abruptly, the focus changed when we talked about Pagans and whether modern Christian treatment of them was at all appropriate or Biblical. This opened up a new direction for the column—or perhaps merely returned us to the old direction, back to those matters which might be issues to us as gamers, such as battle and war and making deals with the devil. Read more
Thanks to Goethe, there is a very compelling story of a man named Faust, a man who made a deal with the devil. The story has become something of a cultural idea, such that the word “Faustian” is used to describe any effort to achieve something at too great a cost. Faust, according to the story, sold his soul to the devil.
I have not read the book, I am embarrassed to admit; there are many great books I have not had the opportunity to acquire or the time to peruse. I have been exposed to the core of the story through educational television, so I am aware that the deal did not work out so well for Faust. He discovered that everything the devil gave him was a cheat, and everything he had that might have been good his supposed benefactor managed to ruin. Yet in the end he found redemption. What interests me more is the idea that someone might make such a deal with the devil and not have the kinds of complaints Goethe suggested for his protagonist. There are always stories of people who sold their soul to the devil for what they really wanted; those deals fascinated me. Read more
Last month raised the matter of Battle. It took us to very personal matters of whether through our role playing we learn to view fighting as a preferred solution or a necessary evil. Yet it also introduced another question, the question of how to tell whether war is the right thing to do. That question is difficult to answer in reality; it is far more difficult to answer in fiction. Read more
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
Late last year (2002 at the time of this writing), on what I hope I may be excused for calling an inauspicious day, someone known to me only by an Internet screen name, somewhere else in these United States, was persecuted for being a gamer. Read more
Eight months ago we began exploring ways of bring our faith to bear on our games. In that time, we looked at quite a variety of ideas. We said that you could play the Good Guys, characters who shared at least part of your faith; but that you could also play the Bad Guys, showing the nature of evil and possibly making others examine their own hearts through this. Fantasy was recommended, as magic demands we consider the possibility of the supernatural world; and it was suggested that the existence of that supernatural world view demanded that Justice prevail in the worlds we create. We spoke of glorifying God by being The Best players we could be. We considered reflecting in our characters the Awe which should naturally follow from being in the presence of a god. Last month we added Wisdom to the list of things that reflect a belief in God.
As we come to the end of two years of this series, I realize that there is a far more subtle means of bringing our faith into our games. It has many expressions, but ultimately all of them can be summed up as one form or another of imagery. Read more
Now that we have good players, heroes, and villains, we have to put them to work. A campaign is an ongoing series of adventures in a game world, made up of several ingredients. First, the campaign’s premise must be sound. Good campaigns are consistent with the world you adventure in and have clear and worthy objectives. A good campaign is built from a good premise. “What if” questions are good starting points for finding a good premise. What if aliens secretly contacted Earth governments during the Wild West era? What if superheroes were all created by a single time-traveler? What if the barriers between dimensions begin to break down? Take the basic premise, and follow it through in as much detail as desired. 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
I was looking back at the article Good Guys in this series, as it discussed how we can bring our faith into our games by playing characters who directly express that faith, when it suddenly occurred to me that I could not remember a character playing that sense of awe we sometimes have when we enter the presence of God. Immediately I thought there were reasons; and it is worth perhaps exploring those reasons.
Most games I’ve seen in which there is a concept of the divine (apart from Multiverser and a few games designed specifically to be Christian) use an essentially polytheistic concept. It may well be that polytheism inherently waters down the degree to which the gods impress us. After all, if this is the god of one thing and that of another, and the best that can be said of the king of the gods is that the others are supposed to do what he says, not one of them is particularly powerful or awesome as compared with the God of gods who has all power in His hands. And not only are they individually less impressive, even collectively they somehow fail to measure up. Read more
Playing good characters is another important aspect of role-playing games. Although a good GM and good players can have a good game with bad characters, it’s much easier to have a good game when the characters are good. When players create heroes, it is far easier to have fun and eliminate many of the conflicts that often arise as a result of good role-playing. A group should be well rounded with well thought out backgrounds and personalities.