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
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
Having completed the last of the epistles, the Chaplain’s Bible Study will be beginning a study of the Revelation, or Apocalypse, of John—the last and most controversial book in the New Testament. The preliminaries post will go out sometime on Sunday, May 7th, 2017, and thereafter the study will progress at the rate of one thoroughly-examined verse per day, five days per week. You can join the study by sending an email to firstname.lastname@example.org or through the Yahoo!Groups interface as cgg_review.
Mark Joseph Young, “MJ” to much of the gamer community, has been Chaplain of the Christian Gamers Guild for nearing two decades, and has been teaching this Bible Study since beginning with Romans in 2006. He hold degrees in Biblical Studies from Luther College of the Bible and Liberal Arts (formerly in Teaneck, NJ) and Gordon College (Wenham, MA), received a Juris Doctore with honors from Widener University School of Law, and is Mensa qualified. He is the author of our Faith and Gaming series, and of quite a few books and many online articles on quite a variety of subjects. Some of his articles have been republished in French and German. His online presence is maintained largely by support through Patreon and PayPal.me.
The study, officially sponsored by the Christian Gamers Guild, is open to all, has participants including ministers from a wide variety of denominations, and is focused on an analytical and exegetical study of the text. We look forward to your participation.
I received a letter asking me about a game with an odd spelling. The spelling, Quigi, was not correct, and it took a second letter before I understood that my correspondent was talking about Ouija™, the Parker Bros. diversion which is sold with board games, which is alleged to facilitate contact with the spirit world. Is this, at least, an evil game?
My correspondent gave me an out; he said he would understand if I declared it was not a game. It’s tempting to do so anyway, as although I don’t have an articulable definition of “game” which covers everything I would include and nothing I would exclude, it is difficult for me to figure out in what sense a Ouija board is a game. However, it’s also begging the question. Is this popular diversion inherently and irredeemably evil? I’ve contended elsewhere that the devil doesn’t own anything. Could this be an exception? Read more
Some time back, someone asked me whether particular kinds of stories were inherently Christian stories, and I didn’t have an answer at that moment. I have since suggested, notably in considering Faust, Sorcerer, and Deals with the devil, that some stories might indeed be at least strongly if not inherently Christian. However, the questioner was not considering the Faustian story when he raised the question; he was thinking of the Prodigal story, the story of redemption, as that which is an inherently Christian story.
It’s a compelling notion. After all, one of the names often given to the central message of our faith is The Redemption Story, and thus we have good reason to ask whether all redemption stories necessarily tell of the truth in the gospel to some degree. Playing a character who fell and was then redeemed seems like it would fit perfectly into this mold, a parable of Christianity in a fictional setting.
Of course, the gospel is in a sense not that sort of redemption story; Read more
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
God created man in His own image, in the image of God He created him, male and female He created them… The Lord God fashioned into a woman the rib which He had taken from the man, and brought her to the man.
Genesis 1:27; 2:22, UNASB
Last month we were examining the inclusion of sex in our games, but in doing so we touched on something that goes far beyond sex: we briefly considered the problem of gender. We mentioned in passing that our fiction sometimes includes races which are not characterized by the same genders, let alone the same gender roles, as ours. To recall a few examples, the aliens of Enemy Mine combine masculine and feminine within themselves such that they have their own children on their own, each parent giving birth to children rather spontaneously without interaction with any other of its kind. The amoeba-like Dralasites of the game Star Frontiers switch genders during their ordinary life cycle, either producing spores or receiving spores depending on hormonal changes within themselves such that when in feminine form they might at any moment sprout a growth that would become the child of an unknown father. In the television version of Alien Nation, three genders are required to produce offspring: a male, a female, and an enabler to prepare the female for the male. These are just fictional notions, not realities, yet we know that there are microscopic organisms which do not have gender identities as we understand them, so the concepts are not entirely inconceivable.
There is an ancient interpretive tradition of the Genesis passage quoted above which suggests that Man was initially created without gender distinction. It was thought that initially he had male and female within one being. This, according to the rabbis (and certainly it would seem so in other passages), was Read more
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