I see the world as a vast battlefield on which the supernatural armies of God and Satan struggle for the souls of men. Magic is rampant in this world. Every time a believer sins or a sinner repents, these are events of spiritual significance. To quote from the movie Ladyhawke, “I believe in miracles; it’s part of my job.” As I walk by faith or seek divine guidance, I’m tapping into power and knowledge from the supernatural realm—in short, magic.
I was first drawn to fantasy role play because of its magic. The worlds of those earliest games shared something in common with ours: the spiritual battle was manifest in the material realm. I played no game more Christian than this. While others criticized Dungeons & Dragons for its magic, demons, and deities, those were exactly the things for which I most praised it. Magic was alive and well in the fantasy world, and men were deeply involved in the immortal struggle.
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
Often you will get advice from Christians suggesting that if you want to play role playing games as a Christian you need to remove the magic from the games. Don’t play the wizards, whatever you do; and if you have the choice, stick to science fiction games, or espionage or western or other settings in which there isn’t any magic. Magic, we are told, is a terrible thing which should be removed from our games as much as possible.
I’m going to go against the grain. One of the best ways I know to bring your faith to bear on the games you play is to infuse those games with magic. Read more