Tag: the way the truth and the dice

Faith and Gaming: Knights

knight-on-horse-vector-artTwo 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

Keeping Their Heads Down

Trickles of sweat stung his eyes and slowly worked down his back. This jungle wasn’t anything like the New Jersey Pine Barrens he grew up in. He viewed the dark with the special night vision goggles that made everything look like some bizarre green seascape. Ten years as a city cop had not prepared him for humping through a tropical rain forest. “Pepsi, check, over…” He was supposed to observe radio silence but hearing a friendly voice helped take the edge off. ‘Pepsi’ Kohler was a lifelong friend and a former Marine, a comforting companion for his first night on patrol.

“Check, Woody, wait one…,” came the reply. There was an edge to the brief transmission. Woody Marks quickly turned and began scanning in the direction of his teammate. Still a novice with the NVGs, he suffered a temporary green out of his vision as he scanned right over the team’s campfire. With a muffled curse, he pushed the goggles onto his forehead and searched the night with his naked eyes. He spotted Kohler on one knee, 40 meters away, SMG at the ready. Woody followed Pepsi’s line of sight, trying to see what had spooked him. A hint of movement in his peripheral vision brought his attention back around behind Pepsi. The biggest, meanest looking Bengal tiger Woody had ever seen was stalking his friend! Read more

Precious Moments at WAR!

preciousmoments_title_v01I’m sure you’ve seen the cute yet spiritual Precious Moments figures somewhere. (If not, go to your local greeting card store or check out the Precious Moments web page at http://www.pmcdolls.com) Chances are, someone near and dear to you collects them. They look nice enough in the cabinet, but wouldn’t it be fun to take them out and play with them? Even better, how about a miniatures wargame with Precious Moments figures? OK, it can’t be too gruesome or violent, but it can be done. Here are rules for a Precious Moments Miniatures Battle game.

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Hitting Them Where it HURTS

This article by Charles Franklin originally appeared in The Way, the Truth & the Dice issue 1 in the spring of 1999. It is reposted here with permission from the author.


I was watching a classic science fiction film this weekend with my four-year-old son and one scene in particular emphasized the way combat is portrayed in movies and in our games. In this particular scene an alien, accompanied by a starship pilot and a teenager, wander into a detention zone where a firefight erupts with the evil military police. Now granted, the threesome had the element of surprise, but when the shooting starts they calmly go about their business, zapping security cameras and bad guys with amazing accuracy. Meanwhile the trained military police can’t seem to hit anything. Common sense tells us that this is a less than accurate portrayal of how this firefight would occur, and I think everyone realizes that Hollywood takes great liberty with reality in their action movies. This cinematic liberty carries over into RPGs that for the most part seek to model movies, not reality.

The purpose of this series of articles is not to open a debate about the glorification of violence in popular movies and role playing games. I do believe, however, that adding a dose or two of reality to our game mechanics will reduce the quantity of violence and increase the quality of role playing. I see this as a win-win adjustment.

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Magic: Essential to Faith, Essential to Fantasy

I believe in magic.

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.

Jack vs Aku by DeviantArt user JenJenRobot
Jack vs Aku by DeviantArt user JenJenRobot

Yet Christians are afraid of magic. Read more

Experience Talks: Good Campaigns

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

Experience Talks: Good Characters

Heroes

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.

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Experience Talks: GM as Actor

GM as Actor

GMs also need to take on the role of actor. When heroes encounter villains, allies, or neutrals, they want for them to be interesting enough to be able to tell one from another. When the NPCs perform their heroic or dastardly deeds, they should remain feasibly consistent with what the players have already learned about them.

Cult of Personality

Don_Knotts_Jim_Nabors_Andy_Griffith_Show_1964
Don Knotts as Barney Fife and Jim Nabors as Gomer Pyle

NPCs are people too! They need to have personalities. Often, by taking an existing character that the GM knows well, whether it’s Barney Fife, Ferris Bueller, or his own second cousin, he can use the existing personality for an NPC (without letting the players know about the hidden connection). This will guarantee consistency, as long as the GM keeps straight that Miles Brogan, barroom brawler, is actually Rambo in a different body and an Irish accent. Read more

Experience Talks: GM as Referee

 

GM as Referee

referee-1149014_640GMs also have to act as referee/judge when running a game. In other games that require a referee (such as football), the referees must know the rules in and out, and be ready to make a call instantly. GMing is a little different, since the GM not only enforces the rules like other referees; he’s also free to change them to suit the story.

Example: In one game, the GM had us write up Champions characters, but we may as well not have bothered. The game was run extremely freeform, and felt more like a Marvel Super Heroes game. My speedster had a 9 SPD, but in combat, it didn’t matter at all, since everything was handled descriptively, instead of taking it phase by phase. 

This took some getting used to, but it was kind of nice to play Champions while taking a break from the rules for a while. 

Example: In another game, I was mind-controlled to hate a demon that got stronger whenever he was attacked in hate. Since the mind control attack barely hit me, the GM offered me a chance to dodge. Surprised, I said, “Okay, what do I do?” He told me to roll the dice and tell him if I made it. 

I rolled 3d6 and got an average result, and told him that I guessed I made it. He told me that the mental beam just snagged me in the foot as I was getting out of the way and that I now had a medium dislike of the demon. This was a nice rule-bending that added a partial effect to mind control, which is normally all-or-nothing. 

I ended up attacking a structure behind him so that it collapsed and knocked him out. 

As a referee, a good GM should exercise fair, quick, consistent judgement, and should accommodate disagreeing players. Read more

Magic as Part of Creation

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