Hexxenhammer
Malleus Malefactorum
- Joined
- Jul 17, 2003
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I thought this deserved a thread seperate from the current Jack Chick and D&D thread.
In 1984, at the peak of D&D's initial popularity, a Christian RPG called Dragonraid was released. Some details here at Jonathan Tweet's website (he's one of the newest editions of D&D's creators).
Here is Dragonraid's current home:
http://www.dragonraid.net/index.php?topic=info
How ironic is it that a game created in response to the supposed satanic mind control of D&D reduces itself to christian brain-washing where its encouraged to just go along with the herd?
For a thoughtful essay about religion in role playing games, here is a piece by James Wyatt, D&D game designer and former pastor.
http://www.aquela.com/roleplaying/r&r/
Thoughts and comments?
In 1984, at the peak of D&D's initial popularity, a Christian RPG called Dragonraid was released. Some details here at Jonathan Tweet's website (he's one of the newest editions of D&D's creators).
This is the fantasy Christian RPG (1984) where thinly disguised Christians beat heathens into submission to haul them back home, where the heathens convert. Opposing the Christians are monsters, thinly disguised sinners, such as alcoholics and people who believe in evolution. These creatures are not to be beaten into submission. Rather, they are to be killed without compunction, as they are irrevocably beyond God's mercy. In DragonRaid, I'd be a "selfo," a misguided, slay-worthy creature that tries to do good without accepting Christ. The game was a joyful indulgence in fantasy violence committed against fictional people with recognizable, real-world counterparts. It was about killing me.
Here is Dragonraid's current home:
http://www.dragonraid.net/index.php?topic=info
It does not seem to teach the "why" of things. Questions are not encouraged. The players learn a bible passage, are then presented with a situation that has bearing on the passage, and are expected to act appropriately according to the passage.DragonRaid is set in the parallel fantasy world of EdenAgain, and in that context the players are encouraged to role-play the real world as God sees it. This format allows for extensive allegorical teaching, flexibility in the testing of Christian knowledge, and a non-threatening environment for learning and practicing new behavior. The decision to present DragonRaid in a fantasy format was based on the popular appeal of C.S. Lewis' Chronicles of Narnia and the enduring merit of John Bunyan's Pilgrim's Progress, both of which are classics of allegorical Christian fantasy literature. More than a decade of experience has proved the wisdom of that decision, as large numbers of young people have been brought to Christ and effectively discipled through playing DragonRaid.
For example, in the first adventure (an easy-to-play introduction to the game system) the players meet a troll who wants to give them "gifts" which are really temptations to sin. The three temptations put before the players are gawking at bodies on the beach, buying all the clothes they could ever desire, and going to a music concert where there will be plenty of "pleasure potions" (drugs). The troll asks each person which of the three "gifts" they would like to have.
Just before encountering the troll, the LightRaiders had put Luke 9:23 into their own words and begun learning that every LightRaider must deny himself and follow the OverLord. Now the troll is offering them things which will take them off that course. While the LightRaiders are considering their response, a door behind the troll begins to blaze brighter and brighter with the initials O L M N (OverLord of Many Names) to communicate allegorically that they are not to take any of the troll's offers but rather to proceed through the door (i.e., "follow the OLMN"). Those who act wisely will escape the troll's trap; those who act foolishly, by accepting one of the troll's offers, will suffer the consequences and become "sin enchanted". Since the Raid Team's assignment cannot be accomplished without the whole team, the others must rescue the enchanted character. They accomplish this by giving their fallen team member counsel from the Scriptures until the enchantment is broken.
How ironic is it that a game created in response to the supposed satanic mind control of D&D reduces itself to christian brain-washing where its encouraged to just go along with the herd?
For a thoughtful essay about religion in role playing games, here is a piece by James Wyatt, D&D game designer and former pastor.
http://www.aquela.com/roleplaying/r&r/
Thoughts and comments?