Showing posts with label RPGBA. Show all posts
Showing posts with label RPGBA. Show all posts

Monday, October 27, 2014

Ancient Faith at the Gaming Table


Fellow RPGBA blogger ST Wild wrote a while back about the difference between fantasy games and modern or more 'real world' games. In summary (read the post here), in more modern/realistic games it is harder to feel OK with killing NPCs, especially human NPCs. Should not there be another way to resolve conflicts?

Now, I've not read or played the games that ST references (World of Darkness, Call of Cthulu) but I understand the conflict ST is describing. 

I've played fantasy, sci-fi, and modern games, and killed NPCs in all of them. Most of the time, my rationale was, as Arnie says in the film True Lies: "but they were all bad". Does that make it all OK?  No, honestly it doesn't. 

Not all of the PCs I’ve played over the years were specifically Christian, and in lots of games, especially in my younger days, the question of a PC's faith or lack thereof didn’t come up. Now that I’m older, and as I have begun introducing my kids to role playing games, it behooves me to give some serious thought to the question: how should a Christian approach the violence often present in RPGs? 

Please understand that I do NOT believe that Traveller or any role playing game (no, not even that one) are evil in and of themselves. They are just rules and descriptions of imaginary places. If there is evil there, it is because we took it there ourselves.

If this is all imaginary what does it matter?

It matters because I, as a Christian, am the one doing the imagining. My PC’s actions are in some sense an extension of me. The game world does not exist in reality, but the game does – as a social/intellectual/imaginative activity I choose to be involved in.  Even if my PC is not a Christian, I am. My behavior, even when directing the actions of my imaginary alter ego, should reflect that reality.

What I’m saying is that as an Orthodox Christian, whether my PC is religious or not, I should avoid gratuitous use of violence in play and be mindful of my own attitude going into the game, recognizing that the NPCs in the game universe are a type of humanity which I encounter in the real world. My faith precludes in-game immorality. My PC’s actions may not be sinful, as they are imaginary, but imagination as the “thoughts of my heart” reflects the temptations I can face in real life.

So first of all, I don’t play evil characters. When I say evil, I don’t mean just PCs who kill random NPCs and kick puppies.  I mean all criminally motivated selfish PCs. The imaginary quality of the game can be a serious temptation to let out all kinds of petty, selfish behavior - cheating, stealing, cruelty and abuse of power (especially in games where PCs can accumulate enormous personal power through spells, weapons or technology). A PC with just a pistol still holds power over the unarmed NPC. 

Whether a PC is specifically a Christian or not, I try to play my characters as people with a Christian moral framework. I want to be one of the good guys. There’s trying to earn a living and do the right thing, and then there’s being selfish and unconcerned with the fallout of one’s behavior.

Second, if one of my players (especially my kids) demonstrates a tendency to play a character in an evil way, we are going to have a discussion about the motivation for this style of play. The PC is an imaginary construct, one step removed from the player, but the PC still reflects the attitudes and beliefs of the player. Maybe there are real life issues or temptations that are being expressed through the PC. Let’s get that worked out in the real world. At the moment all of my players are family or friends from church, so we can have those discussions fairly easily. I'm not your confessor or spiritual father, but I can suggest you go talk with him. Within my TU, don’t be surprised if your PC’s Chaotic Evil behavior starts having in-game repercussions like making enemies and gaining a negative reputation and having the agents of the Law on your trail.

Third, I try to design adventures that focus on problem solving and being the Big Heroes. I don’t write adventures that require the PCs to be criminals, and prefer not to run those kinds of games either. My Amber Zone Reviews have repeatedly brought up my dislike for crime scenarios. However, let’s be honest; being the hero won’t always get you flowers and a parade. Sometimes it costs a lot to do the right thing. A real hero just deals with it, whatever happens.That's what makes them the heroes.

Fourth, Many of my adventures use robots as antagonists; A Hostile Takeover is a good example of this. While there will be cases where the PCs (mine or my players’) will choose to resort to deadly force against living foes, these should be unusual. I encourage my players to be creative in solving their PCs’ problems. I've talked elsewhere about the use of the Reactions table and emphasizing role-playing, incorporating the PC's skills and experiences. There can be lots of dramatic tension in a confrontation where the PCs are trying to keep a gun fight from starting.

I can’t portray or illustrate the spiritual impact on a PC of sinful acts, that’s not what Traveller is or does. It’s an adventure game, the rules don’t cover a character’s spiritual life. I will use in-game characters to bring these issues up; in a game I ran, when one PC impulsively shot an animal from an air/raft while on a scouting mission, an NPC in the party upbraided the PC for the needless killing. I left it at that, but the point was not lost on the player. The Church is present in my TU, so religious NPCs will be speaking to the PCs about the spiritual dimension of their lives. See my post on Fr. Meffodi for an example.

It is better to strive for peace than revel in war. It is better to be creative and to outwit opponents rather than to destroy them. Even Sun Tzu said the acme of excellence was to win without fighting. It is better to work for order and creation than to cause destruction and disorder. I must consider how much my attitudes in real life are expressed in my role-playing. How much does having my PCs engage in violence inform my willingness to do so in real life?  Perhaps there is too much of a sense of ordinariness about violence, a casualness that says ‘oh well’ rather than ‘a tragedy has occurred’.  Human death is a tragedy; we were not created to die. By accepting/normalizing behavior in a game setting, I can be led to accepting & normalizing that behavior in the real world. I want to have my PCs be heroes, risking themselves for the good of others, because here in the real world, “greater love has no man than this; that a man lay down his life for his friends”.

Lord, have mercy.

So what can I do?

One of the wonderful things about Traveller is that it is not dependent upon fighting as the PC’s central activity. There is a galaxy’s worth of adventures in the OTU or my TU that do not involve fighting, or at least do not revolve around fighting. A few ideas that come to mind are:
·         Exploration of new worlds
·         Merchant campaigns in Trade
·         Rescue both in the wilderness, in space or in the city
·         Colonization in difficult locations
·         Disaster recovery
·         Salvage
·         Mystery/detective jobs
·         Smuggling/infiltrating hostile areas to aid the oppressed
·         Spy missions (just not the assassination kind)

Not to mention that there are several non-lethal weapons available in Classic Traveller: stun carbines and tranq rounds for your snub pistol, plus all of the non-lethal grenades I’ve incorporated.There's always good old fisticuffs as well. 

In summary, my faith is part of the structure of my TU, not something layered on top of it. I will accept a certain amount of imagined violence in the game, because it is part of the game, and because sometimes opponents will not listen to reason or moral admonition. Risking a PC's life and fortune in pursuit of a good cause reminds us that virtue is hard, but worth it. Pursuing a virtuous life in the game can be a moral reminder to help the pursuit of virtue in real life. 

Tuesday, May 20, 2014

Blog Carnival May 2014 What does Star Wars mean to you?

      The RPG Blog Alliance sponsors Blog Carnivals, where all of their members are encouraged to write a post on a particular topic, cross-post and discuss. Since I've recently joined RPGBA, I decided to jump right in an participate. 

General Tangent is hosting this month's carnival and his topic is:

What does Star Wars mean to you?

Well, that depends. The Trilogy or the Prequels?

      The Trilogy was part of my sci-fi upbringing, but not a big part. I only saw Return of the Jedi in the theater; it wasn't until later that I saw Star Wars and Empire on TV.

      I remember while watching Star Wars on TV once that I got out my Traveller books and started working up a much smaller galactic Empire that I could play in. My game group and I never used it. We played WEG's Star Wars rpg when it came out in 1987, but we didn't stick with it. I've still got the 2nd edition core rulebook up in my attic, but haven't touched it in a long time. The most memorable event in a Star Wars game was actually a quote lifted from Blake's 7. Our GM was trying to railroad us into a commando raid on this Imperial space station. My character, not the most heroic type, refused stating “No I'm not. I'm not expendable, I'm not stupid and I'm not going.” It kind of derailed the adventure, because the GM didn't know what to do.

      As far as my current gaming goes, I am now quite happily settled in my small-ship Classic Traveller universe, with no aliens and only rare psionic (aka “Force”) powers. My TU has an Empire (The Talaveran Empire) which is one of the competing Big Four powers in my setting, not the overwhelming powerhouse like Star Wars.

     I will NOT have anything relating to the Prequel Trilogy in any game I'm running, because I think the Prequel films were rubbish. Don't get me started on the whole “Episode 1” alternate titles either. A complete rant on that I'll save for another day. Let's leave it at I don't see anything unique to the Prequels that I'd want to add to my game setting.

      I know that Star Wars had an influence on Classic Traveller. Traveller was the biggest sci-fi RPG going during the time the Trilogy was in theaters, so lots of Traveller players watched and loved the movies. Book 5, High Guard, was clearly an attempt to bring the Star Wars sized big ships into the Traveller 'verse. I've played High Guard a lot, but never with Star Wars in mind. High Guard makes me think more of Honor Harrington or her source material Horatio Hornblower than Skywalker and Solo.

      To sum up, I enjoy the Star Wars Trilogy and recognize the films as a major landmark on the terrain of sci-fi. But my inspiration for Traveller has always been literary rather than visual. Give me Heinlein, Piper or Asimov over Lucas any day.