As I'm about to be playing some Deck Quest with 5e rule elements I thought it might be best to clarify my thoughts and issues with the genre.
First off Tabletop role-play IS NOT D&D and I've never thought of it as so. D&D is probably the most popular and known game in it but I'll get to that later. Tabletop role-play is a genre of game like a shmup, fighting or role-playing game is for video games but for tabletop games. The distinction is important because most of my problems are with D&D specifically not Tabletop role-play. A book is neither good or bad it's the contents of it which make for moral questions, not the form.
That said I do believe tabletop role-play has the potential to be just as, if not more, influential than other forms of media. To be blunt tabletop role-play is basically made to feed one's ego because the world is a collaborative creation of a small group of people with your own rules and typically, if the GM isn't an egocentric, one you have a chance at winning in. Here you can be heroes, or unfortunately villains, because the world literately revolves around and shapes itself to you. I liken it to playing pretend as a child with a few rules to keep it grounded in some sense of reality and consequence. This isn't a bad thing if the world is made with a Christian moral view applied but typically, at least in videos I've seen, the behaviors reinforced vary greatly based on the people playing it. Let me be clear I understand the need for flaws in characters, that is what allows character development. I understand the need for an antagonist to have a challenge to overcome. I even understand how playing campy unrealistic evil (think 1960's Batman) can be fun. I do not however accept the murder hobo play style or the hedonistic I'm here to sleep with things play style. If living out your dreams of killing indiscriminately is fun you need a therapist. Compare GTA V. It's story does have campy elements BUT it's ultimately a serious one because it tries to make you sympathize with it's murdering jerks. It tries, and fails, to condone this by making everyone around them also murdering jerks. The problem is of course you are still a murdering jerk. These are bad people who you should want to lose but, because making the player lose wouldn't be fun, you can literary get away with murder in the end. No bueno sir. Also if you are playing to imagine your sexual fetishes, with a bunch or other dudes, you are kind of a pervert.
More influence, for both good or bad, can come from tabletop role-play than other media because you are actually interacting with others. The game is not real but the peer pressure is. If every other player does something conflicting with your world view do you stop them and ruin everyone's "fun" or laugh it off and go with the pack? If anyone who looks at a woman lustfully has already committed adultery with her in his heart than even in a make-believe world we should be thinking of what is acceptable to Christ.
Finally if you feel yourself a loser in the real world and find yourself still losing in a fantasy world it can be pretty disheartening to say the least. I don't believe people would suicide on this alone but I can very easily see it pushing someone over. If someone can kill themselves over the death of their anime character some maturity should be involved before playing a game which can have even more emotional investment. At the very least I can see a game, as with all other media, changing from an occasional escapism to an idol where people hide from solving their real life problems. I'll put my conclusion on tabletop role-play games this way. Would I let my 13 year old child (if I had one) play it with their friends alone? NO most 13 year old kids aren't mature enough to create a mature world by themselves. Would I let my 13 year old play if I played with them. YES I would because I don't think kids are going to be getting frisky with the bar maid or lop off her head with their Dad there.
Now as far as D&D goes there are couple areas I object to. No I don't think the game itself is satanic but it does take liberties with concepts which can lead one away from God, the truth or peek interest in the occult. If you are making a tabletop role-playing game these are the things I'd avoid...
1. Souls can't be manipulated like physical objects. The entire point of a soul is it is the part of you that is more than flesh that can live beyond it. It is the part of you that is more than the sum or your parts. I've seen countless hours of drivel in movies and tv (Buffy, Angel etc.) where souls are swapped like clothes or traded like baseball cards. If you need to "revive" a player just have them be healed from a "dead" state. If EMTs can bring you back after your heart and lungs have stopped just have your fictional abilities work better or perhaps just knock out characters instead.
2. Heaven and Hell. Again you can't just take a day trip there. It's supposed to be beyond us, our understanding or our ability to manipulate. If it's not it's just a tourist spot.
3. Devils and Angels. While they can have influence in our lives if they aren't kept distinct and separate from man you end up with the same above problems. If you want to fight demons just call them monsters or something else because you can't fight real demons with swords anyway, well maybe the sword of the spirit but I digress
.
4. Gods plural. Polytheism has never made sense in the real world so it doesn't make sense in the fictional world. Everything is connected you can't have a storm and wind god because one needs the other to function. Only the most powerful one would be "God". The problem is it's never stated. When I played jrpgs back in the day the big bad at the end who claimed to be God would always, always, always be denounced by plucky mortal friends saying "we don't need God we can get by without you". They should have been saying "you aren't God" but they never said it, not once, and so I stopped playing jrpgs. If you want to have different religions in your world ok, there are lots of religions in the real world too. The problem starts when you have these gods start showing up in the world, doling out power to you or being a boss to defeat. Are you going to teach they are really gods? God is the ultimate power by definition if one of the gods was God he would just win.
While Tolkien handled some of these things well by keeping distance I generally feel it's better to avoid them at least directly. It's easy to get incorrect if not studious about it. Furthermore there are also mechanical problems with power creep when you get to the dueling gods level. Good story is character based. Threatening a world with nothing in it is valueless but put one character players are attached to in danger and they will care.
As to Magic I'm ok with it's redefinition as a natural phenomenon, like electricity or inherited by blood. I've considered simply calling it something else in my stories but if it looks like magic everyone will probably call it that already so changing it is pointless. The problems start when you link it to a satanic ritual, god or some such specific thing.
I know you are saying but it's just fiction or a game. The problem is there is so much misinformation going around already I believe it's a responsibility not to add to it if not altogether set the record straight (I've spoken countless times about the need for Christian media but another subject). There are a lot of weird ideas out there casual Christians and virulent Atheists use to justify their lifestyle. Don't make reality into fantasy or things with important meaning meaningless. Be not conformed to this world: but be ye transformed by the renewing of your mind, that ye may prove what is that good, and acceptable, and perfect, will of God.
Finally Wizard's of the Coast has gone the extra measure to support homosexuality both in their game and out of it. If you still doubt a game can have influence on people ask yourself why then are they doing this? They've marched in gay pride parades, the lead rules developer of D&D 5e is proudly gay and most importantly page 121 of the player's handbook goes out of it's way to say "You don’t need to be confined to binary notions of sex and gender." In a game were you can be practically anything they give special support to this. Even if I was to accept this morality, and I don't, now every DM has to deal with "but the rule book says I can". Really could you not just say anything not covered in the rule book is up to your imagination and DM approval? No they couldn't because they clearly want to use a fictional game to influence everyone in a real way and not for good.
I do like the idea behind tabletop role-play with collaborative storytelling. I just won't be buying D&D 5e or specific games.
I also have many mechanical complaints about 5e but that's another subject.
First off Tabletop role-play IS NOT D&D and I've never thought of it as so. D&D is probably the most popular and known game in it but I'll get to that later. Tabletop role-play is a genre of game like a shmup, fighting or role-playing game is for video games but for tabletop games. The distinction is important because most of my problems are with D&D specifically not Tabletop role-play. A book is neither good or bad it's the contents of it which make for moral questions, not the form.
That said I do believe tabletop role-play has the potential to be just as, if not more, influential than other forms of media. To be blunt tabletop role-play is basically made to feed one's ego because the world is a collaborative creation of a small group of people with your own rules and typically, if the GM isn't an egocentric, one you have a chance at winning in. Here you can be heroes, or unfortunately villains, because the world literately revolves around and shapes itself to you. I liken it to playing pretend as a child with a few rules to keep it grounded in some sense of reality and consequence. This isn't a bad thing if the world is made with a Christian moral view applied but typically, at least in videos I've seen, the behaviors reinforced vary greatly based on the people playing it. Let me be clear I understand the need for flaws in characters, that is what allows character development. I understand the need for an antagonist to have a challenge to overcome. I even understand how playing campy unrealistic evil (think 1960's Batman) can be fun. I do not however accept the murder hobo play style or the hedonistic I'm here to sleep with things play style. If living out your dreams of killing indiscriminately is fun you need a therapist. Compare GTA V. It's story does have campy elements BUT it's ultimately a serious one because it tries to make you sympathize with it's murdering jerks. It tries, and fails, to condone this by making everyone around them also murdering jerks. The problem is of course you are still a murdering jerk. These are bad people who you should want to lose but, because making the player lose wouldn't be fun, you can literary get away with murder in the end. No bueno sir. Also if you are playing to imagine your sexual fetishes, with a bunch or other dudes, you are kind of a pervert.
More influence, for both good or bad, can come from tabletop role-play than other media because you are actually interacting with others. The game is not real but the peer pressure is. If every other player does something conflicting with your world view do you stop them and ruin everyone's "fun" or laugh it off and go with the pack? If anyone who looks at a woman lustfully has already committed adultery with her in his heart than even in a make-believe world we should be thinking of what is acceptable to Christ.
Finally if you feel yourself a loser in the real world and find yourself still losing in a fantasy world it can be pretty disheartening to say the least. I don't believe people would suicide on this alone but I can very easily see it pushing someone over. If someone can kill themselves over the death of their anime character some maturity should be involved before playing a game which can have even more emotional investment. At the very least I can see a game, as with all other media, changing from an occasional escapism to an idol where people hide from solving their real life problems. I'll put my conclusion on tabletop role-play games this way. Would I let my 13 year old child (if I had one) play it with their friends alone? NO most 13 year old kids aren't mature enough to create a mature world by themselves. Would I let my 13 year old play if I played with them. YES I would because I don't think kids are going to be getting frisky with the bar maid or lop off her head with their Dad there.
Now as far as D&D goes there are couple areas I object to. No I don't think the game itself is satanic but it does take liberties with concepts which can lead one away from God, the truth or peek interest in the occult. If you are making a tabletop role-playing game these are the things I'd avoid...
1. Souls can't be manipulated like physical objects. The entire point of a soul is it is the part of you that is more than flesh that can live beyond it. It is the part of you that is more than the sum or your parts. I've seen countless hours of drivel in movies and tv (Buffy, Angel etc.) where souls are swapped like clothes or traded like baseball cards. If you need to "revive" a player just have them be healed from a "dead" state. If EMTs can bring you back after your heart and lungs have stopped just have your fictional abilities work better or perhaps just knock out characters instead.
2. Heaven and Hell. Again you can't just take a day trip there. It's supposed to be beyond us, our understanding or our ability to manipulate. If it's not it's just a tourist spot.
3. Devils and Angels. While they can have influence in our lives if they aren't kept distinct and separate from man you end up with the same above problems. If you want to fight demons just call them monsters or something else because you can't fight real demons with swords anyway, well maybe the sword of the spirit but I digress

4. Gods plural. Polytheism has never made sense in the real world so it doesn't make sense in the fictional world. Everything is connected you can't have a storm and wind god because one needs the other to function. Only the most powerful one would be "God". The problem is it's never stated. When I played jrpgs back in the day the big bad at the end who claimed to be God would always, always, always be denounced by plucky mortal friends saying "we don't need God we can get by without you". They should have been saying "you aren't God" but they never said it, not once, and so I stopped playing jrpgs. If you want to have different religions in your world ok, there are lots of religions in the real world too. The problem starts when you have these gods start showing up in the world, doling out power to you or being a boss to defeat. Are you going to teach they are really gods? God is the ultimate power by definition if one of the gods was God he would just win.
While Tolkien handled some of these things well by keeping distance I generally feel it's better to avoid them at least directly. It's easy to get incorrect if not studious about it. Furthermore there are also mechanical problems with power creep when you get to the dueling gods level. Good story is character based. Threatening a world with nothing in it is valueless but put one character players are attached to in danger and they will care.
As to Magic I'm ok with it's redefinition as a natural phenomenon, like electricity or inherited by blood. I've considered simply calling it something else in my stories but if it looks like magic everyone will probably call it that already so changing it is pointless. The problems start when you link it to a satanic ritual, god or some such specific thing.
I know you are saying but it's just fiction or a game. The problem is there is so much misinformation going around already I believe it's a responsibility not to add to it if not altogether set the record straight (I've spoken countless times about the need for Christian media but another subject). There are a lot of weird ideas out there casual Christians and virulent Atheists use to justify their lifestyle. Don't make reality into fantasy or things with important meaning meaningless. Be not conformed to this world: but be ye transformed by the renewing of your mind, that ye may prove what is that good, and acceptable, and perfect, will of God.
Finally Wizard's of the Coast has gone the extra measure to support homosexuality both in their game and out of it. If you still doubt a game can have influence on people ask yourself why then are they doing this? They've marched in gay pride parades, the lead rules developer of D&D 5e is proudly gay and most importantly page 121 of the player's handbook goes out of it's way to say "You don’t need to be confined to binary notions of sex and gender." In a game were you can be practically anything they give special support to this. Even if I was to accept this morality, and I don't, now every DM has to deal with "but the rule book says I can". Really could you not just say anything not covered in the rule book is up to your imagination and DM approval? No they couldn't because they clearly want to use a fictional game to influence everyone in a real way and not for good.
I do like the idea behind tabletop role-play with collaborative storytelling. I just won't be buying D&D 5e or specific games.
I also have many mechanical complaints about 5e but that's another subject.
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