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<blockquote data-quote="eyebeams" data-source="post: 1995413" data-attributes="member: 9225"><p>No he isn't. Nowhere does he claim that anyone will have deep moral questions answered. He does say that the game hopes to help people explore the questions, but that isn't the same thing.</p><p></p><p></p><p></p><p>Leaving aside the fact that the quote about Vampire is not on the same order (again, your example is one that hopes to answer something, not just talk about something), a game that looked at those themes would be a pretty neat game. There's plenty of gameable grist in theology. Let's set it up.</p><p></p><p>The game is about individuals with supernatural gifts and supernatural phenomena. The great struggle is over something called The Plan: a concordence of seeming accidents and quests that are supposed to fulfill God's will. You can play someone who believes deeply in The Plan, though others may disagree about the details. You can play someone who is anti-Plan and believes it's a bunch of hooey.</p><p></p><p>The funny thing is that when someone's conception of The Plan is fulfilled, they change in some noticable (and power-upping) fashion -- but smashing an enemy conception of The Plan does the same thing. All visions of The Plan must include an idea of what God is like and what God wants; if you are forced to contrathis code and rationale, you suffer a supernatural sanction. If God desires peace and you kill, you are judged by your concetion of God. But there are moral and logical paradoxes that can further you long your Plan and violate its laws at the same time. This disjunction has its own effects; perhaps you develop a dark twin or your powers take on a life of their own. Perhaps you suffer some sort of magical scourging.</p><p></p><p>Anti-Plan characters must live by their own ethos, but are more materially grounded. If they stray, fate turns agaisnt them in subtle but powerful ways. They also cannot benefit from some of the belsings of a Plan. This may include healing and resurrection. They are mostly free from haevy moral paradox, though.</p><p></p><p>Demons -- or angels? -- support one faction or another, but even they do not agree. It looks like fulfilling certain Plans gives them more freedom to move around in the world.</p><p></p><p>This might make a good D20 setting or even an RPG in its own right. D20 Modern's allegiance system would port over well when talking about various models for the nature of God, rebels, demons and angels. The roots of the game, though, would be in theological questions.</p></blockquote><p></p>
[QUOTE="eyebeams, post: 1995413, member: 9225"] No he isn't. Nowhere does he claim that anyone will have deep moral questions answered. He does say that the game hopes to help people explore the questions, but that isn't the same thing. Leaving aside the fact that the quote about Vampire is not on the same order (again, your example is one that hopes to answer something, not just talk about something), a game that looked at those themes would be a pretty neat game. There's plenty of gameable grist in theology. Let's set it up. The game is about individuals with supernatural gifts and supernatural phenomena. The great struggle is over something called The Plan: a concordence of seeming accidents and quests that are supposed to fulfill God's will. You can play someone who believes deeply in The Plan, though others may disagree about the details. You can play someone who is anti-Plan and believes it's a bunch of hooey. The funny thing is that when someone's conception of The Plan is fulfilled, they change in some noticable (and power-upping) fashion -- but smashing an enemy conception of The Plan does the same thing. All visions of The Plan must include an idea of what God is like and what God wants; if you are forced to contrathis code and rationale, you suffer a supernatural sanction. If God desires peace and you kill, you are judged by your concetion of God. But there are moral and logical paradoxes that can further you long your Plan and violate its laws at the same time. This disjunction has its own effects; perhaps you develop a dark twin or your powers take on a life of their own. Perhaps you suffer some sort of magical scourging. Anti-Plan characters must live by their own ethos, but are more materially grounded. If they stray, fate turns agaisnt them in subtle but powerful ways. They also cannot benefit from some of the belsings of a Plan. This may include healing and resurrection. They are mostly free from haevy moral paradox, though. Demons -- or angels? -- support one faction or another, but even they do not agree. It looks like fulfilling certain Plans gives them more freedom to move around in the world. This might make a good D20 setting or even an RPG in its own right. D20 Modern's allegiance system would port over well when talking about various models for the nature of God, rebels, demons and angels. The roots of the game, though, would be in theological questions. [/QUOTE]
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