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Could you make a Christian-oriented RPG?
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<blockquote data-quote="Tyrant" data-source="post: 540991" data-attributes="member: 8916"><p>When I said a "christian-oriented RPG" I was talking about just that. I wasn't considering a game where I play a character who evangelizes, prostelitizes (I can never spell that right), or whatever as the central story theme, nor was I considering a mechanic that determined the final resting place for my eternal soul. (I dont mean to imply those are dumb ideas of not worthy of discussion, they just werent what I was considering when I asked the question...) Evangelizing in the face of angry governments could make for some VERY interesting role-playing adventures. What I personally would want to treat with kid gloves is evangelizing in opposition to the world's other religions (ie christianity vs judaism or vs islam or vice versa in any combination).</p><p></p><p>I was imagining a fantasy world or variation of our own world where warriors, clerics, and scholars engaged in much the same types of battles as traditional D&D games. The game system writeup would portray heroes as "good" guys and the Players handbook would be devoid of any "evil" spells or magics contrary to published Christian theology (ie no reincarnation). The Game Master's Handbook would then have the evil spellcasting race and rules culled from the OGC sourcebooks about various demons, devils, and evil spellcasters, as well as traditional monsters for the setting. Games like the adventure that appeared in Dungeon (as someone pointed out in an earlier post) could be written.</p><p></p><p>Should we use traditional classes for characters or should we adopt the "class" system from the Modern rules set?</p><p></p><p>The biggest obstacle I see to this type of product is the use of real-world religion. As we all know, religion is a VERY sensitive subject. We have scores of different perspectives, even among the Protestant Christian faith. Factor in the multiple sects of judaism (forget its infinite personal permutations of which aspects of the law are still valid for now) and add in Islam and you have a melting pot of often incompatible ideas. Could the RPG be written using the mechanics described above with emphasis on tenants central to all 3 of these religions (you know, though shall not steal, murder, etc) and be purposefully vague on the matter of what form or forms the central deity takes? Would chapters on the belief system for the 3 major religions and their subgroups be interesting and useful? </p><p></p><p>How feasible is it that the Players portion of this could be released as a pdf under the OGL (not the d20 agreement) and billed as a Christian alternative to the PHB?</p><p></p><p>Eric</p></blockquote><p></p>
[QUOTE="Tyrant, post: 540991, member: 8916"] When I said a "christian-oriented RPG" I was talking about just that. I wasn't considering a game where I play a character who evangelizes, prostelitizes (I can never spell that right), or whatever as the central story theme, nor was I considering a mechanic that determined the final resting place for my eternal soul. (I dont mean to imply those are dumb ideas of not worthy of discussion, they just werent what I was considering when I asked the question...) Evangelizing in the face of angry governments could make for some VERY interesting role-playing adventures. What I personally would want to treat with kid gloves is evangelizing in opposition to the world's other religions (ie christianity vs judaism or vs islam or vice versa in any combination). I was imagining a fantasy world or variation of our own world where warriors, clerics, and scholars engaged in much the same types of battles as traditional D&D games. The game system writeup would portray heroes as "good" guys and the Players handbook would be devoid of any "evil" spells or magics contrary to published Christian theology (ie no reincarnation). The Game Master's Handbook would then have the evil spellcasting race and rules culled from the OGC sourcebooks about various demons, devils, and evil spellcasters, as well as traditional monsters for the setting. Games like the adventure that appeared in Dungeon (as someone pointed out in an earlier post) could be written. Should we use traditional classes for characters or should we adopt the "class" system from the Modern rules set? The biggest obstacle I see to this type of product is the use of real-world religion. As we all know, religion is a VERY sensitive subject. We have scores of different perspectives, even among the Protestant Christian faith. Factor in the multiple sects of judaism (forget its infinite personal permutations of which aspects of the law are still valid for now) and add in Islam and you have a melting pot of often incompatible ideas. Could the RPG be written using the mechanics described above with emphasis on tenants central to all 3 of these religions (you know, though shall not steal, murder, etc) and be purposefully vague on the matter of what form or forms the central deity takes? Would chapters on the belief system for the 3 major religions and their subgroups be interesting and useful? How feasible is it that the Players portion of this could be released as a pdf under the OGL (not the d20 agreement) and billed as a Christian alternative to the PHB? Eric [/QUOTE]
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