Alright, let’s continue. This time, we’ll finally learn how to righteously mingle with evil!
So, next section of the Light Raider Handbook is titled “The Fellowship of the Ring Light.” It describes the PC faction.
First we get a description of Overlord. Honestly, that’s what you’d expect from Jesus stand-in: blah blah, much love, blah blah, sacrifice, blah blah, glory, etc.
The only interesting passage is this:
The OverLord loves right and hates evil. Therefore, he asks that we grow toward absolute perfection and that we totally oppose the rebellion against the Almighty Spirit. He hated this evil so greatly that He willingly sacrificed Himself to save others from such a destiny. So great is His purity that those who spurn the Great Rescue must be eternally punished.
I’m rather uncomfortable with the emphasis on hatred and eternal punishment, and this paragraph stands in stark contrast with the other talking about what a great guy Overlord is.
Anyway, next section is more interesting. It finally approaches the most famous mechanic of this game, Bible magic.
Long story short, there are so-called Sacred Scrolls (read: Bible), word of Overlord, and they are considered the greatest weapon against the dark creatures and dragons. Word Runes are specific Bible quotes that can be used to do magic. A player can read up to three of them per adventure or cite them from memory with lesser limits (some runes can be used once per day, others once per adventure, etc.). Furthermore, each character has a Sword of Truth rating (starting at 1 for all PCs). Players can only use runes rated (runes are rated based on length, and more wordy runes generally give more powerful results) as equal or below the rating and can’t use runes below three points of their rating (so, someone with Sword of Truth 5 wouldn’t be able to use first level runes). It’s rather obviously done to promote the study and memorization of Bible.
The effects of the runes are not described in this section, but they’re basically spells: buffs, debuffs, attacks, invisibility, light, etc.
So, what do I think about it? Well, Bible does have plenty of cool and weird quotes that can work nicely as magical chants, so in that respect the idea is actually fun. I’m more suspicious about its teaching potential. The focus on memorizing specific quotes as opposed to, you know, reading the Bible strikes me as misguided. Now, I’m not an expert on Christianity, the only Bible verse I can actually cite is “Jesus wept,” which I’ve learned from Unknown Armies of all places, so I defer to Fred Clark (of left Behind readthrough fame) in the matter. According to him, such an approach is what partially led to creation of Rapture mythology: its proponents basically created a Frankenstein’s monster out of quotes from different Biblical text that were about drastically different subjects. In the process they’ve pulled some of the quotes out of context, mangling their meaning.
And that’s all this game does: encourage you to memorize a bunch of unrelated quotes with little structure between them. As such, despite the devs’ claims to the contrary, I can’t say this game really teaches any spiritual lessons, at least not through this mechanic. Quite ironically, much more than D&D ever could, the game teaches its players magic: say the right words, and God would answer and protect you and give you power to defeat your enemies.
Also, the runes are bloody wordy, starting with a sentence and ending with, like, three paragraphs. I pity any kid who had to memorize this stuff just to cast some healing or whatever.
And while we’re still in this section, this passage deserves mention:
First of all, you must believe that the Sacred Scrolls are truly the words of the Everlasting Spirit. As the Scrolls themselves say: \All Scripture is God-breathed and is useful for teaching, rebuking, correcting and training in righteousness, so that the man of God may be thoroughly equipped for every good work.” (2 Timothy 3:16-17). This WordRune teaches us that the Almighty Spirit, through the influence of the Unseen Counsel, qualified and enabled holy men to make an infallible record of divine truth concerning the Maker’s will for man.
That’s right, the devs are bloody literalists, which shouldn’t be a surprise considering their jab at evolution. I guess you can make a case that in the game world the Sacred Scrolls were, indeed, written or dictated by Overlord and carry his exact words, but again, this game is intended as an educational tool for kids, and it utilizes real Bible, not a fictitious holy text inspired by Bible (despite changing everything else). So, yeah, that’s the message you’re supposed to carry into the real life: Bible is the literal word of God, no matter how little sense that makes and how many liberal Christian don’t buy it.
Moving on.
Next section is about celestial guardians.
Both Unicorns and Pegasi are embodiments of angels in the world of EdenAgain. They have certain ministries and abilities given to them by the OverLord for His purposes. Unicorns and Pegasi are holy beings, presenting themselves to human view in a physical body, and have a much greater knowledge of the OverLord than does any man.
Yes, yes, it’s all well and good, but let’s not lose sight of the truly important matters: how many HP do they have?
Still no mechanics, in other words. I assume they’re all in the rulebook, which leaves this section pretty sparse. It’s basically a brief description of pegasi and unicorns appearance, not many details on what they actually do or what abilities they have.
Sometimes angels take on forms other than the two mentioned above. As the particular assignment requires, they may even change from one form to another right before your eyes.
Do they turn into burning wheels with many eyes? More stuff should use classic mythological angels. They’re so cool and Lovecraftian.
The section concludes with a list of info about angels taken from Bible:
1. The nature of angels
(a) They are created beings. (Colossians 1:16)
(b) They are greater than man. (Psalm 8:4-5)
(c) They have great power. (2 Thessalonians 1:7)
(d) They have great knowledge, but they are not omniscient. (1 Peter 1:12)
(e) They are not proper objects of worship. (Revelation 22:8-9)
And other such passages.
It’s interesting in an abstract way, but not particularly practical or relevant. Supposedly angels protect Twice Borns from accidents and the like, but I don’t think there is any mechanic enforcing that.
Next we have normal and talking animals because Narnia, I guess. Long story short, while there are plenty of normal animals around the world, there are also animals that talk. They tend to be bigger than their counterparts, but otherwise look the same, making hunting a difficult affair for those who don’t want to accidentally murder people (dragon slaves hunt anyway). Talking animals is a pretty common idea that can be found in many stories, not just Narnia, but these animals are not like others. They’re missionary animals.

1. They serve the OverLord and bear witness to His truth. (Hehe, bear)
2. They may help to convict dragon slaves of the truth.
3. They instruct LightRaiders on living a holy life.
4. They help LightRaiders to discern between right and wrong.
5. They help raiding parties remember the words of the OverLord.
6. They give guidance to LightRaiders.
Honestly, it’s such a bizarre idea. I mean, seriously, imagine receiving a spiritual advice from a rabbit wandering by. I have no idea why the devs included this little tidbit, and I’m not sure what to say about it.
Still, a bear priest is an awesome image, so there is that.
Next we have other good creatures. It’s a blurb about how there are many other good creatures around, like faeries (I guess not old-school ones), elves, halflings and other standard fantasy races. I think they may be described in more detail in the second edition? Here, though, it’s a stump of a section that tells us nothing beyond “some shit can be found out there we know nothing about” and, as such, is a bad game design. I would actually be more OK with it if it didn’t list the names of the creatures and simply stated there are some good creatures out there we know little about. That would be a carte blanche for the GMs to add their own stuff to the setting. While experienced GMs need no reminders that they’re allowed to do it, it is useful for beginners.
Anyway, next we finally get to PCs. All PCs are Light Raiders, Twice Borns sent on missions into the Dragon Lands to promote Overlord’s cause of global domination liberation.
Throughout the books, there were references to Salt Warriors, and I had no fucking clue what they are because the definition section didn’t mention them for some weird reason. Here we finally get an explanation: they’re Light Raiders who are assigned on long missions into the Dragon Lands and don’t return to the Liberated Land for years.
Well, that was anticlimatic after all the times I was wondering about them.
Retired LightRaiders who instruct and prepare the TwiceBorn to live for the OverLord’s glory are called Guardians of the Light. When a Guardian of the Light returns to the Dragon Lands, however, it is usually to die a martyr’s death for the cause.
…Holy shit, they institutionalized dying wise mentors.
Seriously, what is this with the martyr complex? As I understand it, the idea here is that the Guardians are sent on most dangerous and urgent missions, hence the high expectation of death, but the way it’s written, it’s like they’re specifically sent to die, like death is the purpose.
I’m fairly sure they don’t have Gray Wardens’ reasons to all end up dying in battle, so it comes across as very unfortunate.
Anyway, what makes Light Raiders special and fit to go on missions is character strengths, which serve the purpose of standard attributes here: LOVE, Joy, Peace, Patience, Faithfulness, Kindness, Goodness, Gentleness and Self-Control.
Yeah, so here is a thing. I’m generally deeply suspicious of personal attributes. Mental attributes like Intelligence and Wisdom can be tricky already: it’s hard to role-play a wise character when you yourself are not very wise. Codified personal attributes go beyond that and impose limitations on your role-playing that have a good chance to be detrimental.
They can be done well, but they need to be kept abstract and open for individual interpretation. For example, DRYH Madness is fine: as it grows, your character becomes more unhinged and less in control of the Madness Talent, but the exact results are up to you. You may play up some obsession warping character’s behavior, you may go for more realistic mental illness, you may go for Madness Talent flaring up and locking the character between illusion and reality, anything you think appropriate. And there are only four stages to it, so you can crank up the effects dramatically each time without worrying if you’re overdoing it and if there would be room for escalation later.
Unknown Armies madness system, on the other hand, I don’t like much. It’s elegant and fits the themes of the game (though it should really be called stress coping system or something as actual madness comes only at the end of the scale), but it can be hard to go in the middle of the game “oh yeah, after that encounter my character should be a bit more fatalistic. It does make you think about the character’s psyche and its evolution but in a way that can easily break immersion and distract you from the events at hand.
And the personal traits DragonRaid proposes are, well, not good. They cover a lot of ground, which can easily lock you to a character you don’t like or have trouble role-playing (and, oh yes, they are generated randomly. I’ll rant about it more once we get to actual rules, though), and demand from you constantly juggling a lot of mental concepts. Are you behaving in accordance with your Patience 9? Or is it closer to 7? What about Peace? Is your character at ease enough?
And they overlap a lot. What does it mean to be gentle but not kind? Patient but with little self-control? Joyful but not in peace?
Hell if I know. What I do know is that I would struggle playing a character created in this system, which makes it a bad design, regardless of any messages the game tries to deliver.
And, oh yes, there is one hell of a message.
The Character Strengths will be developed in you insofar as you are obedient to the OverLord of Many Names. If there is no obedience, as in the case of a dragon slave, there will be no strength. Thus, LightRaiders with the highest Character Strengths are the ones who have been most obedient to the OverLord. Obedience to the OverLord enables Him to make you a new creation. You will be changed from glory to glory into the likeness of the OverLord.
It’s kinda funny how villainous that sounds once you ignore the Christian aspect. It’s something straight out of a mouth of a mad scientist or a sorcerer cultist. “Obey me, and I shall give you perfection of form!”
And, of course, only Twice Borns (read: Christians) posses character strengths. Non-Christians don’t have love or joy or peace. They live in sin and have no morals of their own. Because that’s how the world works, right?
Ugh, moving on.
Next are character abilities, weapons and defenses, for the most part pretty standard: endurance, listening, vision, knowledge, etc. The only odd one is hope, which is used to, well, not lose hope when things are grim. Not sure how it’s used by the system.
Players have solo battle weapon ability by default and can pick three more, like lances, swords and so on. Pretty classic.
Defense abilities are evade enemy, recover from injury and resist torture.
What’s interesting about all of them is that the way their rating is calculated. All abilities depend on one or a number (up to all 9) character strengths, so you have formulas like Courage = (Love + Joy + Goodness + Faithfulness + Self-Control) / 5. The formulas aren’t all that hard, and in theory it’s a nice thematic touch showing that all virtues are important, no matter what you do, but man, is it a pain in the ass to calculate all of the standard abilities. Weapon abilities are also pretty hard to pick because of that since it’s often hard to tell in which weapon you’d have the highest score without calculating all of them.
I sure hope that the formulas apply only for the starting rating. There are buffs rising one of the strengths for the period of an encounter, and recalculating every relevant ability as well would be downright cruel to kids.
On a brighter side, there are optional abilities. There are 11 of them in total, and each player picks 3 for their characters (the abilities not picked default to rating 1). Most of them are pretty standard as well, like water movement or “climb skillfully,” but then there is this gem:
Righteously Mingle With Evil.
Guys, you can righteously mingle with evil in this game. Yes, that is the source of the subtitle for my reviews. It may seem underwhelming for you now, but it’s just so, so perfect. I mean, just try to imagine righteous mingling with evil. For me, it conjures an image of a priest on a devil’s party talking pompously about sin and God while drinking wine and covering demons crawling up his robe.
And that’s what this game is, ultimately: a bunch of fundamentalists trying to reach to kids through something they like and in the process turning their own holy book into a magical grimoire and stumbling straight into the old moral pitfall that has nothing to do with demon-worshiping and everything to do with the desire to simplify the world, to create enemies it’s OK to hate and kill.
So, naturally it’s my favorite ability in this game. I don’t even care what it actually does*, it’s great. So you may imagine my disappointment when I learned that to righteously mingle with evil I need another optional ability, Hatred of Evil.
*It’s a spy stuff, “an ability to resist being soiled in evil surroundings,” to be among evil without being tarnished by it. The mechanic is not explained here, I presume it has something to do with sin enchantments, or maybe allows characters to do evil for the greater good without penalties or something along these lines.
Hatred of Evil basically increases damage against dragons and dark creatures, but that’s not important. What’s important is that certain abilities have other abilities as prerequisites. Normally, it would be unremarkable, but with only 11 optional abilities total and with only 3 being allowed per character, it does limit customization options rather severely, which is not a good choice.
Who the devs think they are, denying me the ability to righteously mingle with evil right away, huh?
But let’s move on. Another way Light Raiders are special is their spiritual armor, Armor of God.
LightRaider armor weighs nothing. It is invisible to dragon slaves, dark creatures, and – under most circumstances – to other LightRaiders. Only at special times can LightRaiders observe one another’s armor. Dragons, however, can see the armor from a distance of 1/4 mile.
I see Light Raiders are not allowed to have transformation sequences, eh? And what are the special circumstances when they can see the armor? Anima flaring up?
Anyway, the Armor of God is composed of a several items with neat effects:
- Belt of Truth which protects you from believing falsehoods (I assume it’s useful against mental speech);
- Breastplate of Righteousness (what an awesome name) which protects you from temptations (I assume it’s used against sin enchantments;
- Shield of Faith which offers actual protection from weapons and specifically dragon fire;
- Helmet of Salvation which gives LightRaiders their hope of eternal life in the Everlasting Kingdom, whatever that means in game terms;
- Sword of the Spirit, which is still considered armor for some reason and enables you to use Word Runes;
- The Boots of the Gospel of Peace, which have an awesome name. Oh, and also help you when your courage fails, but who cares? The Boots of the Gospel of Peace. Say it three times, and your tongue will turn into stone.
All in all, it’s not a bad power set. And you know, if the armor was what separated Once Borns from Twice Borns, I wouldn’t have problems. Kyurei gives chosen ones the power to fight against darkness metaphysically linked to their virtues, business as usual. But no, they had to go with positive character traits being denied to non-Christian. Ugh. Yes, I’m still not over it because it’s an old and dumb argument that should die already.
Anyway, Christianity aside, the armor is a cool idea, actually. The rating of each item depends, once again, on character strengths, so it’s not a perfect defense, just the first line of resistance. The powerset is decisively magical girl’s, something that allows you to resist corruption and mind control, of which mahou shoujo villains tend to be fond, as well as work (presumably) purifying magic on foes.
So, I actually like this bit and may rework it for something else at some point.
Next we have the Great Rescue Word Rune or the Fantastic Invitation (technically, the Fantastic Invitation is a subtype of Great Rescue, but there are no other Great Rescue Word Runes, so there).
Long story short, it’s a conversion instruction. Light Raiders are supposed to convert dragon slaves to the Overlord faith, and here we have a five steps program to that effect. From what I can tell, it’s similar to real life counterparts. So, by learning it, you too can become the most obnoxious type of plane passenger!
Yeah, one good thing I can say about it is that at least it acknowledges that no miracles should be expected and that the subject of this “runes” would just become aware of Overlord and his faith, not convert automatically. Still, the focus on the missionary work as a duty and the rigid formula that must be followed is what makes certain Christians perceive us heathens as objects to work their Bible magic on first, people distant second.
Once again I bring up Fred Clark, who talked at length about how this stuff is supposed to be an open invitation for those who would take it, not an extortion or a ritual.
Look, I’ll say it simply: I’m not particularly interested in becoming a Christian, and quoting Bible at me won’t change it. Realistically, most dragon slaves who would hear the fantastic Invitation would nod and walk away, the words forgotten in the next hour. Maybe there are arguments that would appeal to them – or to me, for that matter – maybe there aren’t, but you won’t find them in step-by-step instructions. People are a lot more messy than that, and so you need to approach them as people, make an honest attempt to understand them and to be their friend.
Without love, it cannot be seen, as the saying goes.
Alright, next we have battle prayer. Basically, during a battle players may write names of their characters (or other players’ characters) and handle them to the AM. Something good may happen if the AM decides the situation warrants divine intervention. The game states that it should be used in an emergency, but there are no actual rules for it (there are rules for the effects, but they’re in the AM manual, so we’ll get to them later), which seems like it could easily lead to abuse. If nothing else, stalling the game in a middle of a dramatic fight for that seems counterproductive.
Next we have special runes. First of them is Ultimate Hope Word Rune, also known as TRP avoidance. It can be used once in a lifetime of a given character and it totally obliterates any and all dark creatures around. No word on the dragons, though. Can be used only when character’s life is seriously threatened.
Eh, pretty straightforward, and is useful for new players, who are most likely to need it. If you’re facing death in a TRPG, it generally means that either you or the GM did something wrong (or the dice decided to fuck with you, but that’s part of the tension), so normally I would say such a thing is unneeded. Death comes either as a consequence of your own mistakes or the GM’s doing, and in the latter case you have a bigger problem. However, for people who are just learning the ropes? Yeah, it’s actually a neat feature.
Life Verse Word Rune can be any Bible quote picked by the player (though no less than 30 words). It’s basically a call for a timeout stopping all action for five minutes and giving the player a chance to think. I like the emphasis on personal choice of words here*, but the concept of the rune sounds kinda dickish. I mean, it’s a common courtesy to give players a time to think when they feel pressured, unless the pressure is a part of the game (like horror or high action) and the players are fine with it, in which case stopping everything would be dickish to other players whose immersion may be broken.
*In general, I think this game would benefit from players making up their own Word Runes and assigning effects to them from some list. That idea could be used in a different game, of course, with Bible replaced by made-up magic chants and the like. UBW mantra, anyone?
Back on Track Word Rune, also known as the Retcon rune, allows your character to go back to some important decision and do it all over. Can be used twice for a given character. Yeah, not a good choice. Nothing destroys the tension quite so completely as going back in time after already learning important reveals. There are no limits mentioned, either, so in theory you can go back all the way to your first mission.
I understand that sometimes players may do something dumb they wish to take back, but, well, having to live with the consequences of your actions is part of the appeal of TRPGs. It’s what makes the game world feel more real than what you would find in video games and the like. If you simply can’t have fun anymore, you’re better off with creating a new character rather than retconning stuff. Especially considering the headache of recalculating your virtues and abilities.
The Ultimate Hope rune erases the consequences of a bad decision, which already can be immersion-threatening. This one destroys the decision itself, and the reality of the world with it.
The Transgression Word Rune halves the penalties for killing a dragon slave. I must say, repenting for a death of a fictional character is some kind of new form of torture. It’s an actual prayer, too, it doesn’t even change God to Maker. It’s fucking lengthy, too, four paragraphs. Also, note that there are no penalties for killing dark creatures, despite them not being inherently evil according to their backstory and potentially redeemable. Only humans matter in the eyes of God (I’m also not sure about talking animals, but at least it’s mentioned that Light Raiders are forbidden to kill them, whether or not they get penalties for that).
The section concludes with prestige classes or Special Character Roles, as they’re called here.
Basically, once your stats are high enough, you may qualify for one or a few roles and receive various bonuses or abilities. Naturally, determining whether your stats are high enough involves more math. You get formulas like this: (Self-Control + Goodness + Joy + 2*Peace) / 5 >= 7.
Yeah, not the most intuitive system.
Anyway, the roles are as follows:
Lion Warrior, Wolf Soldier and Bear Knight all receive a corresponding talking animal companion. I must say, “you now have a talking bear with you” is some creative character advancement if nothing else.
Also, Bear Knight sounds awesome.
Animal Master gets a number of regular animals trained to follow orders, pretty standard RPG thing.
Renewer is a healer. Well, healers at least are handled better here than in some other games. Normally, nobody wants to play a dedicated healer because it’s boring, but here it’s an additional thing, you mostly still kick ass and take names, so it’s not too bad. Still other options are more interesting.
Knight of the Way and Rescue Master receive flat bonuses to some abilities (Track Enemy, Evade Enemy and Blend with Surroundings for the Knight, Climb Skillfully,
Blend with Surroundings, and Water Movement for the Rescue Master). Pretty straightforward and not very interesting. I’m also rather dubious on Rescue Master character concept. Is someone who can get to you quickly that valuable without anything else special going for them?
Overlord’s Guard is the role that requires Righteously Mingle With Evil, so it’s automatically the best role. More, its unique ability is also cool: shapeshifting. Only into humans, sadly, and only twice per day, but it’s still pretty neat for spy types. Dragons can still detect them, though, limiting the depth of possible cover. Nevertheless, I was right in trusting RME, it didn’t lead me astray.
Raid Leader is a weird role. As the name implies, it’s the party leader. Except… shouldn’t it be a role that someone could get at the very beginning of the game? Whatever the system says, players are likely to follow someone’s lead after an adventure or two simply because having a leader simplifies everything. And they would likely chose a leader based on their RL charisma and leadership qualities, not on stats because, well, even if someone has better stats, it wouldn’t help them to formulate a good plan or break arguments.
As such, the role feels redundant. By the time anyone could actually qualify for it, there already would be a de facto leader, and if someone else would take the mechanical role, at worst it would just generate some drama and at best won’t change anything, it would just create a figurehead.
Also, the role doesn’t actually offer any mechanical benefits. There simply aren’t any. I don’t know if it’s an oversight or if the leadership position is supposed to be a reward in itself, but either way just go for the bear.
The last role is Guardian of the Light. The role can be obtained only by getting perfect 10 in each character strength, which I guess is the reason why they tend to retire or go on suicide missions: there is nowhere else to grow their characters, so may as well kill them off and start anew.
Also no mechanical benefits despite claims to the contrary:
Since Guardians of the Light are willing to pay the price, they receive great rewards.
I guess their abilities may be reserved for some stuff akin to epic levels guide that was never published or something?
Anyway, that’s it for now. As you can see, this section was a very mixed bag with some neat ideas, some silliness and some godawful moments as well.
Tune in next time for the reminder of the Light Raider Handbook, where what should have been its own thick book is told in, like, five pages. I expect the next post to be much shorter than this one.
Honestly, it’s such a bizarre idea. I mean, seriously, imagine receiving a spiritual advice from a rabbit wandering by.
I like it! Reminds me of the wise animal companions (which sometimes are actually the spirits of deceased people) so prevalent in folktales.
Isn’t that the same “Armor of God” that Bibleman uses?
(That’s a completely serious question, BTW. Bibleman is a real thing, and has “Armor of God” or some such with individually named components, and my dim memories of the names are remarkably close to that list.)
The Armor of God is apparently based on some Bible ideas, specifically Ephesians where the faithful are instructed to put on a metaphorical armor of god (with a full list of neat loot) to war against the devil.
Mind, it’s pretty clear that this stuff is metaphorical. But I don’t really have a problem with it being made real to punch dragons.
It’s the “Fruits of the Spirit”! I was wondering if that would be the case when “Love” was mentioned as a stat.
ou may go for more realistic mental illness
This just made me have a mental image of getting up in the middle of a game, crying a bit, and then playing The Sims for 6 hours.
mingling with evil
It makes me picture like a really posh dinner party of demons and you’re trying to get on their good side.
“This just made me have a mental image of getting up in the middle of a
game, crying a bit, and then playing The Sims for 6 hours.”
That would be an issue best resolved outside of the game.
In-game, though, while players are unlikely to fully role-play something like that, the scene of your character just giving up and starting crying even as the Nightmares draw near is something that can easily happen if you think it’s something you want to include.
“It makes me picture like a really posh dinner party of demons and you’re trying to get on their good side.”
Indeed. But, you know, righteously.
Not only is LOVE capitalized, it is the ONLY strength that is capitalized. Amazing.
That’s… pretty fitting for what people seem to mean when they talk about Yahweh being a loving god, isn’t it?
Nah, that’s just me. The traits are all consistently written as Love, Joy, Peace, etc. in the rulebooks and as LOVE, JOY, PEACE, etc. on the charsheet.
I should probably stop with the Undertale joke, but it amuses me too much.
but the way it’s written, it’s like they’re specifically sent to die, like death is the purpose.
Martyrs get special crowns in Heaven.
There are literally people in this world who, when they go on about those horrible Muslims who think they’re getting a bunch of virgins for suicide bombing, mean that this is ridiculous because obviously God doesn’t hand out hot chicks, he hands out golden crowns, and proper people should be motivated to kill themselves for God’s glory by vanity and greed, not sex.
The biblical verses thing I think is more forgivable. The original American Protestant traditions were about actually reading the bible cover to cover all the time until you’d memorized it, then keep reading it because it wasn’t like you could afford other books anyway, and sometimes open to a random page and start reading there just for some variety but it was still in context because you knew it backwards and forwards already, and quoting random parts at each other where again, everyone knew the context. This grows into the idea of getting kids to start off small by memorizing a few passages, because obviously kids can’t be expected to memorize the whole book in one go, then as time goes on and people have other things to do with their time, the idea of memorizing bits persists but the fact it wasn’t supposed to end there doesn’t, and it slowly turns into the modern version where people only know random lines that they think are magic spells because you’re supposed to say them instead of thinking about what the nonbeliever’s demon words were enough to formulate your own response.
And they overlap a lot. What does it mean to be gentle but not kind? Patient but with little self-control? Joyful but not in peace?
Hell if I know. What I do know is that I would struggle playing a character created in this system, which makes it a bad design, regardless of any messages the game tries to deliver.
I think this works enough that you could create a character from it – you just probably can’t make two.
Gentle but not kind – Deliberate. A doctor bandaging an open wound, but who doesn’t care about the person the injury is attached to, only his job.
Patient but with little self control – Doormat. Doesn’t get mad, but goes along with whatever they’re told even when it’s a bad idea. Easily led into temptation.
Joyful but not in peace – Partying. Dancing in nightclubs, wild sex, drugs, rock and roll, hippies, something something “you just think you’re happy but you’re not because JESUS”.
It seems like maybe this would work best for a one-shot and maybe if they were meant to be playing as sinners trying to redeem themselves, where being forced to play a particular character who’s different from how you act wouldn’t be so strange. Also, it would probably make more sense to not tie this to something as granular as a point scale and to have preset combinations instead, plus maybe a rule that if you’re rolling random characters, you reroll if you get one another person already has. A party of the gentle-but-not-kind doctor, carpenter, landscaper, machinist are all going to be basically the same person but with a different specialty.
People are a lot more messy than that, and so you need to approach them as people, make an honest attempt to understand them and to be their friend.
I’ve heard the argument that the actual goal is to set people up to fail. If your current Christians approach non-Christians and earnestly attempt to be friends to better know how to convert others, they might get reverse-converted by the satanists! If their methods just don’t work, they’ll come away with the idea that non-Christians are just terrible and dumb but also there’s something wrong with them that proves they aren’t good enough and should work harder at mindlessly obeying what they’re told.
Evangelical Christianity knows that it isn’t just about converts, it’s about keeping what you’ve got. They bleed out old converts at about the rate they’re getting in new people. If they can prevent people from leaving, even if it means losing new converts, they can win the numbers war by just pumping out enough babies.
“I think this works enough that you could create a character from it – you just probably can’t make two.”
Hm, yes, you can make sense of stuff like that, but do note that you can get more than one such conflicts, resulting in a hard-partying doormat merciless doctor.
I guess it should be possible to figure out who your character is at the beginning, but, yeah, the gradient dynamic would work poorly here. It’s just too immersion-breaking since the change in your character is not tied to any major milestones or anything, you can take a hit to stats just from exploring some cave.
For a game with a focus on inner struggles, I would just go with FATE aspects, so you take Duty Without Mercy or something if that’s the conflict you want to explore, then change it over the course of the game when you feel your character has changed sufficiently. That’s more transparent as you just define a character trait directly rather than tracking the relationships between various traits, and offers more narrative control over character development.
resulting in a hard-partying doormat merciless doctor. I feel like that actually describes a a stereotypical young surgeon pretty well. In it for the money, which they blow on sex and drugs, and with little personal opinions beyond.
if that’s the conflict you want to explore
Choice and fun would get in the way of forcing people to engage with all potential sins even when they didn’t want to. You’re not supposed to be crafting a character arc (and you’re absolutely not supposed to be figuring out why your character acts that way because all non-perfect behavior is just demons), you’re supposed to be learning to recognize how you currently do or possibly could disappoint God and training yourself to overcome that.
This is actually an explicit goal of the game. I’ll talk about it later once we get to the AM Manual which contains an advice utterly batshit by TRPG standards, but yeah, you aren’t supposed to think of the character traits as an instruction on how to act, despite the game’s attempts to talk about role-playing, but rather as of challenges to be overcome on your quest to get perfect 10 in all nine of them.
It’s strangely similar to CRPG syndrome afflicting many novice players where they care only about exp and lv, with stats being just there to be increased. Only with a Christian twist.
All of this is fascinating!
I’m just wondering, when you say “the actual goal is to set people up to fail,” do you mean that that is the goal of any particular person advocating this system, or is it more of a “selfish meme” thing (to artlessly smash together two ideas from evolutionary theory)?
I’m almost certain those on top are aware this doesn’t work. These are people who have such a keen grasp of psychology they can get huge amounts of money out of faith healing and “seed faith”, people who focus group all sorts of stuff, yet when they’re handing out how-to booklets to their own people, it involves memorizing a script of responses to things no one will say that sound like nonsense to anyone outside the subgroup and just make the other person irritated at you.
My happyreligious cousin’s church are all about spreading God to other countries. They put a big emphasis on getting to know people and modeling God in your own life. And while I don’t know what her personal success rate is, I can say there are some amazing similarities to talking to Jehovah’s Witnesses, and those do great at converting.
I used to like the new My Little Pony quite a bit, and back when I was in the habit of checking out the notable things people were doing in that fandom, I stumbled on someone’s attempt to make a tabletop RPG that tried to mechanically represent some of the themes of the show.
If you haven’t seen the show, each main character has a connection to a certain virtue that most of their development centers around, in a fairly nuanced way for a kid’s show – for example, the kindness horse is prone to being a complete doormat, and when she tries to push back against it, she ends up getting way too aggressive. The generosity horse will always go out of her way to help her friends, but being constantly giving is such a casual thing to her that she and others have a hard time knowing when she’s reached her limits, and she tends to assume her friends would be perfectly willing to be just as generous with her, leading her to ask too much. Anyway, as far as I remember, the tabletop RPG wanted to let the players engage with that sort of storytelling themselves, and had systems in place where the player would pick a virtue for their very own horse, and where the player and the GM would try to come up with situations that tested how the character was learning that virtue, rewarding them mechanically if the character learned something and came out stronger, but also rewarding them mechanically if the character engaged with it at all, even if they failed.
I thought of that when I read this, because letting each player of DragonRaid pick one virtue to focus on seems like it could’ve worked better. It’s still educational, you’re actively engaging with what it means to be gentle or patient or self-controlled, and you’re actively thinking about what sorts of situations and impulses undercut efforts to be a virtuous person. You wouldn’t only be learning about that one thing, either – if the other players would be generally working with different virtues, you’d be learning from what they’re doing, too – but you wouldn’t need to pay attention to developing every change in your own character. Something like this would give you more control over the type of character you want to play, instead of having your character’s personality be determined by their scores in each trait, with the goal of each character having the personality that comes with having a perfect score across the board. There are obviously things that would or wouldn’t be appropriate in certain groups, and I mean, you’re probably playing at youth group or something, but you’d still have more leeway within the general “Christian character becoming morally stronger” range.
(This is not at all how I personally model morality, for the record. I’m just trying to go with the basic premise.)
But I feel like, in a lot of ways that are difficult to articulate, the idea behind this comes from a place that’s opposed to individual differences, rather than in favor of them. You can play a Light Raider with superficial differences to someone else’s Light Raider, or a different style of fighting, but you can’t be someone with a fundamentally different needs or a fundamentally different character arc, since all character arcs are attempting to become more like Jesus in every possible way. You can’t be someone dealing with a virtue in overabundance, or dealing with the sin of too much pride in virtue, and it’s not some sort of Homestuckian deconstruction of what a character arc even is, it’s an expression of an actual ideology about how actual humans actually are.
The role can be obtained only by getting perfect 10 in each character
strength, which I guess is the reason why they tend to retire or go on
suicide missions: there is nowhere else to grow their characters, so may
as well kill them off and start anew.
I actually wonder if this is deliberate. The rulebook has so much emphasis on how you shouldn’t be distraught if your character dies that I’m wondering if, as cartoonish as it sounds, the people who made this game literally got their knowledge of D&D from that one Chick Tract. If your characters are always going to die, you can’t get too attached to them or make them an important part of your identity, and if the very purpose is to make them stronger and kill them off and start again after, they exist as a teaching tool and not something you can play with indefinitely.
I’m… not sure how I feel about that.
Hm.
It depends on what sect this originated in, which can be really hard to pin down with non-denominational Protestants. I could see the host of virtues as earnestly not getting good design principles but just as easily making it basically impossible to succeed for guilt trip purposes/forcing players to be completely obedient to whatever they were told.
The fact it’s pro-martyrdom makes me lean toward the latter but I might just be grouping the two together because I hate both and not because they actually predict one another’s presence.
Yeah, what you talk about would work. I actually think there are games build around different characters having different virtues as a part of design, though I can’t remember them right now.
Though you may want to check out FATE System for something like that. Aspects are great for these kinds of themes, being double-edged swords: you can pick Kindness as your Aspect (though it probably would be something more specific) and invoke it when being kind would help you succeed. Other people, however, also can invoke your Aspect if they’re aware of it to take advantage of your kindness. And the GM can compel you to express your kindness in a way that would create trouble for your character. Going along with the compel gives you Fate points (which you can spend on invoking your Aspects), while refusing the compel costs a Fate point.
It’s a nice self-sustaining system where character traits are both a source of conflict and a solution to it.
“But I feel like, in a lot of ways that are difficult to articulate, the idea behind this comes from a place that’s opposed to individual differences, rather than in favor of them.”
Pretty much. It’s not a game about a bunch of different people learning to live with each other and themselves, it’s a game about becoming all-around virtuous at all times, and the virtues are rigid enough and broad enough to cover the majority of characters’ personality, so getting them all to 10 does mean nearly becoming clones of each other.
“I’m… not sure how I feel about that.”
Hm. Well, the idea of a disposable character is not new. Dark Sun famously required you to create a bunch of different characters because your first one was basically expected to die at some point. But it’s survival game, high risk of death is part of the appeal.
Call of Cthulhu is the same way:play long enough, and your character is going to die or lose their sanity. Of course, that’s the point of the game, given how it attempts to simulate encounters with the Old Ones and such.
DRYH and the Mountain Witch are not really designed for long games. You’re supposed to create a character, play them in one adventure lasting 1-5 sessions, and then their story is over and you should move onto something else. A Penny for My Thoughts, likewise, is designed for oneshots only, there is no way and no point to continue once you reach the conclusion.
(Of course, all these games are designed so you should be able to conclude the character arc, getting killed in the middle of a game from a random encounter is still undesirable. The Mountain Witch in particular even has rules for players of dead characters to continue playing.)
Polaris is explicitly designed so the only possible outcome of a sufficiently long game is death (or becoming a demon, which is basically the same thing mechanically). But it’s a tragedy about a fallen civilization struggling against an impossible foe with no true hope of winning.
And in general, it’s not unusual for players to retire their characters once they’re too high-level for the type of adventures the group prefers (though usually players like giving them good endings).
As such, the idea itself is fine, the question is what purpose does it serve. DragonRaid is rather explicitly a teaching tool, and, as Farla noted, it has little interest in characters as people. They don’t have stories, they provide object lessons. They’re tools. Basically, DragonRaid is a dungeon crawl of sins and virtues and, as all dungeon crawls, it has troubles creating a compelling narrative, going instead for a chain of challenges for players to overcome.
That’s… more disappointing than anything, I think.
The formulas don’t seem that bad. It’s summing a few numbers then dividing by 5. At least one participate is likely going to be able to do it mentally.
It’s actually sum average, so you divide by the numbers of attributes you add first.
But yes, the formulas aren’t that bad by themselves, it’s just that there is a lot of them. Let’s see… 20 in total. That’s the minimum. Due to the formulas being pretty opaque until you do the math, it’s hard to pick the best weapons and optional abilities for your character without calculating the ones that look more promising.
And I’ve checked, the abilities grow with attributes, so you’ll have to do the math every time your attributes increase or decrease (though you won’t need to do all 20 calculations as not every attribute is included in every formula).
It’s basically like grinding: a simple enough task that becomes more and more grating the longer you do it.