3 Ways to Use Religion in Your Game

Peeling sticker

Getting back in the habit with a post I’ve wanted to write for a while. Religion at the gaming table can be an interesting and sticky subject. There are a lot of ways to treat it, and I could write for months about it. I’ve played with people of a few religious stripes, from those with none at all to pagans and various flavours of Christian, and they’ve really helped me define my idea of what belonging to a religion means, and how it can matter narratively. I’m an apatheist myself, but I understand the power of religion as a cultural force in the lives of millions of people, so I’ve always wanted to give it a treatment that resonates with faithful people without disincentivizing secular players. There’s a wide gulf between representing real-world religion vs. fantasy religion, but today I want to pay attention to fantasy religion. We’ll talk about the way I do it next week, but here’s three other ways you could treat religion.

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Problem Players

This came up in the comments here, and it’s one of those things that comes up a lot in any co-operative exercise, I think. What does a person do with someone who won’t co-operate, or won’t co-operate in a way that’s useful for the group? It’s not an easy question to answer, and I don’t think it’s possible to do it in one post, but I want to outline some of the best ways I’ve found to deal with the issues that crop up. Read more

GM Style Overview

So over the last three weeks I’ve looked at three different styles of GMing, Linear, Semi-linear, and Sandbox. I thought it’d be good to do an overview and directly compare them. The real question, of course, is which one is best? And that’s a complicated one to answer, because they’re good for different things. I also want to try and illustrate what they’re like a bit better by using example of video games which execute these styles particularly well. If you haven’t played these games, I highly recommend them. So let’s get right to it. Read more

Semi-Linear GMing

Last week I took on linear GMing, which is a bit of a touchy topic for me, but this week I want to explore semi-linear GMing, which is a style I have a lot of experience with. I’ve run a number of semi-linear games over the past decade, though I’m finally making a try at turning that setting into a sandbox (and at developing a wiki, the results of which can be seen here). In general, I find that semi-linear is usually a good starting point, because it accords people more freedom than a linear style while maintaining a balanced workload for the GM. Read more