General Comments and Theological Groundings

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It is possible, especially in our culture, to be distracted of this, to let doing displace being and accident displace substance. The question of "Who are you?" has been usurped by "What do you do?" This is wrong. The proper place of doing is to point to being, and of accident to point to substance. When I fill out details, I will ask that you not only look at "What does this detail look like?", but "To what, beyond itself, does it point?"

We are created in the image of God; that is, in the image of the Creator. Thence comes our imagination and our power to create. And we hold the power to create in the image of his Creation.

History contains four events: the Creation, the Fall, the Incarnation, and the Second Coming.

In the Creation, God filled his universe with infinite order and beauty and color. In That Hideous Strength, C.S. Lewis said, "God does not create two blades of grass alike, let alone two angels, two saints, or two nations." Light is the presence of all color; black is the absence of color. If there is light, then there will be red and yellow and magenta and silver and polka-dot green. The body of Christ lives and breathes, not as four thousand, nine hundred and twenty two left thumbnails, but as a unity of variety. If the world is to be ordered and beautiful to point to God, then color is not simply permissible but mandatory.

Unless the characters are to be wayfarers, wandering over the face of the earth (in which case there will be many places and cultures for the game master to exhibit), there should be a culture, a nation, a land set for the characters to live in.

What is the nature of the spiritual life there? Do the people live in community, loving each other? Do they look after each other's needs, present in time of weakness, and holding each other accountable? Do they spend time in silence, stillness, meditation, looking inside themselves? Do look -- at souls, at birds, at shining stars -- and both enjoy their beauty and stand in awe of the Creator whom they reflect? Do they worship in spirit and in truth? What points of sound doctrine do they emphasize? What virtues shine forth? How does the Spirit move among them?

What is the culture like? What is their music? Is it solemn and stately, telling of the great and majestic King? Is it vivid and lively, telling of the Lord of the Dance? Is it soft and still, telling of the Eternal? What is the life of the mind like? Is the thought logical or symbolic? What of imagination? What emotions flow forth? Do the people learn to be ancient, gentle, and wise, speaking the words of a sage? Do they learn to be like little children, dancing without end and staring in wonder of the beauty of Creation? What kind of art do they have? What senses do they focus on -- sight, to see and behold; hearing, to listen to music, words, and silence, to hear birds chirping and the voice of a friend; smell, of flowers, food, and people; taste, to savor meat and bread and wine; touch, to feel water and stone and cloth and the soft warmth of human skin?

What is the land like? Is it lush forest, filled with warm rains? Is it arid desert? Is it cool and misty? Is it flat, or hilly, or mountainous? Are villages near or far apart? Is there a body of water nearby? What plants and animals are around? How much does the weather change? What special natural features are there?

In thinking about questions such as these, and perhaps others which have not come to mind, it should be possible to get a beginning picture of what the world will be like.

Creation was not the only event; there was the Fall, and its twistedness. The very way in which man was created as the holy image of God is the very means used by evil as instruments of wickedness. Created with the power to love, we hate. Created with the need for worship, we whore after idols. Created as sexual creatures, we commit adultery. Created with a tongue to bless the Lord and Father, we curse men, made in God's image. Created with a mind to know the truth, we embrace lies. Created with hands to build up, we kill.

The characters, therefore, are fallen and will walk the dust of a fallen world. The next questions will give shape to that as well:

What moral sins, vices, and heresies are there? Are the people split into ten thousand factions, each one bickering and claiming, "We know the truth?" Have the people turned their back on God as irrelevant to their lives? Do they chase after money? Are they shallow? Are their friendships trivial? Do they throw the mind and scorn wisdom? Do they worship the mind as supreme above God, pursuing religion within a context of reason? Are they self-righteous prudes, tithing mint, dill, and cummin, and neglecting justice, mercy, and faith? Do they pray for their neighbor one day in seven and prey upon him the other six? Do they pursue a false wisdom which scorns the body and objects of sense, which "God created to be received with thanksgiving by those who believe and know the truth?" Do they know nothing beyond the physical? Are they proud, lecherous, manipulative, hateful, duplicitous? Do they cut others down with the tongue? Do they lie, cheat, steal? Do they dishonor their elders? Do they crush the weak? Do they commit adultery? Do they kill in their worship of power? What good things do they neglect?

When man had turned away from God and forfeited everything, God paid for redemption at the price of his Son. The Word became flesh, and walked among us. Now, we know Jesus Christ crucified for the forgiveness of sins.

Are the people willing to confess their sins -- all of their sins -- as sin, and repent of them, in order to receive forgiveness? Are they willing to open themselves to the motion of the Holy Spirit, and be filled with his mighty power? Do they take up daily the Cross, to come and die? Do they know his passion, his agony, his suffering? Have they given him everything?

What color does the new light shine in them? What fruit and gifts? How do they live in the freedom that Christ has given them?

Now, I think, would also best be answered the questions of,

What is their history? Have the people been peaceful or violent? Have they changed or stayed the same? Have the changes been for better or for worse, or both? What are their traditions? What do they commemorate? What are their customs? Have they interacted with other nations abroad, or stayed within their own borders? What other cultures have influenced them? What influences have they brought? Where does their language come from?

After all has passed will come the final end: the Second Coming. The old order of things shall pass away. God himself will wipe every tear from their eyes, and there shall be no more evil, no more crying, no more pain. The saints will enter into joy and life eternal.

This has not yet come to pass, but it still has a mark on the present. One of the great themes of Christian thought is the Kingdom of Heaven -- "Your kingdom come, your will be done, on earth, as it is in Heaven." Bringing Heaven down to earth is expressed by one relief worker who said, "I'm going back to Hell, to plant some flowers." Worship is a piece of Heaven, brought to earth. The prime citizenship of the believer is the Kingdom of Heaven rather than any worldly kingdom; "in the world, but not of it." Believers carry little pieces of Heaven with and about them.

Do the believers carry with them a sense of timelessness? Do they witness to the world with what the world has never seen? Do they escape entrapment by material possessions, enjoying them but sharing generously? Do they sow a spark of joy? Do they meditate on the blessed hope of the resurrection? If this is the light that they shine, with what color do they radiate?

After the game world is designed, the players should spend a time -- perhaps an hour or two -- with the game master. In this time, the players will learn of the world, and the game master will help with any incomplete areas of character development. This should not become a haggling over power.

In a game which revolves around power and struggles for it, it is important that there be a balance of power. Here, that should not necessarily be the case. In A Wrinkle in Time, of many characters -- a boy genius with second sight, scientists of worldwide renown, mighty and majestic angels -- it is a stubborn and impatient ten year old girl who rescues Charles from the power of IT; the weak and foolish chosen to do what the strong and wise could not. The game should not be about power, and if either game master or player focuses on it, something is wrong.

Here, then, are some questions to use in the formation of a character:

Who is he? Does Jesus sit enthroned in his heart? How does he try to imitate Christ? How does he see the world? Where do his loyalty and his love lie? How does he use his talents? What virtues does he embody? Is he temperate, controlled, balanced? What vices does he still hold on to? What sins does he struggle with? What does he search for in other people? How deep are his friendships? How deep is he? How strongly does he embody the qualities he holds? What community is he a part of? What is his family, his liege, his birthplace? What inhabits his thoughts? How does he embody what is truly masculine (she embody what is truly feminine)? What fruit does he let the Spirit work in his life? What is his name?

What is his story? What interests, goals, and desires does he have? What does he cherish? What special twist does he put on things? How does he pray? What is his role in the Church? What does he create? Of what would his friends look and say, "That is him?" What is his story? What (if any) visions has he had [this question is more the focus of the DM than the player]? If he were an animal, what animal would he be, and why? What are his hobbies? What is his favorite story? What does he like to present to other people? What is he afraid of other people knowing about him? What memories does he cherish? How old is he? How has he changed over the years? How has he remained the same? What are his loyalties? Who lies closest to his heart? Who does he exist in relationship to? What communities is he a member of? How does he spend his time? What are his hopes and dreams?

Only then,

What is he naturally gifted at? What skills has he developped? What would traditional game systems attribute to him? What gifts has he received in the Spirit [again, this question is more for the DM]? Prophecy? Faith? Wisdom? Knowledge? Healing? Miraculous powers? Leadership? What are his weaknesses? Does he have any handicaps? What can and can't he do?

What does he look like? What is his manner?

After the world is created and the characters are established -- not as isolated islands, but in relation to their culture and each other (Brother and sister? Friends from childhood? Father and son? Mentor and student? Reconciled enemies?) can play begin.

The game master, as an authority, is to exhibit Christ's model of authority: not an iron fist or a lording of power, but "he who would be great must be a servant, and he who would be first must be a slave," just as the rabbi who washed his disciples' feet. The game master holds the most power and has the final say; he is therefore the most bound to humility and service.

The play itself should consist of that which is wholesome: the playing out of personas, the exploration of a world, the spiritual warfare against the invisible forces of darkness, the participation in the great dance. The game master can do special things -- shape the plot, send dreams and visions, people and events -- but the world is created not only by the game master but also by the players, by the richness of their dialogue and the miniature world they create among themselves. In this manner good books may be taken as a model, and, after all things, prayer. This, I believe, will make it work.

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