SWLCG Deck Building 101

The Good, the Bad, and the Smuggly of SWLCG
By: Alexander Lacour

I love this game. Well, I love card games, but SWLCG brings together a lot of good things from other games that make it enjoyable. Just to name a few… The characters are awesome, artwork is phenomenal, the draw mechanic is wonderful, there are no “rare” cards, and we get to play as good AND the bad guys. Now off to the article!

Deck Building 101

I’ve chosen to write about some of my deck building experiences with the hope of passing on some wisdom I’ve learned through the past year or so to you (and so you don’t have to make the same mistakes I did).

First off, you have to decide what is your main purpose of the deck? Jason has asked me this countless times when I can’t seem to get a deck going like I want it. For the light side, do you want to win fast and go agro (rebel speeders or sleuth deck), win the force (Jedi with May the Force Be With You and Along the Gamor Run), set up slowly and win late game (trench run and DESPERATION), or a more control approach (smugglers love them some tactics)? Having this in mind when you whittle down your options to choose the right objectives to go in your deck.

May the Force Be With You                Along the Gamor Run

For the dark side, do you want to slow your opponent down and control what their options are (classic sith control with Vader and Palpatine), a more aggressive “I can get 4 objectives before you get 3” approach (Imperial Navy Big Boats or Fighter deck), capturing your opponents best cards (Cruel Interrogations or New Boba Fett pilot) or winning the edge (twists of fate). There are lots of options. Another great feature of the game is that all of these are viable as a tournament winning deck (except for Navy based decks – Imperial Entanglements come quickly!)

Cruel Interrogations  

After you know what kind of deck you want to build, be VERY consistent with your deck building in the beginning. Use 2 of each objective set, no single set for now. If you do this you will be able to have a better idea of what card combos work well together since you will have your greatest chance of drawing those cards. Even if there is an objective set that you know in the end you will only want one in the deck, play with two for a couple games just to make sure you know how that card will be used. I will explain more on this later.

Trial and error really is the best way to figure out if a deck is going to work. Theorizing and deck building is fun (maybe the best part of the game), but it may not work well on the play mat. Build the deck and test it out!

Last tip for you today. When starting a deck idea from scratch, start with 2 objective sets with a card or two that uses a combo that is very intriguing. Next, find another set that will combo with those cards or a different card in the objective sets already chosen. After you put the deck together and played a few times. Switch out objective sets to fix areas of your deck that are lacking.

I’ll give you an example of one of my favorite decks to illustrate these points. I’ve basically been playing some version of this since I started.

Rebel Vehicles 1.0 (Rebel Affiliation)

2x Attack Pattern Delta
2x Hoth Operations
2x Preparation for Battle
2x Defense of Yavin 4
2x Mobilize the Squadrons

I took this deck to my first tournament. I GOT SECOND PLACE… out of 3 people, but wasn’t satisfied with the deck as a whole. Jason asked me what my deck strategy was, and I couldn’t really answer him. The objective sets seemed like no brainers to me at the time. There was some good synergy. There are some 2 cost vehicles for Attack Pattern Delta, edge 1 for speeders, and Mobilize the Squadrons has a card that puts shields on your guys. That last bit goes well with Preparation for Battle. However, the deck was still a bit slow and my vehicles died quickly since they are low cost. The deck needed a revamp. I decided to go simple. I decided to go with the strategy of flooding the field with cheap vehicles and go from there. I chose objective sets that had at least 2 two cost vehicles in the set except for one.

Rebel Vehicles 2.0 (Smuggler Affiliation)

2x Attack Pattern Delta
2x Hoth Operations
2x Preparation for Battle
2x Prepare for Evacuation
2x Rogue Squadron Assault

My thinking here was that I now have 20 vehicles out 50 cards that are 2-cost. There is the obvious speeder synergy. I put y-wings with protect vehicle so that my little ships can survive for a longer period of time. Rogue Squadron Assault has Hobbie as a pilot and the objective set works well with the y-wings. The set also has the new fate card “stay on target” that lets me put pilots into play for cheaper, so Wedge gets to benefit from that card. After play testing for a while, I still wasn’t happy. I wasn’t winning the edge as often as I like and the speeder tanks in Prepare for Battle were not as important to the overall strategy of the deck. Also, having 2 Prepare for Evacuation was overkill. There isn’t much in that set other than the y-wings and the fate card that I like. Let’s try it again!

Rebel Vehicles 3.0 (Smuggler Affiliation)

2x Attack Pattern Delta
2x Hoth Operations
2x Draw Their Fire
1x Blue Squadron Support
1x Prepare for Evacuation
2x Rogue Squadron Assault

So many problems were solved with this list. There is a CLEAR strategy – swarm the field and win the edge. Draw Their Fire has 2 two cost vehicles and Ackbar who is a game changer when he enters an engagement from your hand. Blue Squadron Support has 2 two cost vehicles who are very strong. Plus, these new objectives can benefit from Rogue Squadron Assault’s ability.

I hope this read helped you guys somewhat. Don’t give up an idea too soon. Play test when you can and find that list you are happy with before moving on to the next great idea. Or you can forget everything I said and copy a list online from a tournament winner.

See you next Saturday at Big Easy Comics!

Alex

 

(Re)Creating the Meta: Star Wars LCG Pt. 1

This week, the St. Tammany Star Wars Gamers began our first Star Wars LCG league.  Since this post is primarily intended for that group, I don’t plan to go into detail on the LCG model or this particular LCG.  There are other wonderful resources that can help you with that.

The Current Meta

When Alex Lacour and I were driving back from the Houston Regionals for the Star Wars LCG, we made a decision.  We had to get a league going.  Why?  Because we were completely ignorant about the then-current meta.  With only two of us playing, we were constantly responding to one another’s deckbuilds with no real idea what was happening elsewhere.  So our league has officially begun!

With this series of posts (some hopefully also written by Alex), we want to talk about our current meta at Big Easy Comics and how to strategize in that environment.

Since we are doing a slow-grow league format, right now the only legal objective sets are those from the Core Set and the Hoth Cycle.  We saw lots of speeders and lots of big Sith dudes.  Since I went undefeated today, I thought I would post my deckbuilds and talk about the strategy behind them.  I will leave my decks the same for next Saturday’s gameday.  Feel free to copy my decks or to build your decks to undo mine.  No sweat.  We’re all learning at this point.

My Light Side Deck
StrategyTrench Run

My strategy is wholly stolen from the gentleman named Gerhard Hallgren, who won 1st place at the Houston Regionals and 10th at Nationals.  Get lots of speeders on the board, along with Trench Run.  Don’t attack until you can take out the Death Star in one fell swoop.  If Trench Run just isn’t available, follow the same strategy, but destroy 3 objectives in one turn.  Takes a lot of patience, but it seems pretty effective

 

Deck Specs

2x The Defense of Yavin 4 (Core – 8)

I included this set, thinking that the objective action would be helpful.  In
reality, I never used it.  However, I played every other card in the set.  Not   gamechangers, but helpful.  This set might be well-replaced by 2 copies of
Ackbar’s set, Draw Their Fire.

2x Mobilize the Squadrons (Core – 13)

Until today, I never realized how awesome this set can be.  Yes, it has Trench Run, which is insanely good.  And who doesn’t like a 1-cost/2-damage X-Wing and a Rebel Assault?  But look at this card: Covering Fire.  I sacrificed Rookie Pilot and shielded seven attacking speeders in my Death Star run against Patrick.  It’s just stupid how useful that was.

2x Hoth Operations (Hoth – 38)

Now we’re getting into our speeders.  The objective is just insane. Edge(1) for every participating speeder?  Yes, thank you.  Now, keep in mind that only works if you have more Hoth objectives than your opponent!  I used Wedge to make a ship functionally Elite in one game; in another, to attack twice.

1x Preparation for Battle (Hoth – 45)

I included this bad boy for two reasons only: (1) those frustrating speeder tanks and (2) having more Hoth objectives.  Sure, Tauntauns are nice.  But those speeder tanks are a headache on your opponent.  Plus, they add Edge(1) if Hoth Operations is out there with a bunch of Hoth objectives.

1x Prepare for Evacuation (Hoth – 49)

I put this in for a copy of Preparation for Battle right before we started.  Why?  I didn’t need four speeder tanks.  And those Y-Wings with Protect Vehicle are pretty boss.  Stick those suckers on a force card, let them sit, and soak up damage.  Sure there’s a risk of not having any Smugglers resources out there, but in the grand scheme of things that’s only two units I can’t use.  Plus, there’s a Battle of Hoth fate card in there.

2x Attack Pattern Delta (Hoth – 59)

Did somebody say free freaking speeders?  Yes…yes they did.  Plus a Battle of Hoth fate card?  I mean, come on.

My Dark Side Deck
Strategy

This is a pretty standard Sith approach.  Get the Force, get your bigs on the table, and defend.  Attack only if you’re feeling lucky.  Vader + Sith events = dead units.  Palp on the Force = Balance.  Executor = insurance.

Deck Specs

2x Fall of the Jedi (19 – Core)
1x Counsel of the Sith (20 – Core)
2x The Emperor’s Web (23 – Core)
1x Reconnaissance Mission (36 – Core)
1x The Killing Cold (40 – Hoth)
1x Shadows on the Ice (42 – Hoth)
2x The Executor Arrives (66 – Hoth)Wampa

Most of you know the reasoning behind most of these, I think.  But here are few points that stood out to me today:

  • In a Hoth-heavy meta, Wampas (in Shadows) are stupid good defenders.
  • ISB Liasions (in Executor) are underappreciated, decent little 1-cost units.
  • Icetrompers (in Killing) are a little more effective than you might think.

Next week…

I thought we had a great first outing today.  I hope each of you enjoyed it!  As our meta progresses, I look forward to learning along with you how to enjoy this game more and more.

I know several folks had prior engagements for next week, but we’ll still be there hopefully taking down my speeders.  Good luck and may the force be with you!

What do you want more than anything?

What do you want?

If you could have anything in the world, what would it be?

More time?  Better relationships?  The freedom to rest and to enjoy life?  The feeling that you’ve made a difference in someone else’s life?

What do you want more than anything?

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What I am learning as I ask people this question–gamers and non-gamers–is that they have a hard time answering it.  I usually have to ask an average of about ten more questions to get to the heart of what people really want.  And here’s what I’m beginning to realize:

It’s much easier to settle for things than to be honest about our desires.  Few people seem really, genuinely happy about their place in life, and yet people still have a hard time communicating what it is that they really want.  And the seconds tick by.  So let’s not waste any more time!

What do you want?

If you could have anything in the world, what would it be?

I’m just going to leave you with that question for today with the simple request that you actually think about it.  I’d feel like I’d actually done my job today if you were able to answer that question without missing a beat the next time I ask…

Do you find this to be an easy question to answer?  Or is it a challenge?  Tell us why in the comments!

(Photo credit: K Rupp)

Religious Intolerance of RPGs

Welcome to Experience Points, my weekly response to one of your questions about anything!  Life, relationships, faith, or gaming…really anything is game!  If you’d like to send in a question, feel free to email me.  Here’s this week’s question:

Have you experienced intolerance from religious people about your gaming hobby?

This is an excellent question—and one that I dealt with in more philosophical terms here for the Mad Adventurers Society.  But for our purposes today, I’ll just tell you the story.

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Consider the Source

Three years ago, I was sitting on my front porch, typing away at my laptop.  After all, sermons don’t write themselves!  As I was working, my phone buzzed—a text from an old friend.  Apparently, he’d seen me posting on social media about playing Dungeons & Dragons…and he was concerned.  He had lots of questions about witchcraft, magic, and the power of demonic beings.  What was frustrating is that it didn’t matter how I responded.  I had no leg to stand on, as far as he was concerned.  This new hobby was dangerous, opposed to the Bible, and hazardous to my faith.

Does that count as intolerance?  Compared to many of your stories, I’m sure it seems more like a minor inconvenience.  But really, let’s think more about this brief interaction.  What motivated my friend in contacting me?  His real intent was love, even though it was communicated in a way that didn’t necessarily feel that way.  He wanted to protect and guard me, which is a noble desire, regardless of how it felt and regardless of whether he was right!

As you think back on your own experience of intolerance, it can help to consider the source.  Why did that person say anything about your hobby?  What motivated their actions?  Perhaps their desires really were well-meaning.  It’s a question worth considering.

Consider the Worldview

I can only speak from my own experience as a Protestant who grew up in the Southern United States.  But I’ve found that often there are other things underlying intolerance of the gaming hobby—specifically, tabletop RPGs, like Dungeons & Dragons.  It’s not only personal intentions that motivate action, a person’s worldview also motivates their actions.  The ever-insightful Rob Almond once pointed out that the people who oppose Dungeons & Dragons on religious grounds are often the same people who oppose rock and roll on religious grounds.

And, yes, those folks are still out there too.

And yes…they do still refer to it as “rock and roll.”

There are lots of words that people use to describe them: fundamentalists, legalists, literalists.  The labels at this point are inconsequential.  I inhabited that religious realm for much of my life and, I would imagine, some people might still apply some of those labels to me.  That’s OK.  Again, the labels are inconsequential at this point.  I believe there are three philosophical/religious errors that these groups make—and these errors lead them to their attitudes about tabletop RPGs.

Now why am I going to point out what I believe to be flaws in their worldview?  First, it’s to help you—the gamer—to understand them better.  It’s easier to forgive someone, when you can understand them.  It’s easier to let go of past frustration, when you understand what brought it about.  Second, I point out these flaws not so that you can attempt to change people’s minds on this matter.  As I mentioned over on the Mad Adventurers Society, you’re not likely to change people’s minds if they already have a worldview that is bent against tabletop RPGs.  Don’t sweat that.  This discussion is purely to help you sort through the intolerance that you’ve experienced—or that you might experience in the future.  So here we go:

Error #1:

If an activity seems associated with something wrong, then the activity must be inherently wrong.

If you believe that demons are (a) real and (b) evil, it might seem that playing a game that involves demonic characters is also real and evil.  If you believe that killing is objectively wrong, it might seem that pretending to kill (even for good intentions) is likewise wrong.  And yet, I don’t find too many Christians hassling me for listening to Johnny Cash. 

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After all, Johnny was a Christian!  Sure, he had some rough times early on, but he cleaned up, found Jesus, and got on the straight and narrow.  And then, he kept singing about killing and drinking and fighting and cussing.  Say what?!  That’s right!  You see, Johnny was a storyteller.  And his stories teach you something about life—about manhood—about loss—about struggle.  And there’s something redemptive in that.  There’s something cathartic in those stories.

Tabletop roleplaying games can work the same way.  In fact, I think they should.  I like to walk away from a campaign appreciating life and looking at it in a different way.  I like to be thinking about justice and brokenness and redemption.  I like to participate in a story in which I learn about courage, fallenness, and honor.  Here’s the bottom line: telling a story doesn’t make you guilty of the wrongdoing that happens in the story.  At least, no more than Johnny Cash was a killer and a scumbag.

Error #2:

Behavior modification is the intended ends of all religion.

I can’t speak to all religions, but I can speak to my own religion.  The God of the Bible is not primarily concerned with changing people’s behavior.  Now, that may come as a surprise to you, because it seems like many professing Christians have started thinking that.  And how do they implement that belief?  They try to change your behavior!  In this case, your gaming.  In other cases, any manner of behavior they find reprehensible or dangerous.  After all, if your game has demons and killing, you must be doing wrong, right?  And if God wants to change your behavior—and God is loving—then it must be loving to try to change your behavior, right?

I think you see how this train of thought works.  I won’t go into a full-blown sermon here, but here’s the salient point: changing people’s behavior doesn’t change people’s hearts.  In fact, it works the other way around.  Behavior change is a consequence—a result—not a starting point.  And yet, many religious people have got this all turned around.

And here’s the real kicker: God is not in the self-help business.  He’s not looking to rehaul your behavior.  He’s looking to rehaul your priorities—your mind—your direction.  That’s a totally different thing.  Sure, it effects behavior, but that behavior change is not the goal.

Error #3:

Garbage in = Garbage out.

We’ve all seen Back to the Future 2, wherein Doc Brown uses organic waste to power his time machine.  There’s an important lesson to be learned there: one man’s garbage is another man’s treasure.  What you may be able to handle in good conscience, I may not be able to handle.  This can apply to matters like alcohol, for example.  If someone grew up with alcoholic parents, they may not tolerate any drinking in their home.  But that doesn’t mean that it’s wrong for you to drink.

The same applies to roleplaying games.  Someone may perceive your hobby as “garbage.”  They may expect it to result in “garbage” results.  And, as a result, they want to intervene and help you.  So let me be the guy to ask the question!  We all have our predispositions and histories.  Maybe what’s OK for one person isn’t OK for another?  I understand there are moral absolutes and that sort of thing, but last time I checked, no religion says anything explicitly about roleplaying games (I’m open to correction here).

“Garbage in” may typically result in “garbage out.”  But how can we judge what garbage is objectively?  It’s a question worth considering.

Understanding Yields Understanding

As you consider your own experience of intolerance as a gamer—especially from religious loved ones—I hope you’ll consider these three errors that may have been motivating their actions and words.  As you do, I hope you’ll find that their intentions—though perhaps misguided—were really seeking your best interest.  As you understand them, I hope you’ll grow in a sense of understanding.  That you’ll be able to forgive and to move on.  After all, it’s not your job to change their hearts or their behavior.  We’ll leave that up to more capable hands.

How have you experience intolerance from religious folks?  Do you find these errors to have been motivating factors?  How did you respond?  Sound off in the comments!

(Photo Credits: Vicki & Chuck Rogers and Philip Kromer)

Is your life reactive or proactive?

When you create a character for your tabletop RPG, what do you think about more?  Do you think about who you want that character to be?  Or do you think about where you want that character to go?  There’s a subtle difference between the two approaches.  Both approaches can make interesting characters–both approaches can result in good, worthwhile stories.  But one approach is reactive, while the other is proactive.  One focuses on the present, while the other looks to the future.

Let me give you examples of both.

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The Reactive Character

Let’s say you take the first approach, “who do you want the character to be?”  Well, you want her to be a dwarven wizard who serves Moradin.  She wields an orb that belonged to her father before her.  And as far as alignment goes, she is Lawful Good.  When this character is presented with a problem to solve, how will she respond?

In an ideal world, wherein players are engrossed in their characters and truly play the role, this character will consider who she is and she will respond to the situation.  “Well,” she thinks, “as a Moradin-follower who seeks to honor her father, how should I respond to this situation?”  By focusing on who the character is, we set up our character to be primarily reactive.

The Proactive Character

But let’s say we take the second approach, “where do you want the character to go?”  Well, regardless of the outer trappings of who our character is, you may want her to go down a path toward redemption or heroism.  Perhaps you want him to develop a sense of self-sacrifice or conversely a sense of complete independence and self-sufficiency.  When this character is presented with a problem to solve, how will he respond?

This character will also consider who he is, but then that thought process will go a step further to where he wants to go.  He has a future that he wants to achieve–something toward which to move, which makes his character primarily proactive.

Which character are you?

I’ve touched on this briefly over on MadAdventurers.com, but where are you headed in your life?  Do you have a vision of where you want to go?  Or are you simply reacting to the situations in which you find yourself?

Last week, I spoke briefly of the lies that people say about gamers.  Many of us have started assuming that those false beliefs are our future.  You’ve allowed those people and their stereotypes to set your expectations.  You are who you are and that’s who you’ll be.  But it doesn’t have to be that way.  All it takes is a change in the way you think about yourself and your future.

Have you ever stopped and asked, “What would make my life worthwhile?  What is the absolute highest thing that I want to accomplish with my life?”  Maybe you’ve asked those questions about RPG characters, whose lifespan is sometimes only a few sessions.  Have you asked that question about your own life?

Most of my life, I’ve had fleeting notions of where I wanted to go.  I had some idea of the sort of job I wanted–of the quality of life I’d like to live.  But I’ve never really set clear goals toward which I wanted to move.  That has changed in the last few years.  Just in the last few months, I stumbled upon a resource called Creating Your Personal Life PlanIf you’d like to start living more proactively, I’d encourage you to take a look at it.  It will be well worth your time.

If you don’t have time to read that resource, let me give you a few questions to ask yourself:

  1. What kind of legacy do I want to leave behind when I’m gone?  How do I want people to think of me?
  2. To whom do I want to leave that legacy?
  3. What is the first step I need to take toward that legacy?

I understand this may be a new way of thinking for you.  I’ve been there too.  But I’m convinced this is your first step into a much larger world.

How have you embraced a more proactive life?  How have you struggled with this way of living?  Email me or sound off in the comments here!

(Photo Credit: Ade M-C)

As We Shape Stories, the Stories Shape Us.

Welcome to Experience Points, my weekly response to one of your questions about anything!  Life, relationships, faith, or gaming…really anything is game!  If you’d like to send in a question, feel free to email me.  Here’s this week’s question:

Why in the world are you, a Pastor, playing tabletop games?

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For the record, I know the person who sent in this question and he/she means it in the absolute nicest way!  It is odd to stumble upon a cleric of any tradition in your FLGS, let alone one born and raised in the Bible belt and now serving in a conservative, Protestant institution.  It raises the question: what’s your angle, preacher-man?

Stating the obvious: tabletop gaming is fun!

I was born in 1983, two years before the US release of the Nintendo Entertainment System.  When my dad brought one home when I was four years old, things changed in our home!  I became a console gamer.  Really, quite frankly I was a Nintendo gamer…and still am.  Except for the Gamecube and the Wii U, all the systems are currently hooked up to my gaming TV.  But early on, I developed a gaming sensibility that continued.

My first brush with tabletop gaming was in junior high with the WEG Star Wars RPG.  A friend lent me the book and after school I and my brothers sat down to try it out.  When one brother’s PC decapitated the other’s with a lightsaber in the first five minutes, my mom made us take the book back.  And then tabletop games disappeared from my life.

…until 2011, that is.  I was actually a month away from moving to Louisiana, when the then-NBC sitcom Community had an episode about Dungeons & Dragons.  I was immediately intrigued.  I actually downloaded the basic 4th Edition rules from the WotC site, but moving soon took precedence and it slipped between the cracks.  But only for a few months.

After moving to Louisiana and taking a new position at a small suburban church, I became acquainted with a college student who was doing some volunteering for us.  As we got to know each other, we learned that we had a shared love of many things: the Beatles, comic books, and video games.  But then he mentioned Dungeons & Dragons

I knew all the horror stories from the eighties.  I knew the sermon illustrations.  I knew the Scriptures against witchcraft and the like.  But when he invited me to join his gaming group, I took the Players Handbook home, read it in a week, and joined up.  And guess what?  It was fun.  It was a heckuva lot of fun.  As an extrovert who loves games and epic stories, I realized this could become a really great outlet for creativity, relaxation, and good old-fashioned fun.

The less-than obvious: tabletop gaming is good.

You don’t hear too many people talking about things being objectively “good” these days.  But here’s what I found to be good about tabletop gaming.

First (which I’ve talked about at length elsewhere), there’s something sacred about tabletops.  How many life-changing moments happen at tables?  How many important conversations happen there?  How many relationships are strengthened or challenged there?  How many children are shaped slowly and daily by what happens there?  In the Christian faith, one of our most important practices happens on a tabletop!  Any time I find myself at a table with other people, I know that there is great potential for good.  There is opportunity for relationships—for encouragement—for mutual care—for self-expression—for community.  And these things are all objectively good.

Communities have much more potential for good than the individual does.  That’s not to say individuals can’t accomplish good things.  But unified communities bring about exponential change.  Unified homes, seeking good things, are objectively good.  Unified workplaces, seeking good things, are objectively good.  Unified friends, seeking good things, are objectively good.  And unified gaming groups, seeking good things, are objectively good.

Even if that means something seemingly trivial like “telling good stories.”  Telling good stories enriches lives and homes.  Humanity itself came of age while telling stories around meals.  Before we ever wrote them down, we recited them and participated in them.  As communities shaped the stories, the stories shaped us.  It’s a sacred practice, happening at a sacred place.  And I believe this to be good.

The draw for a Pastor

As a Pastor, I am a storyteller and a story-shaper.  I tell stories that I believe will shape and transform the lives of the hearers.  The stories that I tell occupationally are stories of faith, rooted in the Judeo-Christian tradition.  I believe them to be true.  But that does not mean that other stories cannot also be life-changing and redemptive.

As such, tabletop gaming (more specifically tabletop RPGs) is more than a simple interest to me.  I believe it to be a means of transformation.  Friendships happen there.  Ideas are challenged and shaped in the process.  People are transformed through these stories.  As we shape them, they shape us.  And I believe that to be good.

How have the stories at your tabletop shaped you?  How has it strengthened and catalyzed your friendships and your worldview?  Sound off in the comments!

(Photo credit: Mary)

The Mad Cleric’s Manifesto

After a week of posting on MadCleric.com, I’ve started having some interesting interactions—and not just concerning my posts!  I’ve gotten some interesting questions about what this site is actually supposed to be.  What’s the point?  In an email dialogue with one of my favorite new writers over on MadAdventurers.com, I finally managed to put the goal of this site into words:

I want to help gamers see their own potential.

I spend time with other gamers whose life is very different from mine in its outer trappings.  Many are unhappy with their current lot in life, whether because of their status occupationally, relationally, financially, or otherwise.  It doesn’t concern me that the lives of gamers are not perfect.  Nobody’s life is perfect.  Unhappiness and challenging situations happen in all of our lives.

Here’s what concerns me: I think many gamers have begun believing the lies that non-gamers believe about gamers.  What do non-gamers say about us?  How do we get stereotyped?  They say that we’re ill-equipped to interact productively with the outside world.  That we’re losers.  That we have no future.  That our games are a pointless waste of time and money.  That romance and true productivity will always be out of reach for us.

But none of these things are true.

Did you read that and let it sink it?  If not, I’ll type it again: none of those things are true.  And I want to help you come to terms with that fact.  You can achieve the occupation, relationship, finances, or whatever it is that you want.  It may be really hard  work to achieve it—but you can.  It may require a different way of thinking about life—it will definitely require thinking differently about yourself!  What we’re talking about here is hope.  Hope is not wishful thinking.  Hope is being so sure of something that you’re willing to bet your life on it.  And hope is rooted in faith—believing a story that gives meaning and purpose to your life and to your world.

So this site is not strictly a religious site, though it will touch on matters of faith.  The point here is to give gamers a renewed sense of hope.  Especially for those who feel stuck or aimless.  What people have said for years about gamers—those things are untrue!  You can break the cycle and be the person you really want to be.  And I hope that you will join me in that process—that is, helping gamers win.

Give us your thoughts in the comments! What lies have you heard about gamers? How have you overcome them personally?

Experience Points: The dangers and benefits of religion at the tabletop

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Welcome to Experience Points, my weekly response to one of your questions about anything!  Life, relationships, faith, or gaming…really anything is game!  If you’d like to send in your question, feel free to email me.  Here’s our first question:

As a GM, how can I help players play religious PCs well?

There are a lot of ways that this can be answered, depending on how you define “playing religious PCs well.”  Here are some of the different ways you can look at it:

In the case of real-life religions (like Christianity, Islam, Hinduism, etc.):

  • How can I help players play a PC whose religion differs from their own?
  • How can I help players play a religious PC without being offensive to others players?

In the case of setting-specific religions (like the Cult of Sehanine):

  • How can I help players embody their character’s religion in a believable way?
  • How can I help players actually utilize their religions, rather than them simply fading into the background?

Religion can complicate your tabletop…

The first two questions really challenge the player to be a student of the religion that his or her character believes.  If you’re embodying a faith that is not your own, you’ll need to learn more about itWhat do proponents of this faith believe?  Why do they believe those tenets?  And how do their beliefs impact their thinking and their lives?  The only way that players will know this is through a little research, either interpersonal, or academic.  You’ll want players to talk to people and to study sources that are generous, rather than critical.  The goal in our gaming is not to deconstruct other religions!  It’s to tell a story that is fun for everyone at the table.

As a conscientious GM, you’ll want to guide your players away from stereotyping people of faith.  Stereotyping may be fun, when you’re talking about a dwarf or a dragon.  Stereotyping others is not fun, when you’re talking about real people.  You can extend that beyond matters of faith, even to matters of race, culture, sexual orientation, and beyond.  Not only is it not fun for everyone, but I would argue that it’s objectively wrong.  On what grounds?  It isn’t loving.  And I think we can all agree on that!

The only time I can see an exception from the stereotyping rule is this: if all of your players have a shared faith, it might be humorous to play a stereotype of your own faith.  For example, I’m a Protestant Christian and I’ve played with groups that were made up of Protestants and Roman Catholics.  In that setting, I think it would be appropriate for me to play a Protestant stereotype, poking fun at my own history and experience.  As a GM, though, you’d want to gauge how appropriate that might be for your group.  If the players don’t really know each other well, I wouldn’t recommend it.  But in some special circumstances, it could be good for a laugh.

One final caveat and I’ll move on: designing characters to be “funny” doesn’t last long.  It may be fun for a one- or two-shot.  It gets old pretty quickly, though.  So don’t employ the self-stereotype, unless you’re playing a short-term game.  FIASCO is a great game for that sort of humorous PC.  In fact, it’s the only system in which I’ve seen this done appropriately.

…or it can enrich your tabletop!

In a recent episode of the awesome gaming podcast, potelbat, Sam Bigum made mention of how characters’ religions often fade into the background.  The cleric’s holy symbol becomes nothing but a means to an end and their religion as inconsequential as their hair color.  I personally think that’s a problem.  And here’s how we can solve it:

First, don’t require your PCs to have a religion.  Nobody requires that you have a religion, so why require your PCs to have one?  I understand that religion is a feature of some games, like Dungeons & Dragons.  You pick a religion and you get some extra little gimmicky feat or power.  Like you worship Moradin, so you get a +2 to social checks against dwarves.  Let’s be honest, in the real world, nobody really cares if you’re wearing a cross necklace.  So who cares if you’re wearing a charm of Moradin?

Here’s what I’m getting at: don’t encourage nominalism!  What is nominalism?  It’s when people profess to believe a faith that really doesn’t have an effect on their lives.  They mark “follower of Sehanine” on the annual census documents, but they burn down forests in their off-time.  That person isn’t really a proponent of Sehanine’s faith—he’s a nominal Sehanine follower.  So don’t require PCs to have a religion.  In fact…

Give your PCs incentive to not have a religion.  Now this might seem at odds with the original question.  But here’s the point: when people choose to be religious or non-religious, they do it for reasons.  There is some incentive, in their opinion, to that way of belief and life.  And that includes being irreligious—there is some benefit in it.  What incentives can you imagine giving a PC without a religion?  It’s something worth thinking about!  Maybe your characters inhabit a region where it’s illegal to be a proponent of a specific religion?  And because they are not religious, they actually get treated more hospitably!  How will this enrich your game?

It will make it more costly to be religious.  And then it will actually begin to mean something.  A costly faith will ultimately be more moving and meaningful to the player—and it will enrich the story in new and better directions.  There are other benefits that you could add to not having a religion, but I’ll leave those up to your imagination (and your comments below!).

A third and final recommendation: give PCs incentive for restricting themselves with their faith.  In the Mouse Guard RPG, players can be rewarded for using their own traits against themselves.  For example, a Hard Headed guardmouse might be good in an argument, but he might be terrible in a political negotiation.  If the player chooses to use his character’s trait against himself, it benefits them later in the game.  Similarly, find a way to reward players for using their religion against themselves.  Maybe it limits their activity on certain days or in certain settings?  Maybe they have to spend spare time in meditation or study, rather than going to the tavern for a pint?  While other PCs are getting new armor, maybe the religious character gets a +2 to defense for a certain period of time, because their divinity is shielding them.  Use your imagination, but find some way to both restrict and benefit your PCs with their faith.

Don’t be afraid to change your approach.

My experience with religion at the tabletop is very limited, because I don’t want to erode group cohesion.  If you decide to implement some of these ideas but find them not working well, don’t be afraid to change course!  Tell your players you made a mistake and invite their input.  There’s nothing wrong with realizing your current path is unhelpful and finding another.  After all, isn’t that one of the basic goals of faith?  To put ourselves on a better path?  And sometimes we GMs need to do just that.

How have you seen religion complicate the tabletop?  How have you seen it enrich your tabletop?  Would you add any advice to Jason’s comments above?  Sound off in the comments here!

(Photo Credit: Ben Templesmith)

Life is a game you can win or lose.

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Cultural visionary, Seth Godin, recently said this:

Most games…are finite games.  The game of soccer is finite—it lasts a certain amount of time and someone wins and someone loses. … We are really familiar with finite games.  An infinite game is a game we don’t play to end—it’s not a game you play to win.  It’s a game you play to play!  So if you’re playing catch with your four-year-old, I hope it’s an infinite game—not a game you play to win by throwing the ball hard enough to make the other person quit!

As gamers, we understand the difference between finite and infinite games.  We experience it all the time.  But as I thought more about Seth’s comments, I realized something rather astonishing.

Life is not an infinite game.  In fact, it is very much a finite game.

And I’m not even talking in purely temporal terms here.  I mean this: you can win at life and you can lose at life.  It’s a finite game.  It ends.  And at the end, we have to be comfortable with what we’ve accomplished.  We need a sense that we have won.

Anyone who knows me from the Mad Adventurers Society knows that I am a pastor.  That said, I don’t think the internet needs another Gamer Pastor.  For that matter, the internet doesn’t need another Pastor for Gamers.  Plenty of other folks are doing that quite well.  So what am I hoping to accomplish with this new site, MadCleric.com?

On the Mad Adventurers Society, I’m a pastor who helps improve people’s games.  Here on MadCleric.com, I want to be a gamer who helps improve people’s lives.  I will certainly be open to talking about matters of faith, but that is not the only focus of the site.  Here’s how I intend this to work:

Every Monday, I’ll invite you to join me here in The Cloister.  Here I’ll be writing about non-gaming life issues from the perspective of a gamer.

Every Wednesday, I’ll be posting Experience Points, which will be a column wherein I respond to your questions about anything!  Life, faith, politics, gaming…doesn’t matter!  Though I do reserve the right to take the best gaming questions and use those to inspire my articles for…

Tuesdays on the Mad Adventurers Society!  I will certainly continue posting gaming articles over on MadAdventurers.com every Tuesday.  In addition, I will continue as a moderator and frequent interlocutor over there.  So don’t think I’m going to be disappearing from that place.  Unless Brian wizens up and throws me out!

Well, we still have a ton to talk about, but then that’s what this site is for.  But before I go, what do you think?

Is life a finite game?   Can you win or lose?  If so, in your opinion what are the elements of life that can make us win or lose in the process?  Sound off in the comments by clicking here!

(Photo credit: Renske Herder)