The PuzzleNationer’s Guide to The Adventurer’s Guide to the Bible

“Cleopatra is dead,” begins the voiceover narration of the trailer for The Adventurer’s Guide to the Bible. “Distant empires struggle for world domination, while the people in the middle kingdoms wait for the coming of a so-called Messiah.” So go the events of the first century A.D. Fast-forward to the twenty-first century A.D., and Cleopatra is still dead, but we also have the internet, and with it, Kickstarter crowdfunding.

As of this writing, the Kickstarter for The Adventurer’s Guide to the Bible has raised over $47,000 from more than 880 backers, massively exceeding its original $5,500 goal. And that’s with a February 5th deadline—there’s plenty of time left for that pot of gold to overflow even more. An ambitious project of Red Panda Publishing, the Guide sets the events of the Bible alongside non-biblically documented events, and in the midst of all of this, invites players to create their own characters and stories as they would in any other Dungeons & Dragons campaign. The project creators note that this sort of collaborative, choose-your-own adventure storytelling is itself biblical, explaining:

“Each time Jesus tells his gathered listeners about the prodigal son or the good Samaritan, he is creating a scenario that challenges the listener not only to reflect, but to respond. Just look at how many of these parables end with a question like ‘what would you do next?’”

You might have a question of your own: What exactly is all that money for? The funds are intended to go toward the production and publication of a hardcover, vividly illustrated campaign guide compatible with “5E,” shorthand for the 5th edition of the Dungeons & Dragons rulebook. The differences between the various editions of the game might seem opaque if you’re not well-versed in tabletop gaming, but as one blog post puts it, “5E is not just the most approachable edition of D&D ever, it’s also one of the most approachable RPGs ever made,” meaning that it’s simple for new players to grasp the game’s mechanics and dive right in.

While others have imagined biblical D&D, the Guide goes far far beyond imagination.

The same post argues, however, that 5E is not so appealing for GMs, or Game Masters—typically known as Dungeon Masters in the context of Dungeons & Dragons. This is because rather than being granted a ton of artistic license as they run the show, “The GMs are just there to execute the game. Particularly, to execute published, prewritten games. And to allow the players to show off their creative visions during those published, prewritten games.” The Adventurer’s Guide to the Bible is one such game. At 350 pages, the Guide will be replete with relevant maps, NPCs, monsters, and all other information necessary to produce a fully fleshed-out story, as long as your character doesn’t exceed level 10. For the uninitiated: characters level up as they go on adventures, eventually maxing out at level 20; a thorough explanation of character levels can be found here.

The Kickstarter FAQ page promises simultaneous fealty to the Bible’s text and incorporation of the game aspects players love—“dungeon crawls, mysteries, romance, monsters, etc.” High-level supporters of the book have also been promised a related Spell Cards deck and world map poster.

Now here’s the part that makes this truly a new source of adventure rather than a rehash of a narrative with which many are intimately familiar: the majority of the campaign takes place in 26 A.D., a period in Jesus’ life that the Bible does not cover. The Guide’s creators explain that this choice is meant to give players freedom and flexibility to build their own narratives within the campaign without conflicting with the Bible’s own narrative arc.

The Simpsons and Flanders children sit down to a game of Good Samaritan.

According to a Reddit comment by the creators, the Guide was first born out of a personal desire to play in a biblical setting, with no plans for a wider release. However, the Christian response, particularly from youth groups and Bible study groups that play 5E, pushed Red Panda Publishing to expand their vision. This is the publishing group’s first major project, though the game designers have independently published a few board games.

The year is 2022. We have the internet, we have Kickstarter, we have Dungeons & Dragons, Cleopatra is dead, and The Adventurer’s Guide to the Bible is scheduled to ship out to Kickstarter supporters this coming August.


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Assemble the Party!

Long-time readers of the blog have no doubt noticed one of the recurring themes in blog posts over the years: everything is better with puzzles in it.

Mysteries, adventures, historical accounts… all of them have been enhanced in one way or another by the inclusion of a puzzly element to the topic.

And romantic gestures are no different. For years now, we’ve shared stories where moments of puzzle romance brought people closer together. Sometimes it’s a custom Monopoly board, other times it’s a puzzle-fueled proposal organized by our friends at Penny Dell Puzzles.

What can I say? I’m a sucker for this sort of thing.

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So when I stumbled across this story about a super-creative way for Dungeons & Dragons fans to announce their engagement, I knew I had to share it.

If you’re not familiar with the roleplaying game Dungeons & Dragons, it’s a cooperative storytelling game. One of the major elements that makes it so fun is assembling your party — the group of friends and adventurers who journey together throughout the game, engaging in imaginary acts of derring-do.

And anyone who has planned to get married knows that there is also a party to assemble for that particular endeavor… a wedding party.

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So one couple reached out to their fellow D&D players and asked them to join the wedding party in truly apropos D&D fashion: with custom minis and dice for the occasion.

Each player/invitee even had their role in the wedding party inscribed in the base of their personalized miniature figure:

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It’s a delightfully unique and nerdy way to include close friends from a beloved pastime in a huge milestone in their lives, and it brings me joy just to see the photos everyone has shared.

Yes, the future bride and groom got minis of their own… to use as wedding cake toppers.

toppers

You can check out more details of this wonderful story here. Here’s hoping that the party — in both real life and the dice-filled realm of their favorite tabletop game — continue to share such marvelous adventures in the years to come.

Do you have any favorite puzzly tales of romance, fellow PuzzleNationers? Let us know in the comments section below! We’d love to hear from you.


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Puzzles and Games With a Sacred Touch?

In recent times, religion and the world of puzzles and games have crossed paths with sometimes surprising results.

The film adaptation of The Da Vinci Code, a fairly puzzle-centric thriller, was widely denounced by members of the Catholic Church, and there was similar resistance, though less vocal, against the sequel film, Angels & Demons.

And, of course, in the 1980s, the roleplaying game Dungeons & Dragons was condemned as Satanic and dangerous to young minds.

I say that the above is strange because, for the most part, these seem to be anomalies or isolated incidents. There are numerous instances throughout history where puzzles and games were embraced by religion, even used as tools to teach aspects of religious beliefs.

For instance, in ancient Egypt, we’ve seen evidence of puzzly techniques used not just to secure the tomb of Tutankhamun, but also to disguise the language and rituals employed by elite members of their society. Puzzles were entrusted to keep their secrets well beyond the grave.

the seal on king tut's tomb

Plus one of the most ancient games in the historical record, Senet, seems to have evolved from being an enjoyable pastime into a spiritual tool.

You see, some Senet boards have religious iconography on them, believed to symbolize the journey into the afterlife. So gameplay — or the inclusion of the gameboard itself among the belongings of the deceased — represented that journey and the quest to learn more about it.

Some online articles have taken to referring to Senet as “the Rosicrucian board game of death,” which is a harsh misinterpretation.

There was also an afterlife connection with games for the Vikings.

According to Mark Hall, a curator at Perth Museum and Art Gallery, there have been 36 burials where board games of some description have been found in the graves around Northern Europe.

These grave sites grant intriguing insight into how the Vikings viewed board games as a learning tool. It’s believed that including a board game among the effects of the deceased signaled not only their skill and status as a warrior, but their preparedness for the afterlife itself. Heck, their win-loss records were even recorded for posterity!

Palindromes were believed to work as magical shields that protected those wearing the talismans bearing such clever wordplay.

Heck, even the shape of dice were influenced by changing religious views. Early dice games gave very little consideration to the shape or evenness of dice, because rolls were believed to be guided by Fate or some greater outside force, so the shape didn’t matter.

As religious beliefs evolved away from gods and greater forces intervening in such things, the general spirit of fairness in dice began to prevail, and the shape, balance, and pip distribution of dice became much more standardized.

And as for the Catholic Church, I certainly didn’t mean to make it look like I was picking on them in the introduction, because there are positive associations between the church and the world of puzzles and games as well.

And no, I’m not just talking about lighthearted products like BibleOpoly or the cottage industry of family-friendly games like Bible editions of Outburst, Scattergories, Apples to Apples, Scrabble, and Taboo.

Chess boards and other game boards have been found in houses formerly used by the Knights Templar, for instance.

There’s also the puzzly art of carmina figurata, poems wherein either the entire body of the poem or select parts form a shape or pattern. These works originated as religious tributes, poems where letters were colored red to stand out from the regular black lettering in order to draw attention to or highlight a certain religious figure.

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[“De laudibus sanctae Crucis” by Oliverus.
Image courtesy of WTF Art History.]

There would be hidden words or messages concealed in the text, some speaking of the religious icons at the center of the piece in glowing terms.

Do you have any favorite puzzles and games that have an element of religion to them, fellow puzzlers and PuzzleNationers? Let us know in the comments section below. We’d love to hear from you!


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Tomorrow Is Free RPG Day!

Whenever I write about roleplaying games or Dungeons & Dragons in the blog — which isn’t all that often, given that it’s a niche activity, even in puzzle and gaming circles — I’m always encouraged by the fact that each post seems to inspire one or two people to reach out and ask for more details.

How does it work, exactly? How do you play a game with no game board? Does it have to be dungeons? Does it have to be dragons? How do I get started?

And there’s no better time to get started than right now, because tomorrow, October 16th, is Free RPG Day.

[Image courtesy of Lewis Brown.]

The concept behind Free RPG Day is simple. All over the world (but mostly in the United States), local game shops, hobby shops, and other outlets team up with RPG publishers to distribute new, fresh, and most importantly, free material for all sorts of different roleplaying games, systems, and settings.

Not only can you receive a wealth of new ideas and playing options in one fell swoop, but it serves as a terrific way to meet fellow roleplayers and build a community of game enthusiasts.

You can click this helpful link to find local spots near you that are participating in Free RPG Day, and I would highly recommend searching online for local game shops, game cafes, and even community centers like your local public library to see who is participating.

These shops will often be running demonstrations of games, tutorials on how to play, hosting raffles and contests, and offering terrific sale prices to encourage you to find the game that fits you best.

Every year, dozens of companies get involved, not only to encourage the growth of the game world, but to promote their own products. And what better way is there to get people hooked than with free exclusive materials begging them to try out this brand new world of play?

If you’re a Facebook or Twitter user, Free RPG Day has accounts on both platforms, and there are hashtags you can search to get more details on participating companies AND locations.

The world of roleplaying games is so much deeper than just the medieval hack-and-slash that is depicted on TV. Sure, there are swords to wield, monsters to fight, zombies to elude, but there are also gorgeous, peaceful games.

For instance, there’s Green Ronin Publishing’s Blue Rose AGE, set in a wild forest as full of spirits and beauty as it is potential danger. For Free RPG Day, they’re releasing a quickstart version of the game to give you a chance to sample its unique charm and play style.

The folks at 9th Level Games are publishing a collection of different indie RPGs, offering you a sampler of all sorts of play styles and settings all in one place.

[Image courtesy of GameZEnter.]

Other companies are offering sci-fi and steampunk and colorful animal adventurers, everything from Japanese anime-inspired adventure to Lovecraft-inspired World War II intrigue.

Here’s hoping you venture out this weekend and find something great. Roleplaying games offer a unique form of puzzling, gaming, and storytelling, and this could mark the start of something exciting and new. Roll the dice. Give it a shot.

And if you have any questions about roleplaying games in general or specific games and settings in particular, please let us know! We’d be happy to point you in the right direction.


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Big Changes Coming to Dungeons & Dragons?

There’s no denying that Dungeons & Dragons isn’t just the granddaddy of roleplaying games, it’s also the most well-known and recognizable example of the genre.

But there’s never been a richer time for roleplaying games than right now. Patreon and Kickstarter are bringing new designers and storytellers to prominence, websites like DriveThruRPG give terrific visibility to creators large and small, and contenders for the throne both old (White Wolf Games) and newer (Pathfinder) continue to grab their own share of the RPG market.

Although it’s two years away, the fiftieth anniversary of Dungeons & Dragons is looming large, and some big moves are being made this year.

At the D&D Celebration 2021 event, the creative team announced that the game will be getting a major update for the first time in nearly a decade.

The current version of the rules — known as fifth edition or 5e — marked a return to form for Dungeons & Dragons after a less-than-glowing response to their fourth edition ruleset, and it has served as a game system that welcomes new players and satisfies long-time players as well.

Now, we don’t know if this is simply an update to the system to improve/tweak the rules — D&D 5.5e, you might say — or if this will be a wholesale relaunch of the core system. (Though that seems unlikely, given that 2020 was the company’s most profitable year ever.)

What they have promised is that, whatever form the update takes, EVERYTHING that they’ve released for fifth edition over the last decade will still be compatible with the new system. This is not a cash grab that will force players to shell out for all sorts of new books.

It’s an intriguing announcement that has fans already speculating, even though the update’s release isn’t due until 2024.

[In this video, long-time roleplayers The Dungeon Dudes break down their thoughts on potential 5th edition updates.]

But those big moves we mentioned above aren’t only being made by the industry leader. Some important names from D&D’s past are also contributing to the growth and variety of roleplaying games in impressive ways.

It was recently announced that Tracy Hickman and Margaret Weis would be collaborating on a new setting and system based on 5e rules: Skyraiders of Abarax.

Now, if you don’t know those names, you should. The world of D&D over the last 50 years would be a lot less varied without them. Tracy and Laura Hickman were instrumental voices behind two iconic D&D settings that have endured for decades — Ravenloft and Dragonlance — and the idea that they’re creating a brand new world for players to enjoy is immensely exciting.

Not only that, but several influential creators have launched their own new world and system on Kickstarter recently: Tanares.

Folks like Skip Williams, Bruce Nesmith, Jeff Grubb (who contributed some of my favorite Star Wars RPG supplements), and the legendary Ed Greenwood — who created The Forgotten Realms, another hugely famous D&D setting — have collaborated on an immersive new world and play system.

Considering that they raised over two MILLION dollars for the project on Kickstarter, it’s fair to say that there’s a market for fresh content that fits the D&D aesthetic but takes the gameplay in exciting new directions.

Now, if you’re not familiar with roleplaying games, you may be wondering what the big deal is. Why does an updated system or a new setting matter?

New systems can be welcoming to new players and put them at ease, or end up so daunting that it scares off new players while alienating established players.

Similarly, a new setting can offer fresh gameplay opportunities and give players the chance to try different styles, genres, and characters in ways they might never have considered otherwise.

And who knows where roleplaying games will be in two years? Will indie publishers continue to thrive? Will Tanares or Skyraiders of Abarax be household brands? And what exactly do the designers behind the world’s most famous roleplaying game have in store for their loyal and lapsed players in 2024?

Only time will tell.

In the meantime, keep rolling those dice. Happy roleplaying!


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How to Define Success vs. Failure in Roleplaying Games

Roleplaying games are some of my absolute favorite pastimes. The simple act of telling a story with friends is rejuvenating for me. I love sitting at a table — or on a Zoom call — with friends and collectively creating an adventure in our imaginations.

I know that the dice and the rulebooks and all the numbers can be daunting for new players, but honestly, they’re just the laws of physics, fate, and chance given form. In the simplest form, roleplaying games consist of you telling the gamemaster / dungeon master / game runner what you want to do, and the dice determining how it goes.

In many RPGs, there’s a success/failure line. If you roll above a certain number, you succeeded. If you roll below it, you failed.

[Image from Stranger Things courtesy of The Verge.]

That’s certainly simple enough. But it can be frustrating for some players, new and old. After all, if you had to beat a 15 and you rolled a 14, why should the result be the same as if you’d rolled a 2? The 14 is much closer, after all.

Some roleplaying games stick to the strict success/failure model. But others have a different approach that players might find more rewarding.

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Fantasy Flight Games offers a Star Wars-themed roleplaying game that has one of my favorite dice systems. There are different colored dice that represent different aspects of the game (your character’s ability to do something, the difficulty of the action they’re attempting, advantages and disadvantages to their action at the time, etc.), and the dice don’t have the traditional number values you’d expect.

Instead, they have symbols that represent success, failure, advantage, threat, triumph, and despair.

So, depending on the dice roll, it’s not just a success or a failure. You can have an overwhelming success, or an overwhelming failure, or many things in between. You can fail at the task, but end up with something unexpected and advantageous still happening. Or you can succeed, but with some consequence.

It opens up the narrative floodgates WAY beyond the success/failure binary option, and it has led to some of my absolute favorite moments in roleplaying.

Naturally, this requires a little more creativity from both the player and the game runner, but together, you can tell some fantastic adventures.

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Ninja Burger is a humorous quickplay roleplaying game that uses standard six-sided dice. In the game, you’re a ninja secretly delivering fast food. It’s very silly and great fun.

One rule in the game that can lead to enjoyable chaos AND take the sting out of the traditional success/failure mechanic of roleplaying games is that you are instructed to act as if you never fail. Even if you’re failed a roll.

So, say you’re using wujenitsu (ninja magic) to pretend to be a bag of golf clubs to sneak into a country club. But you failed your roll. The caddy who grabbed you is clearly carrying a ninja on his back, not a bag of golf clubs.

But you must proceed as if you succeeded, no matter how ridiculous things get.

Sure, failure has consequences in any game, even silly ones, but if you’re in on the joke, then failure isn’t so bad. Especially if you can find a way to make your friends laugh along the way.

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Dread is a roleplaying game that doesn’t use dice at all. Instead, you set up a Jenga-style tower of blocks, and to accomplish certain tasks, you have to pull a certain number of blocks from the tower without collapsing it.

It’s a brilliantly simple way to add tension to a game AND put your fate in your own hands. There’s no single unlucky dice roll that can condemn you to defeat. Just gravity and your own steady (or unsteady) hand.

And of course, as the game continues and the tower grows unsteadier — and your options for wood blocks to pull become fewer and fewer — the tension mounts and mounts.

Eventually, the tower — and your character’s chances — collapse in a clatter.

[Image courtesy of Lewis Brown.]

Of course, the rules of every roleplaying game are eventually up to the people running/playing the game. If you decide that the success/failure rules of your game should be more nuanced, you can do something about it immediately.

But for new players and new game runners, sometimes it helps to remind them there are always other options available. Whether you ditch numbers entirely for narrative dice like in FFG Star Wars, pretend failure isn’t failure at all in Ninja Burger, or ignore the dice completely with something like Dread, you can still build tension and tell some wonderfully fun, exciting, and action-filled stories.

Good luck, and happy roleplaying, everyone!


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