Yep, that's right. I am working on starting a church smallgroup based on roleplaying. Roleplaying, when done properly, can foster fellowship - Before during and after the game session. I plan on basing the game sessions around a piece of scripture, and may include some handouts, etc.
I will be using the d20 gaming system.
I am creating a realm based somewhat on CS Lewis' Narnia, remember when there were all those other pools that Digory and Polly could have entered in The Magician's Nephew"? This will be about one of those other pools.
This realm, another created by Aslan, features one major difference. Aslan, along with creating talking animals and magical beasts, also creates a council of elders who have his favor. Since he will be 'going away' after he creates the world, he entrusts the elders with carryin on while he is away. He gives them some supernatural abilities that are to be used to help the masses and protect the realm in his stead.
Well, all works fine at first and for about 500 years everything goes fine. The Elders, who have extended lives due to their power, begin to become caught up in a race with each other to be 'the best'. This jealousy soon leads to them using their powers against one another. They start to forget what Aslan had asked of them and start building power bases and territories.
For another 500 years this power struggle escalates. They reward those who follow and work for them, and due to Aslan's seemingly unending disappearance, people start to forget about him and start believing in the Elders, who are now called the Sorcerer Kings. The Sorcerer Kings promise all sorts of things to their followers, who construct massive cathedrals to them, monumentous castles, walled cities. Warfare comes to the realm on a grand scale as the Kings begin to battle each other, using the masses as pawns in their petty games. Technology of warfare advances. Clockwork beasts, entire armies of them, fight along with flesh and blood troops. These beasts take all manner of shapes and perform various types of duties and combat styles.
Aslan is all but forgotten by most as time goes by. With all of the warfare and strife, people begin to fear death and wonder what waits for them beyond death. The Sorcerer Kings promise an eternal life with them, only if they agree to wear a special pendant - showing their bond to their masters. These pendants capture the soul upon death, and it is promised that the priests of the Sorcerer Kings release these souls into the afterlife.
In actuality, the souls are used to power the clockwork minions of the S. Kings, thus fueling their wars for eternity.
This is the place where the characters come in. They stumble upon this realm (they are simple teenagers from Earth, no warriors or mages). They come to this horrible place and are thrown into the conflict. Will they help return Aslan to the people's hearts and minds? Will they help defeat the Sorcerer Kings? Only time will tell.
I will be using the d20 gaming system.
I am creating a realm based somewhat on CS Lewis' Narnia, remember when there were all those other pools that Digory and Polly could have entered in The Magician's Nephew"? This will be about one of those other pools.
This realm, another created by Aslan, features one major difference. Aslan, along with creating talking animals and magical beasts, also creates a council of elders who have his favor. Since he will be 'going away' after he creates the world, he entrusts the elders with carryin on while he is away. He gives them some supernatural abilities that are to be used to help the masses and protect the realm in his stead.
Well, all works fine at first and for about 500 years everything goes fine. The Elders, who have extended lives due to their power, begin to become caught up in a race with each other to be 'the best'. This jealousy soon leads to them using their powers against one another. They start to forget what Aslan had asked of them and start building power bases and territories.
For another 500 years this power struggle escalates. They reward those who follow and work for them, and due to Aslan's seemingly unending disappearance, people start to forget about him and start believing in the Elders, who are now called the Sorcerer Kings. The Sorcerer Kings promise all sorts of things to their followers, who construct massive cathedrals to them, monumentous castles, walled cities. Warfare comes to the realm on a grand scale as the Kings begin to battle each other, using the masses as pawns in their petty games. Technology of warfare advances. Clockwork beasts, entire armies of them, fight along with flesh and blood troops. These beasts take all manner of shapes and perform various types of duties and combat styles.
Aslan is all but forgotten by most as time goes by. With all of the warfare and strife, people begin to fear death and wonder what waits for them beyond death. The Sorcerer Kings promise an eternal life with them, only if they agree to wear a special pendant - showing their bond to their masters. These pendants capture the soul upon death, and it is promised that the priests of the Sorcerer Kings release these souls into the afterlife.
In actuality, the souls are used to power the clockwork minions of the S. Kings, thus fueling their wars for eternity.
This is the place where the characters come in. They stumble upon this realm (they are simple teenagers from Earth, no warriors or mages). They come to this horrible place and are thrown into the conflict. Will they help return Aslan to the people's hearts and minds? Will they help defeat the Sorcerer Kings? Only time will tell.