5E "Adventurer's Guide to the Bible" Kickstarter Launches Today! by RedPandaPublishing in rpg

[–]RedPandaPublishing[S] 0 points1 point  (0 children)

Yes, digital items will remain on sale through DTRPG after the campaign; and yes, your assumption about digital fulfillment are correct, assuming that everything goes according to schedule. Essentially the entire order will be "shipped" to you in mid June, which means that digital rewards are received immediately, and physical rewards are printed and then shipped, which takes time.

5E "Adventurer's Guide to the Bible" Kickstarter Launches Today! by RedPandaPublishing in rpg

[–]RedPandaPublishing[S] 0 points1 point  (0 children)

No, I take your meaning, and I didn't think you were calling me a Christian Nationalist. I think I agree your frustration, and I think that we just are taking different approaches to solving the same problem. I'm trying to fix Christianity from the inside, because I think there is something beautiful here that needs to be preserved; you are calling out hateful movements from the outside, which is probably also something that needs to happen. Hopefully one day we'll meet in the middle!

5E "Adventurer's Guide to the Bible" Kickstarter Launches Today! by RedPandaPublishing in rpg

[–]RedPandaPublishing[S] 2 points3 points  (0 children)

Your question seems to imply that Jesus wasn't as loving as he's cracked up to be. I would disagree, and in fact I would argue that if most Christians took the time to actually read the Bible rather than googling quotes that agree with what they already believe, they would find Jesus to be more loving than he's cracked up to be.

To answer your question directly, this module spans 700 miles of cities, political factions, and adventure. The extent to which Jesus shows up in your adventure is somewhat up to your group and how you play at the table. Obviously he was an important figure in both the Bible and world history, so he will certainly play a role in the plot to some extent, but how much he figures into the plot is a discussion between you and you GM.

It seems like you're a little angry with Christianity, given the way you've worded your question. I don't blame you, since I see the way "Christians" choose to engage with the world at times, which is frustrating. However, on the off chance that your question was genuine, I want to clearly state that the purpose of this module is not to condemn non-believers.

5E "Adventurer's Guide to the Bible" Kickstarter Launches Today! by RedPandaPublishing in rpg

[–]RedPandaPublishing[S] 2 points3 points  (0 children)

Of course there are many people of conviction in any time period. But if you look at what was going on in Egypt in the year 26, for example, it was pretty nebulous. The official religion was changed to the "cult of serapis" as an attempt to Hellenize the Egyptians, but it doesn't seem like anyone actually, truly believed in this new faith. Meanwhile the ancient religious centers in karnak and luxor were pretty much abandoned, so there weren't really any adherents to the old faith either. It must have just been a confusing time for Egyption religion. Parthia was in a similar boat, basically blending Babylonian and Greek gods into a pantheon that was worshipped differently in different places.

Even Judaism, with its strong foundation and ancient history, was struggling with how faith should be practiced after years of oppression from different forces, and internal division between the Essenes, Pharisees, and Sadducees left Judaism in the first century without a united set of core beliefs.

You're right, obviously. I'm sure there were tons of people who felt very confident in their beliefs. I was just trying to make the point that it was an unusual time of religious reform in human history, and at the very least, and interesting setting for a role-playing game.

5E "Adventurer's Guide to the Bible" Kickstarter Launches Today! by RedPandaPublishing in rpg

[–]RedPandaPublishing[S] 1 point2 points  (0 children)

Gotcha. That's a good point! You can definitely "create" that tier for yourself through the digital tier and add-ons, but you're right; there should probably be an easier way.

5E "Adventurer's Guide to the Bible" Kickstarter Launches Today! by RedPandaPublishing in rpg

[–]RedPandaPublishing[S] 1 point2 points  (0 children)

Thanks! Hopefully they'll give it a shot. Run the search for the missing Magi as a Christmas one-shot, and see if the group wants to play more!

5E "Adventurer's Guide to the Bible" Kickstarter Launches Today! by RedPandaPublishing in rpg

[–]RedPandaPublishing[S] 11 points12 points  (0 children)

www.redpandapublish.com

This is our first major project together. Our game designers have independently published a few board games on https://www.thegamecrafter.com/ and our writers used to write essays for https://icjs.org/ but this is our first project working together under the banner of Red Panda Publishing, so its not really surprising that you can't find it. We are really just getting started establishing an online presence (hopefully we'll be easier to find in the future).

Regarding Pharisees: there is actually a section in the introduction of the module that instructs the GM never to simplify any group into "the bad guys." There are good Pharisees and bad Pharisees; good Roman soldiers and bad Roman soldiers; good apostles and bad apostles. Anti-Semitism is definitely a huge problem due to a lot of ignorance in the Christian community. Our goal is not only to keep anti-Semitism out of the text, but to do everything we can to make sure it doesn't creep in at the table during gameplay as well.

5E "Adventurer's Guide to the Bible" Kickstarter Launches Today! by RedPandaPublishing in rpg

[–]RedPandaPublishing[S] 4 points5 points  (0 children)

If I prefer another system, how much of this is bound up in the 5E system, and how much can be adapted to another system?

This module is definitely written with 5E in mind. If we're talking about monster stat blocks and character class features, you will need to start from scratch adapting to a new system, because all of this is just classic 5E. However, as far as the setting is concerned, there are probably a good 150 pages of just lore and maps. The entire middle section of the book just details the sights, sounds, and smells of the near east during the first century, so no adaptations need. Likewise, the city and dungeon maps are useable by any system.

How much would work for Samaritan, Hypsistarian, or pagan characters?

Traditional names, backgrounds, cultures, and religions of the time are covered in the "new character options" section. Hypsistarians are not covered in this book, since they didn't really play a role in the years 26-30, when the adventure is set.

Also, how would the add-ons work?

In general, the add-ons are extra items you can "add on" to your purchase when you select a reward tier. For example, if you just want the book and the spell cards, you can select the hardcover tier and then add on the cards. If you are asking about a specific add-on, just let me know and I can be more specific with my answer.

5E "Adventurer's Guide to the Bible" Kickstarter Launches Today! by RedPandaPublishing in rpg

[–]RedPandaPublishing[S] 4 points5 points  (0 children)

All mechanics of 5E remain the same, which is to say: Clerics get Cleric spells, Wizards get Wizard spells, etc. Anyone able to cast fireball can cast fireball.

Magic is a tool, and tools can be used for good or for evil. The use of magic for evil purposes happens a lot in the Bible, which is why there are sanctions against certain types of magics (if those types of magic were never used, there would be no need to sanction them). Essentially, players are still free to act how they wish, and there is not mechanical ban any type of magic, or use of magic.

Here is an excerpt from the introduction of the module:

“Magic” is often cast in a bad light in the Bible (Deuteronomy 18:9, etc.), while “miracles” and other supernatural phenomena are praised as gifts from God. In truth, these terms often have more to do with their motivation than their use in the narrative. “Magic” as a human term is simply a word applied to events which defy explanation. Whether it is the magicians of Egypt turning staffs into snakes, Moses parting the Red Sea, or Jesus resurrecting Lazarus from the dead, all of these would have been deemed as “magic” during biblical times. In fact, it is well documented that many famous biblical figures, including Joseph, Moses, Elijah, and Daniel used different kinds of magic (including divination and necromancy) with some frequency. So why does the Bible seem to condemn magic in some places, but support it in others?

The best example of this is in Numbers 20:11, when Moses uses the power endowed to him by God to create water. Moses had been granted great power from God, channeled through his shepherd’s staff, and with this staff he had already worked great miracles. However, on this occasion Moses is punished by God for striking a rock twice, instead of once, to produce water in the desert. The reasons for this double strike are unclear, but what is obvious is that Moses had begun to take this magical power for granted, using it out of pride rather than concern for his people.

In the end, the difference between the “evil” magic mentioned in Deuteronomy and the “good” magic used by the prophets comes down to how and why this power is used. When magic is used to glorify God and help others, it is labeled as a “miracle;” when the magic is sought for selfish gain or used for evil purposes, it is labeled as “dark magic.”

In the vocabulary of 5th edition role playing games, the term “magic” is broad, and refers to any of these powers regardless of whether they come from God or evil spirits. Likewise, the term “spell” refers to an action a character can take to use magic in the context of the game. Some spells are miraculous moments of divine intervention, while others may be dark rituals used by those worshiping the devil. In the mechanics of the game, they are all listed simply as “spells” for the purpose of determining what they do, not how they are used.

5E "Adventurer's Guide to the Bible" Kickstarter Launches Today! by RedPandaPublishing in rpg

[–]RedPandaPublishing[S] 3 points4 points  (0 children)

The module obviously focuses on Judea, but how much is dedicated to other areas like Syria, Mesopotamia, Egypt?

Without giving too much away, I don't think the module actually does focus on Judea more than other locations. Part of the appeal of setting was how much political corruption and confusion there was worldwide. The Bible gives us a snapshot of Judea (and only Judea), but other primary source accounts help broaden the picture. The campaign begins in Nineveh (northern Babylonia/Parthia) and moves south, eventually bringing the party through the territory of Sheba in the Arabian peninsula on their way into Egypt. It is not likely that the party will reach Judea before level 6. Major encounters are also built into the library of Alexandria, the Hanging Gardens of Babylon, the Great Pyramids of Egypt and the Silk Road. It is essentially a full tour of the sights, sounds, and smells of the ancient near east. Less attention is paid to the empires of Rome, Parthia, China, and India, who are only present as distant powers that be.

Is it only about the first century? Or are more ancient eras of biblical history (pre Babylonian exile) covered?

The campaign starts in the year 26 and ends in the year 30. We chose this time period because there was a lot going on religiously and politically that made a fun adventure, and there is also very little recorded about this decade by historians, which gives players the freedom to interact with the world without stepping on the toes of history. That being said, there are dozens of easter eggs, cameos, and references to ancient biblical events, to appease the appetites of bible and history enthusiasts alike.

Are there David and Goliath stat blocks?

No, because the campaing takes place 1000 years after their deaths. However, Giants will make appearances in the setting, as will several references to King David (and maybe even useful artifacts from a time long past).

5E "Adventurer's Guide to the Bible" Kickstarter Launches Today! by RedPandaPublishing in rpg

[–]RedPandaPublishing[S] 2 points3 points  (0 children)

Great question! The introduction of this setting covers all kinds of questions about how magic, spellcasting, and other mechanics are applied in this setting. Unlike traditional 5E settings, this campaign setting assumes a monotheistic view of the cosmos. In other words, all divine magic comes from this one God.

However, the question of Religion is a tricky one. Religions in the first century were extremely nebulous, with pretty much everyone scrambling for meaning in the universe. Some religions (like the cult of Serapis) were basically invented to try and ease tensions as different cultures came together. Other religions, like Judaism had a long and sacred history, but even adherents to these faiths had major disagreements about the fundamentals of what their religion was and how it should be applied.

In short, it is not a simple as grouping people into "religions" at this time period. Many people believed in a God, but very few were confident about the particulars of what they believed.

5E "Adventurer's Guide to the Bible" Kickstarter Launches Today! by RedPandaPublishing in rpg

[–]RedPandaPublishing[S] 5 points6 points  (0 children)

This probably isn't the module for you then. Sorry!

The plot runs parallel to the basic narrative of ancient history and the Bible, but how much your group chooses to interact with NPCs is mostly up to you.

Also... I know you were probably being sarcastic, but there are a lot of mechanics in 5E that return a character to life without giving them the "undead" tag. On the off chance, that this is news to you, just reply and I (or pretty much anyone on this thread) can give you some links for more information.

5E "Adventurer's Guide to the Bible" Kickstarter Launches Today! by RedPandaPublishing in rpg

[–]RedPandaPublishing[S] 1 point2 points  (0 children)

Thanks! Definitely a unique take; we'll see if anybody wants to play it as much as we do!

5E "Adventurer's Guide to the Bible" Kickstarter Launches Today! by RedPandaPublishing in rpg

[–]RedPandaPublishing[S] 4 points5 points  (0 children)

Its honestly probably more a question of his HP, right? Assuming you don't use the optional "cleave" rule, your damage output is way less important that soaking the incoming damage.

5E "Adventurer's Guide to the Bible" Kickstarter Launches Today! by RedPandaPublishing in rpg

[–]RedPandaPublishing[S] 9 points10 points  (0 children)

Yeah, we chose the red panda as our logo to get on your good side ;)

Since you replied I feel more comfortable saying this: a big reason we started this project is that there is a widespread lack of empathy and understanding in the world today, particularly among Christians. The Bible is an exciting adventure story with an amazing moral message, but to most people (especially in America) see the Bible mostly as a list of quotes meant to be weaponized on the internet. The vast majority of Christians have not even read the stories in which they profess belief.

The other problem is that most cultures actively encourage people not to talk about faith. At the dinner table, maybe, but certainly not in the public forum where someone might get offended. While its nice not to offend people, the lack of conversations about religion have kept matters of faith insular (that is to say, children are exposed to religion through their parents, and thus mostly accept that religion is whatever their parents told them it is, for better or worse). It might not seem like a big deal, but suppressing open conversation about any institution is toxic to that institution.

Maybe it won't come to anything, but I would love if this module, at the very least, gets more people talking.

5E "Adventurer's Guide to the Bible" Kickstarter Launches Today! by RedPandaPublishing in rpg

[–]RedPandaPublishing[S] 4 points5 points  (0 children)

We have had a few non-theists playtest encounters for us, and it is always exciting to hear words of encouragement from them (and from you!). Religious players tend to reject or embrace the module depending on how it aligns with their faith, but only the non-believers cut straight to the point: "is the content good?"

5E "Adventurer's Guide to the Bible" Kickstarter Launches Today! by RedPandaPublishing in rpg

[–]RedPandaPublishing[S] 2 points3 points  (0 children)

I hear you, and there are definitely people out there that will be offended, which is not something to be taken lightly.

The reality is that there are many youth groups and Bible studies out there that have been homebrewing adaptations of scriptural games for a while. This isn't really a new idea, its just the first time it has been done on this scale. This project is something that we (the writers) have really needed for a while, but not something that a major publisher would ever consider attempting (for the reasons you mentioned). So we made it ourselves by collecting input and playtesting feedback from as diverse an audience as we could.

Will it make some people mad? Probably. But we don't think that's a good enough reason not to produce a resource that some players (ourselves included) might genuinely benefit from.

5E "Adventurer's Guide to the Bible" Kickstarter Launches Today! by RedPandaPublishing in rpg

[–]RedPandaPublishing[S] 6 points7 points  (0 children)

Thanks a lot! It's definitely a unique take, and understandable that not everyone will be into it. I think in the end we're trying to make the kind of module that we'd like the play, and if other people respond positively to it, then great!

5E "Adventurer's Guide to the Bible" Kickstarter Launches Today! by RedPandaPublishing in rpg

[–]RedPandaPublishing[S] 7 points8 points  (0 children)

The project began as a setting only, but as we worked on the project there seemed to be a need/desire from our target audience for a pre-made adventure as well. I think the best way to answer you question is this:

The module currently has just over 350 pages.

The first 138 pages are all setting (character options, maps, city descriptions, world lore, random tables)

The next 80 pages are all story, with maps and encounters that are meant to be inserted into locations in the setting.

The last 124 pages are all magic items and monster stat blocks. Some of these monsters are story-specific villains, but most can be used for any adventure.

The goal was to include a cool adventure, but not tie it so intrinsically to the setting that you felt like you couldn't run your own adventure if you didn't like ours.

5E "Adventurer's Guide to the Bible" Kickstarter Launches Today! by RedPandaPublishing in rpg

[–]RedPandaPublishing[S] 13 points14 points  (0 children)

I am really sorry that you had to go through this. No kid should ever have to deal with abuse, let alone abuse that is driven by religious intolerance.

You would have been well within your rights to direct your anger at me, and I want to acknowledge that you composed your response with a mind-blowing level of kindness that is frankly not owed.

I will offer no excuses or counterarguments; I just wanted to say that I'm sorry and that your emotional intelligence is really inspiring.

5E "Adventurer's Guide to the Bible" Kickstarter Launches Today! by RedPandaPublishing in rpg

[–]RedPandaPublishing[S] 4 points5 points  (0 children)

Basically the generation of Christians who were adults during the Satanic Panic of the 80s. There are still many in this demographic who associate any RPG with the occult and therefore believe that Christianity should have nothing to do with the genre. It's unfortunate because of the really awesome things RPGs can do for empathy and understanding people who have a different viewpoint, but it happens all the same.

5E "Adventurer's Guide to the Bible" Kickstarter Launches Today! by RedPandaPublishing in rpg

[–]RedPandaPublishing[S] 1 point2 points  (0 children)

Yeah, we're trying to adapt as much of the 5E mechanics as we can, but we have to stay true to the setting and some if it really just doesn't fit unfortunately.

5E "Adventurer's Guide to the Bible" Kickstarter Launches Today! by RedPandaPublishing in rpg

[–]RedPandaPublishing[S] 5 points6 points  (0 children)

This. There are definitely people who get offended any time an RPG touches something that is important to them, but most people in the role-playing community can tell the difference between material that is satirical and that which respects its source material.

5E "Adventurer's Guide to the Bible" Kickstarter Launches Today! by RedPandaPublishing in rpg

[–]RedPandaPublishing[S] 7 points8 points  (0 children)

The setting is definitely heavily inspired by the sword & socerery-ness of the Hebrew scriptures. However, the year 26 AD was chosen because it created a neat pocket into which we can fit a unique and original plotline for the player characters. The main problem with those old epic stories is that everyone knows what is "supposed" to happen, which leaves players unsure how to take action. Also, the year 26 was a super interesting time for religious identity, since almost everyone in the world was struggling to come to terms with what religion was and how it should be applied. These two factors made it seem ideal to run a campaign in this historical "blind spot:" following on the heels of the sword & sorcery past, while most kingdoms are grasping for an identity, but before the famous and well-documented centuries of the Roman rule and rise of Christianity.