Creating a Story and Goals
Once a host has chosen a section, studied the theology behind the biblical story, and compiled the materials they want to use, it is time to run the session!
The session will revolve around a central quest or shared goal for the participants. The host can explain the quest outright or give it through a request of a role-played non-player character. For example, the players might start their session in the city of Zaphon (see Appendix B: Maps). They immediately meet a non-player character in the city who gives them context on the current situation in Israel (slavery in eastern Israel for the past few years) and the needs of the people: to over throw the king enslaving them, namely Cushan Rishatiam (see Judges 3). This is one method of giving the goal for the party. The story and goal should revolve around both a biblical story and theological truths found during studying. Additionally, keep a culture commentary close by in case the players ask a technical question the host was not prepared for. Once a main goal is established, the host and players partake in what is called “active creative storytelling.”
Active Creative Storytelling
Active creative storytelling takes place in three stages. First, the host describes the circumstances. Second, the host describes some options the participants can choose. Third, the participants describe their actions. The cycle then repeats. For example:
Host describes the circumstances: “Late at night, the town is largely quiet, though you can hear small chatter and the clanking of soldier armor. This is a military city. The town flickers with torch light in the darkness.”
Host describes options: “No one has noticed you. You can rush in or sneak in. If you want to sneak in, you can try to lure some soldiers out to take their things and disguise yourselves as one of them. Or, you can try to scale the stone wall. Or, you can pretend to be traveling merchants.”
Players describe actions: “We try to scale the wall.” (player rolls dice)
(Repeat the cycle)
Host describes the circumstances: “Your character falls down the wall, unsuccessfully scaling it. You have made too much noise, now some guards have heard you and are heading over!”
Host describes options: “You can flee, fight, or try to sneak in.”
Players describe actions: “We flee!” (player rolls dice)
(Repeat the cycle)
Hosts must be creative with the different aspects of the character sheets. The information about the characters is used in the appropriate circumstances to advance the story. For example, if Denyl (with “+3 strength”) attempts to push a heavy rock out of the way, he will need to roll a 20-sided dice to check his success. If the rock is super heavy, maybe the rock needs a roll of at least “18” to be moved. If the rock is light, maybe even weak players can move it with a roll of at least “8.” If Denyl rolls a “16,” other characters would not have been able to move the rock. However, Denyl adds his character-specific strength of “+3” to the “16,” making “19.” Denyl is able to barely push the rock out of the way. Different strengths and weaknesses can add to or subtract from the chances of succeeding in different circumstances.
