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     I Cast "Turn Water into Wine"

How hard would it be to put your personal faith into the game? Rather easy. The only thing you need to be conscious of when you’re creating homebrew content is that you don’t create a massive power imbalance in the game’s world. Even without going outside of the Rules as Written (RAW), the game gives an opportunity for a divinely inspired character through the classes of cleric and paladin. In Schnoebelen’s update to his Satanic Panic era article, he refers to how, because clerics can be from any denomination, “anyone who would attempt to equate this character with a Christian clergyman is obviously woefully ignorant.” However, there is nothing stopping the DM or players from making a cleric exactly that, as Minister Dante Fortson shows with his rebuttal to Schnoebelen’s article.

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After picking Schnoebelen, and by extension evangelical Christianity’s arguments apart, Fortson offers his take on what would be a Christian character: A human, lawful-good, former farmer, who travels the world healing and evangelizing, who attributes all their power to praying to Christ (Fortson).  There is nothing out of the ordinary with this character, and it would be welcome at any table I’ve ever played at. Fortson also tackles the idea of magical presence in DnD, and the issues that a Judeo-Christian biblical analysis might have with them. He points out that the Bible never says magic doesn’t exist, but rather that it is bad and should be punished. It is totally possible to incorporate this, or anything else, into a game, which is the point most important to my argument.

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No matter what the game’s participant believe is right, that is what is right in the game. As a Utopia is “an imagined place or state of things in which everything is perfect” (OED), DnD is able to conform to the participants’ ideas of what is perfect.

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