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The Lamb's Bride Project

DragonRaid

DragonRaid uses a fantasy world in which players can practice making decisions to follow Jesus with less self-c0nsciousness than if the world was real. In the game Jesus is known as

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 the OverLord of Many Names because Jesus in real life controls sovereignly and has manynames (Light of the World, Bread of Life, etc.)

Players each have a character whom they design.  Much of the game uses a ten-sided die called a StarLot because it actually has a five-pointed star in the middle of it if looked through from point to point.  They roll it to get a number from 1 to 10 on each of their character strengths, which are actually the 9 fruit of the Spirit from Gal. 5:22,23.  Other character qualities derived from these nine basics of the Christian's character, qualities like hope, hatred of evil, ability to talk to people, etc.

In the game which is a role-play in the fantasy world of Eden Again, the group of 3 to 6 LightRaiders who form a Raid Team and travel for the OverLord from the Liberated Land (the safety of the church) into the Dragon Lands (the hurting world) to rescue Dragon Slaves (unsaved people who are still in the bondage of sin). 

Each adventure has one main objective, such as to destroy the Money Love Potion in a castle teeming with dragons (Satan and his underlings).  Along the way, the LightRaiders face various tasks and tests, all subtly designed to stimulate godly behavior as guided by the Bible, known in DragonRaid as the Sacred Scrolls.  Players often must memorize Bible verses and passages, known as WordRunes (powerful sayings from the Word of God).  These WordRunes give special abilities and powers to fight evil.

In the game evil is personified in "dark creatures".  For example, trolls are power-hungry.  They use power-plays that are temptations for Christians but definitely not acceptable,

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Christ-like behavior.  Another example, somewhat humorous in the scripts, is that giants personify being wishy-washy and not standing for anything.  People-pleasing behavior would be one of the giant's behaviors.

The point in personifying evil is so that the players (actual people, not the game characters) will not want to act like any of the dark creatures and their ways.  This is subtle in the game, not pointed out, but throughout life, when one of the players in the future are tempted to, say, lie for their own advantage ("what will it hurt?"), they will remember that such behavior is like a nasty dark creature they knew in DragonRaid.

So, now let us show you an actual example from a game in DragonRaid.

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