DragonRaid
* a youth discipleship program in game form
* for 3 to 6 kids with a leader running the role-play
* superior in Bible memorization and application
*role-playing beats texting and tweeting and gives actual practice in Christian behavior
* * *
DragonRaid came out in 1984. It was designed by Dick Wulf, the Director of the Lamb's Bride Project.
Thousands of young people left games like Dungeons and Dragons that taught ungodly values, and many of those accepted Jesus Christ as their Savior. Twenty-eight years later, it is still available at the 1984 price.
This is an excellent and immensely enoyable way for a parents to disciple their kids or an adult to disciple 3 to 6 young people. Kids memorize 50 to 100 Bible verses/passages up to 100 words long per year.
Built into the game is Christian community and interdependence. There is probably no better way to understand the advantages of giving up individualistic Christianity than this discipleship game.
For example, when the LightRaiders (player's characters/avatars) eventually get to the castle to destroy the Money Love Potion that enslaves people, they face incredible difficulties. To continue, the Raid Team needs a Joy (of the fruit of the Spirit) rating of 36 and must add their cumulative Joy ratings, since no one can have a Joy of more than ten. This subtly shows how the challenges of a life commited to doing Jesus' work in a hurting world requires the strength of a Christian's close inner circle of believing friends.
Thousands of young people left games like Dungeons and Dragons that taught ungodly values, and many of those accepted Jesus Christ as their Savior. Twenty-eight years later, it is still available at the 1984 price.
This is an excellent and immensely enoyable way for a parents to disciple their kids or an adult to disciple 3 to 6 young people. Kids memorize 50 to 100 Bible verses/passages up to 100 words long per year.
Built into the game is Christian community and interdependence. There is probably no better way to understand the advantages of giving up individualistic Christianity than this discipleship game.
For example, when the LightRaiders (player's characters/avatars) eventually get to the castle to destroy the Money Love Potion that enslaves people, they face incredible difficulties. To continue, the Raid Team needs a Joy (of the fruit of the Spirit) rating of 36 and must add their cumulative Joy ratings, since no one can have a Joy of more than ten. This subtly shows how the challenges of a life commited to doing Jesus' work in a hurting world requires the strength of a Christian's close inner circle of believing friends.
For example, when the LightRaiders (player's characters/avatars) eventually get to the castle to destroy the Money Love Potion that enslaves people, they face incredible difficulties. To
continue, the Raid Team needs a Joy (of the fruit of the Spirit) rating of 36 and must add their cumulative Joy ratings, since no one can have a Joy of more than ten. This subtly shows how the challenges of a life commited to doing Jesus' work in a hurting world requires the strength of a Christian's close inner circle of believing friends.
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