Monday, June 29, 2026

Reconstructing My Faith: Postmodernity, Bullies, and Uncle Carl

Well, you knew we'd eventually get to Mark Driscoll if we started talking about deconstructing and reconstructing my faith, right?

[insert heavy sigh here]

Postmodernity

In the spring of 1997, I attended the GenX church planting conference at Mount Hermon (a Christian retreat center in California). One of the speakers there was Mark Driscoll, who spoke passionately about the collapse of modernity, the rise of post-modernity, and how both of those would likely affect the way leaders taught & led their church communities. At the time, I reacted pretty positively to Mark's "in your face" style of speaking.  (For more personal context on my experience at the conference, you can see my post from 2006 entitled 9 Years Ago.)

What I didn't internalize back in 1997 was that Mark Driscoll had only been leading a church for a year or so. Mars Hill Church (Seattle) was growing rapidly, but he was relatively new to church leadership. His forcefulness, his charisma, his passion, and his humor masked his inexperience... and his tendency towards autocratic leadership.
Gosh, guys, I love what I’m doing. I got charged by a demon-possessed guy in my pulpit, the night we launched I had to exit counsel one of my key leaders, 10 minutes before the sermon, I kicked him out of the church. My worship team left three months ago. We moved six miles in the first three months, and it is… I love it. (quote from that message) 
In fairness, lots of the folks involved in the GenX church movement were pretty young... including me. (I was 33 years old in 1997 - man, that seems like a long time ago.) But you can still hear the echoes in that quote of the "pile of dead bodies" attitude that would overtake Mark D. and Mars Hill in the years ahead. 
There is a pile of dead bodies behind the Mars Hill bus, and by God’s grace it’ll be a mountain by the time we’re done. You either get on the bus or you get run over by the bus. Those are the options. But the bus ain’t gonna stop. This is what we’re doing. (quote from Church Planters Boot Camp, Oct. 2007)
With 29 years of life since that gathering at Mount Hermon, I find myself questioning how completely modernity has collapsed while facing pretty clear evidence that post-modernity has become a bigger & bigger part of our cultural conversations. Mostly I see a mish-mash - a sometimes toxic stew - of beliefs and theories about how the world works (or should work) that borrow from both strains of philosophical thought.

And I struggle with the support I gave Mark Driscoll's teaching & writing. What was it about Mark, about myself (also Mark - heh), that drew me in and convinced me to ignore red flags?

I have some thoughts - but, per the usual here on the akapastorguy blog, that's going to require me to tell you some stories.

Story #1: Bullies

I'd experienced bullying off and on in elementary school and junior high... but it kicked into high gear as a high school freshman. I was a small and not very strong guy with glasses - and an invisible target painted on my back. I particularly hated P.E. class and the whole "locker room antics" where weaker folks (like me) became targets for bigger guys trying to prove just how macho they were. (Looking back at this, I realize that those behaviors were more than "I'm big & dumb & mean" - that those guys had their own aches, pains, fears, and wounds that they were struggling with - but at the time they were simply dangerous people I tried to avoid.)

I had basically two strategies to dissuade bullies:
  1. invisibility - try to do as little as possible to attract their attention
  2. stiff upper lip - no matter what they did, maintain a stoic face (no crying, no complaining, no taunting, no reaction)
But my salvation from being bullied came not from my strategies - instead, it was a friendship with a much larger acquaintance who firmly noted that I was his friend and he didn't want anyone to mess with me. (God bless you, Tony V.)

Story #2: Uncle Carl

My Uncle Carl was actually my great-uncle Carl... he and my Aunt Beulah married late in life and I only met him once (I think) at about age 5.

I don't remember much about him - if it wasn't for family pictures of him with Aunt Beulah, I probably wouldn't even recognize him. But what I do remember was that he was a tremendously skilled amateur magician who specialized in close-up magic. (Close-up magic is sleight of hand tricks - cards, coins, silks, etc. - performed in tight proximity to your audience.) The wonder of seeing those tricks happen, of things appearing and disappearing, of his tremendous command of fan decks to make beautiful patterns... that's never left me.

When he passed away, my Aunt Beulah made sure that my dad & I got his magic books and paraphernalia. (Dad quickly confiscated his marked card decks - but I was left with the fan decks, the rope tricks, and a library of books on magic.) What I discovered is that performing magic isn't, well, magic - it takes confidence, a great deal of dexterity, and a lot of practice to make it seem easy and magical.

Point of Information: My Peculiar Media Intake Habits

I'm a news addict who doesn't like news shows - particularly those in the "let's get a bunch of supposedly smart people together to yell at each other" mode. 

I watch a limited amount of YouTube - mostly things like Rodney on Watch It Played (game explanations), WDW tips videos (hats off to DSNY Newscast, Touring Plans, Ear Scouts, and Disney Food Blog), and smatterings of the Holderness Family and Legal Eagle.

I seldom if ever watch sermons (including my own) - as much as I love truth and hearing God's word preached, I'd rather be forced to watch unboxing videos shot without a tripod than suffer through most church services (my current church is an exception, of course).

I read - a lot. A good bit of stuff on the Internet but also actual physical books - either from the local library or my own bookcase. Weirdly enough, most of my online reading is not about spiritual matters - even as I'm currently reading physical copies of two different devotionals, a couple of books (Don't Let Nobody Turn You Around & God, the Science, the Evidence: The Dawn of a Revolution), and have a stack of commentaries sitting at my feet.

Back to the Question At Hand: How Did I Get Drawn In?

This post has been "under construction" for almost two years because answering that question is... complicated. The disconnected stories you just read are my best attempt to give you some context and metaphors for the musings that follow.
  • As I already told you, I don't listen to recorded sermons. So my interaction with Mark Driscoll's teaching was filtered simply through what he was writing. That means I got less of the "Chris Rock goes to church" vibe he liked to lay down in preaching & speaking but still all of the Teflon-coated certainty that was part and parcel of his writing about church leadership.
  • I've been a summer missionary, a church staff member, a church planter, and a lead pastor of various churches over nearly thirty years. I cannot emphasize enough how much appeal there is to someone telling you "this is the way to do this" and "it's OK to be taking flak - that means you're over the target". Because the two things that are common to all of those ministry positions are (1) not feeling confident about what you're doing and (2) taking flak (criticism, hostility, attempts to fire you from your ministry position, etc.).
  • For a kid who was bullied, congregational church ministry can feel an awfully lot like you were just magically transported back to junior high. I never experienced the physical intimidation I had as a teenager when I was serving a church, but emotional and spiritual bullying were par for the course. 
  • For a minister who was bullied, Dricoll's "damn the torpedoes" attitude toward opposition was incredibly attractive. It wasn't that I wanted to be Mark Driscoll - I could sense the potential problems in leaning into that persona - it was that I liked hearing about someone standing up to the bullies.
  • Here's the problem inherent in that: Mark Driscoll is, at best, an unreliable narrator of his own story. 
    • For a very deep dive into the Mars Hill story (and, by extension, the ministry journey of Mark Driscoll), the podcast series The Rise & Fall of Mars Hill from Christianity Today is excellent.
  • I wanted certainty - the bedrock assurance that I was doing the right thing and that my position as a pastor/church leader put me on the side of rightness and goodness. In exchange, I was willing to gloss over elements of Mark's message that were disturbing or problematic.
  • I also wanted desperately to be able to do magic (grow a church, see people cross the line of faith, etc.)... ignoring that no single pastor has ever grown a healthy congregation. It takes not just personal confidence but the confidence of a group of believers in the presence and power of Christ. It requires flexibility to react to the moment rather than simply putting a plan in motion and running the bus over anyone who won't get onboard. And it's a marathon, not a sprint - a "long obedience in the same direction".
    • Interesting aside: I first came upon long obedience in the same direction as a title of a Eugene Peterson book on the Psalms... but Peterson borrowed the quote from Friedrich Nietzsche.
And Then I Woke Up

I don't specifically remember what caused me to push Mark's books aside - it was probably the plagiarism scandal. Any residual goodwill was crushed by the choices that followed the death of Mars Hill Church. 

I'm not really sure how to end this wandering post. I've tried three or four different ways to approach it and all of them end with too much finger-pointing at broken people and too little self-examination on my own part. In the case of Mark Driscoll, that seems really easy for me to do. 

For me, the important thing wasn't to stop listening to Mark Driscoll - though that certainly wasn't a bad idea. The key was to start listening to what was bubbling out of my heart & mind that would cause me to ignore and/or excuse unhealthy and unChristlike teaching because it "felt good". 

And that's bigger than getting rid of books by "the cussing pastor".

This is the ninth post in a series... if you'd like to read the first eight, here they are:

#1: Reconstructing My Faith: Rocks, Dross, and Almonds
#2: Reconstructing My Faith: Syndrome, Mars, and the "F" Word
#3: Reconstructing My Faith: Cheaters, Ice, and Déjà vu
#4: Reconstructing My Faith: Flywheels, Smokescreens, and The Medicine
#6: Reconstructing My Faith: Pedigrees, Car Crashes, and Saying Goodbye
#7: Reconstructing My Faith: Worst. Church. Service. Ever.
#8: Reconstructing My Faith: A Question, The Rapture, And Dreaming of Escape

Tuesday, June 02, 2026

#1: Race for the Galaxy (Mark's Top 100 - 2026)


Race for the Galaxy
BoardGameGeek
  • rank: 94
  • rating: 7.7
  • published: 2007
  • designer: Tom Lehmann
Print Status
  • in print
Why It's On The List
  • After you climb the iconography mountain to figure out the game, Race for the Galaxy is an amazing adventure in hand management & reading your opponents' mind - made even better by clever card design & interaction as well as great sci-fi art.
Tips & Tricks
  • Learning Race for the Galaxy can be a bit of a chore - of course, since I've ranked it #1 on my list, you know I think it's worth it - but there are some things you can do to make it easier.
    • First, don't add any of the expansions.
    • Second, the first time you play, play two games in a row.
      • The first game should be open-handed & use the preset hands from the base game.
      • The second game can be "normal".
    • Third, don't get obsessed about winning your first few games. Use them (they're short!) to explore the gamespace & see how cards can work together.
  • There are five (almost 6!) expansion sets available for Race for the Galaxy, all of which add numerous cards to the deck:
    • The Gathering Storm (which adds a fifth player, goals & a robust solitaire system)
    • Rebel vs. Imperium (which builds on the previous expansion, adding a sixth player & rules for takeovers)
    • The Brink of War (which builds on the previous two expansions, adding prestige & the prestige/search action)
    • Alien Artifacts (Alien Artifacts does NOT build on the previous expansions but instead is meant to be combined solely with the base game. It adds a fifth player & a new mode of play in which you explore the Alien Orb.)
    • Xeno Invasion (the newest expansion - again, a stand-alone addition to the base game that adds the potential for a non-player adversary attacking all players.)
  • Between the iOS app powered by Keldon's AI, the version of Keldon's AI online, and BoardGameArena, I'm comfortable estimating that I've played Race against an AI and live players over 5k-6k times.
  • My favorite way to play is 2 player advanced with goals & prestige... and no takeovers.
Extras
  • I'm surprised how little I've written about Race for the Galaxy - evidently, I've been too busy actually playing the game to blog about it!
  • Long-time followers of my top 100 games list know that Race has been #2 for a quite a while - but this year it traded places with Memoir '44. (They are both amazing games.)
  • This is the seventh of seven (7!) Tom Lehmann games on my top 100 countdown!

Monday, June 01, 2026

#2: Memoir '44 (Mark's Top 100 - 2026)


Memoir '44
BoardGameGeek
  • rank: 222
  • rating: 7.5
  • published: 2004
  • designer: Richard Borg
Print Status
  • in print
Why It's On The List
  • The best (and best supported!) of the Command & Colors games... it combines a wonderous toy factor (plastic army men & tanks!) along with remarkably evocative recreations of WW2 battles. This is the perfect collision of all the eras of my gaming life: it's got enough warfare &; tactics for the chit-pusher in me, the gorgeous plastic bits remind me of the day we cracked open Axis & Allies for the first time, and the speedy gameplay fits my current lifestyle. The plethora ("si, Jeffe") of scenarios is a definite point in favor of Memoir '44, as well as one of the cleverest 'fog of war' mechanisms ever - the command deck.
Tips & Tricks:
  • Memoir '44 is splendid right out of the box... though the first couple of scenarios are probably the weakest and don't show off the game as well as they could. (They do a good job of getting players used to how the game works.) Don't give up on it until you've played some of the later scenarios.
  • There are a LOT of expansions... and I personally own at least one or two of each of them. (Point of fact: my Memoir '44 collection weighs over 30 pounds now.) There are no duds in the set... though probably the least valuable to a casual player is the Terrain Pack.
  • BoardGameArena has an excellent implementation of Memoir '44... which explains why I've played so many games of it in the few years. (I've been in an ongoing "war" with a good friend in Australia - hi, Fraser! - for nearly three years now.)
  • My favorite way to play is 2 player Breakthrough (using the Breakthrough deck included in the Winter Wars expansion). Close behind that is playing in Overlord (multi-player team) mode or playing a campaign (using one of the Campaign Books).
Extras

Sunday, May 31, 2026

#3: Arydia: The Paths We Dare Tread (Mark's Top 100 - 2026)


Arydia: The Paths We Dare Tread 
BoardGameGeek
  • rank: 403
  • rating: 9.0
  • published: 2025
  • designers: Cody Miller & Ira Fray
Print Status
  • a second printing is on the way this fall
Why It's On The List
  • This is a lovingly crafted and brilliantly designed open world fantasy adventure, full of surprises and grace notes and moments of real emotion. Add in the "advent calendar" reveal of the miniatures, the creativity of the map systems, the clever way combat is dealt with... it all works like a charm.
Tips & Tricks:
  • Arydia is NOT a short game. The campaign will take 40-60 hours of play to complete. (It's worth it.)
  • Knowing when to run away is important - due to the nature of the game, you can stumble into situations that your character(s) are not leveled up for and will live to regret. (Or not live to regret - you get the idea.)
  • I wish I'd taken notes while I was playing - the card system is excellent for clues and pathways, but there are times that I wish I remembered exactly which town had which small store or NPC I needed to consult.
Extras
  • I've been playing solo with two characters... that's been just the right level of difficulty and story (since each character has a story arc based on their class and heritage). 
  • Arydia is a "green legacy" game - meaning it can be completely reset and played again. 
  • I wrote a glowing review of the game last year for the Opinionated Gamers site.
  • This is the second of two designs by Cody Miller on my top 100 list... and both of them are in the top 10!

Saturday, May 30, 2026

#4: Clash of Cultures (Mark's Top 100 - 2026)


Clash of Cultures 
BoardGameGeek
  • rank: 231
  • rating: 8.3
  • published: 2012
  • designer: Christian Marcussen
Print Status
  • the original edition is out of print... but the new edition (which includes the impossible to find expansion and a number of tweaks) is available
Why It's On The List
  • My favorite civilization-building game... the free-wheeling tech-tree and relatively simple mechanics make for an excellent play experience with 2, 3 or 4 players.
Tips & Tricks:
  • Playing an online game of the Tresham version of Civilization a few years ago makes me like Clash of Cultures even more. The tech tree decisions are more interesting, the random events aren't earth-shattering, and the gameplay has more variety. I'm pretty much done with classic Civ.
  • There are multiple ways to win Clash of Cultures - we've had games that focused on military build-up and games where trade was king. The direction of the game is often affected by the layout of the board.
  • The expansion is highly recommended for the original edition - it not only adds cavalry & elephants & extra buildings, it adds historically based civilizations to the game. But good luck finding a copy.
Extras
  • I have played the new edition - finally. (And I now have a copy.) It contains the expansion material from the original and streamlines some of the other rules/components to speed up the game (slightly). I need a few more plays under my belt but I think the new version is better.
  • I have not written a lot about Clash of Cultures... I need to fix that!

Friday, May 29, 2026

#5: Terraforming Mars (Mark's Top 100 - 2026)

Terraforming Mars

    • rank: 9
    • rating: 8.3
    • published: 2016
    • Jacob Fryxelius
    Print Status
    • in print
    Why It's On The List
    • Despite my attempts to avoid Terraforming Mars for a number of years, this game sucked me in. It combines hand management, resource management, engine-building, leeching off other players work, racing to complete goals, and even a bit of take that. And it works.
    Tips & Tricks:
      • While I get why some people like it with a full complement of five players, I think I enjoy it more with 2-3 players or as a solo game.
      • Resist the urge to throw everything into the game for first-timers... there's a lot to process. It's also helpful to explain why you are doing what you are doing during their first game - just not in an obnoxious manner.
      • It's important to build the engine you have/draw rather than the one you wish you had. It's a long enough game that wishing you were doing something different can make seem unending.
      Extras
      • There are a LOT of expansions for this game system - I own all of them. The only two I think are really necessary, though, are Prelude and the Hellas/Elysium alternate map.
      • If you're a solo player, I heartily recommend the Automa expansion.
      • Thanks to the generosity of a good friend, I also own the 3D pieces... and they are a delight.
      • I would recommend a better individual play mat for each player than the one provided... something that makes it less likely that a table bump would end the game.
      • I like Terraforming Mars: Ares Expedition - which feels like they cross-breeded Terraforming Mars with Race for the Galaxy - but it really needs the expansions to shine.
      • I didn't like Terraforming Mars: The Dice Game... which surprised me.
      • This is the final day (May 29, 2026) to back the Legacy of Mars campaign game/system... yes, I have done so. (Is anyone surprised?)

      Thursday, May 28, 2026

      #6: Return to Dark Tower (Mark's Top 100 - 2026)


      Return to Dark Tower
       

      BoardGameGeek
      • rank: 227
      • rating: 8.2
      • published: 2022
      • designers: Tim Burrell-Saward, Rob Daviau, Isaac Childres, Noah Cohen, Justin Jacobsen, & Brian Neff
      Print Status
      • available
      Why It's On The List
      • A completely immersive cooperative game that utilizes the "gimmick" of the tower beautifully, integrates the app into the game in ways that make the game more playable, and doubles down on the usual gorgeous production from Restoration Games.
      Tips & Tricks:
      • There are not many games that work well across all player counts - Return to Dark Tower breaks that rule. 
        • The Alliances expansion seems to work better with 3-4 players, but I don't think we've played it enough at lower counts to be sure of this.
        • Solo play is great... except you need to build a barrier of some kind on the opposite side of the tower from you when the game starts spitting skulls out in that direction.
      • Everything is important: fulfilling quests, buffing heroes, defeating monsters, cleansing skulls... and you can't do all of it. Wisely choose to send the best equipped hero to do a chore... rather than make decisions solely based on proximity to a task.
      Extras
      • While we enjoy the Alliances expansion, the more recent Covenant expansion has been a group favorite - and it's not just the cool monuments or the extra heroes. The whole package is chockful of new twists for an already incredible game.
      • I playtested the upcoming Expeditions expansion and am really looking forward to the physical copy arriving at my home later this year.
      • I've written a good bit about Return to Dark Tower:
      • It's not strictly necessary... but the Dark Hordes box of "bad guy" miniatures makes the game even cooler on the table. 
        • My younger son has played with folks at a convention who have 3D-printed extra stuff (including tiny red LED lights inside them) to bling it out even more!
      • This is the fifth of five (6!) games designed by Rob Daviau on this countdown... and the third of three for Justin Jacobsen... and the second of two for Noah Cohen & Brian Neff.