Licensed Role-Playing Games: Threat Or Menace?

Let's just get the controversial statement out of the way: I'm not a fan of licensed settings in role-playing games. Today's column is rolling out of a Skype conversation that I had with a friend the other day. There's a lot of cool RPGs out there that are based upon cool movies, comic books, novels and cartoons. None of them are bad, and I'm not trying to call out licensed games or anything, but this column is going to be an exploration of different tastes and approaches to gaming. I know, something that I never do.


Let's just get the controversial statement out of the way: I'm not a fan of licensed settings in role-playing games. Today's column is rolling out of a Skype conversation that I had with a friend the other day. There's a lot of cool RPGs out there that are based upon cool movies, comic books, novels and cartoons. None of them are bad, and I'm not trying to call out licensed games or anything, but this column is going to be an exploration of different tastes and approaches to gaming. I know, something that I never do.

Before we get too far into things, let me just say that the headline for this article is a joke. In 1980 something amazing happened to role-playing games: the first licensed RPG was published. Just in case you don't know, that was the Dallas role-playing game from SPI. Yes, the first ever licensed role-playing game was based on the television show Dallas. I'm sure that the people at SPI thought that it was an excellent idea, I mean millions of people were watching the show. Millions. I was one of the 83 million people who were watching the episode of Dallas where JR was shot. I'm sure if I had known about the Dallas game I would have given it a try, but I also watched the reboot of the show a couple of years ago so I am a glutton for punishment.

But this opened the doors to every other licensed RPG over the years. From Rocky And Bullwinkle to The Dresden Files and from Masters of the Universe to Doctor Who, every licensed game out on the market has been sown from the seeds strewn by the Dallas game. There have been some really great games to come from those seeds, and a few mediocre ones but that is the breaks. The D6 System from West End Games was brought to us because of a number of licensed role-playing games and became a game of its own based on the system's strengths.

Now that I have you past the jump I am going to admit that this piece isn't just going to be about licensed games. I'm going to talk a bit about games with strong settings to them as well, but first a confession. I have never played an RPG in any of the following settings:

  • Star Wars
  • Star Trek
  • Game of Thrones
  • The Dresden File
The reasons that I haven't played in any of those settings are different, because a couple of them are settings that I'm not a fan of and wouldn't play in because of that. No, I'm not going to say which ones I don't like. But, for a variety of reasons, these represent some of the reasons why I don't play in licensed games. One of the biggest reasons that I don't play them is because the cool stuff has already been done in the primary media (and, really, how many times do we need to blow up the Death Star anyway?) and I think that the strategy of playing around the edges of the setting doesn't have as much of an appeal.

When I do play in an established, licensed, setting I will play around the edges of things. I've run a Doctor Who game where the players were a timelost group of UNIT soldiers and researchers trying to find a way home again. For some reason early on the group decided that they had to avoid the Doctor (I don't remember the reason the players came up with, but it was a suggestion of the group) so they would bounce around in a few episodes of the show, and a couple of novels, while trying to not be noticed by the actual characters of the show.

I also extend this to a number of the "stronger" settings that have developed out of role-playing games, too. The Forgotten Realms. Glorantha. Warhammer 40K. Now, I've never played in The Forgotten Realms, but all three of those settings have one thing in common, they have taken on a size and life of their own. They have been developed through their games, and in a couple of case other media as well, until they have become as involved as many licensed settings. This weight can make them as difficult to use as licensed settings, because their development has lead to what can be an overwhelming amount of detail over the years. After "What do I do that the media's characters didn't already do?" the next mark against some settings can be that there is so much detail that it can be overwhelming. How do you deal with that? Sometimes you have to just focus into a tiny part of the setting and work from there.

As a GM I'll say that there are settings that scare the bejeezus out of me because of the amount of detail involved in them. I'm not one to commit myself to the amount of detail that you get from a lot of members of fandoms, which sometimes means that what I think is a good amount of setting knowledge ("Yeah, I've seen all of the Star Wars movies in the theaters.") ends up only being the tip of the iceberg. What I consider to be knowledgeable about the setting and what someone who has read a lot of novels and tie-ins and comics and watched a bunch of television shows considers to be knowledgeable tend to be different things. This can sometimes lead to friction within a group when there are two dramatically different sets of expectations that can clash with each other. Being open about what a campaign based on a pre-made setting will and won't contain is a good starting point for trying to alleviate those frictions. This is why a campaign pitch of "We're going to be playing in the Star Trek and/or Star Wars universe" isn't a good starting point. Both of those settings contain multitudes, and the aspects that appeal to one person about them might not appeal to another.

I've written before about one of my favorite games, which happens to be a licensed RPG. I've always been more of a fan of DC Comics than Marvel Comics, but the system from TSR's classic Marvel Super-Heroes Role-Playing Game always had more of an appeal to me than most of the DC Comics role-playing games that have happened (although I will always have a weak spot for the D6 version that West End Games put out). Luckily, TSR was really good about putting out support in the form of converting Marvel characters to the game, and giving you background on their stories. I have also usually worked around this by having the Marvel characters typically out of the way ("Yeah, the Fantastic Four is in another dimension, or something, and their helpline gave this number instead."), leaving the player characters to do things without being overwhelmed by the more famous heroes. In our college Marvel Super-Heroes campaign this ended up becoming a metacommentary as the player hero group started calling themselves "The World's Most Convenient Super-Heroes." Sometimes a work around can become a fun part of the game.

Not wanting to sound like I'm focusing on the negative here, I'll talk about a couple of games I like and their settings. Both of these I've talked about before: Stormbringer/Elric and Palladium's Rifts. I am not a huge fan of fantasy fiction, but the work of Michael Moorcock has been a favorite of mine since I started reading him as a kid. While the Elric books were my favorite when I was younger, they've been supplanted over time by his Jerry Cornelius and Dancers At The End of Time cycles. Both of these series are woefully underrepresented in role-playing games. Admittedly my intimate knowledge of the Elric stories are probably why I felt comfortable with games set in it. The main issue that comes up with playing a game in any of Moorcock's worlds comes from his periodic revising of his stories, or revisiting an earlier concept in a later book and casting it in a different way. Moorcock's multiverse from the early Elric stories and from the more recent Second Ether books like Fabulous Harbors are almost two entirely different settings. You get the extra challenge of "Which version of how the author addresses things do we use?" thrown into the mix.

I came to terms with my uncritical love for Palladium Games' series of Rifts games and setting books a long while ago. I'm not much of a fan of class and level systems, but I will drop everything for the chance to run a Palladium game. It doesn't make much sense to me either, at times. And I don't know if there are any settings that typify "OMG THERE IS SO MUCH GOING ON IN THIS SETTING I CAN'T EVEN" than with Rifts. I've played in a game where there was a player with a character who was a Rogue Scholar and another character was a centaur that was a ROM-like Spaceknight knock off. Both of which were made using official character classes for the game. It becomes a worked example of "this is the stuff we pay attention to and let the rest become background noise" approach to a setting.

So, despite starting this column by talking about how I don't like to play in licensed or "heavy" settings, I end by talking about two of the settings that fit the criteria for things that I shouldn't like and then talk about why I like them. Much like our real lives, our gaming lives are filled with contradictions and sometimes it is better to focus on those contradictions rather than the absolutes. I think in the long run it ends up making us all happier as people and gamers.
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Jay Verkuilen

Grand Master of Artificial Flowers
But, hang on. Isn't the point of playing in a world like this to use that shared language that people already know about the setting?

I know nothing about Lord Vulmoth. He's no different than any other home-brew baddy that I can make for my own home-brew setting world. Oh, we're in the Fringeworlds. Ok, a setting that no one knows anything about - because they aren't really detailed anywhere.

Lord Vulmoth is a made up character that appeared in the post. What the post was saying was that you can take a bunch of stuff from the dead Lord Grievious and reuse with your own villains.


So, you've just made your Star Wars game into Generic Space Opera setting. Why am I bothering wading through thousands of pages of back story and whatnot? Why not just go full on home-brew if I'm not actually going to use any of the details from the setting?

IOW, what's the point of using a licensed setting if I'm ejecting 99% of that setting?

I don't think you have to eject 99% of the setting to find room for your own stuff, nor do you need to wade through thousands of pages of backstory. That's a false dichotomy, though I can understand the weight of a really large and heavy world like the Expanded Universe for Star Wars.

You can get a lot from things like "X-Wing fighter" or "stormtrooper" even if you spend your time well away from the main plots of the movies. People know what those are and have a shared mental image, which is very helpful. For instance, if you set your campaign in a different part of the Galaxy, say the Lord Vulmoth the Younger (son of the previous Lord Vulmoth) is the Viceroy for the Emperor, well away from the area where the movies are set. Defeating Lord Vulmoth the Younger is the goal of the campaign. By defeating him, you ensure that his forces won't be able to take out a key part of the Rebel fleet that will attack the Endor-orbiting Death Star. For the GM this is an enormous amount of economy. Rather than having to come up with all the lore, it's possible to focus on just developing Lord Vulmoth, his various interesting lieutenants such as his son Lord Vulmoth the Even Younger, the opposition that the PCs will join, etc. Or as I said in my other post, a different time, like 100 years before the movies. You've got the Republic, the Senate, the Jedi Order, etc., all pretty ready to go for your use, a few signature characters but in a younger state if you want to show them around a bit. You've got the various alien races there, too.

It's not "generic space opera" at all, just not colliding with the canon.
 

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Arilyn

Hero
We had lots of fun doing Buffy. Also, been having fun with Firefly. We are using the original crew because it wouldn't feel like Firefly without them. We were not sure at first if it would work, but everyone is having a blast. The published adventures for it are excellent. And if we don't always get the characters right, who cares? It's just a lot of fun. The One Ring is also a favourite.

Licensed settings can be tricky, however. Tried to do Star Wars years ago, and just couldn't get comfortable with it. Star Trek also proved to be strangely difficult for some reason Planning to try again with newest version.

My initial reaction to licensed settings was leariness for sure, but some work really well. I often don't use them exclusively, but as a change of pace from our regular campaign, although Buffy was an exception.
 

But, hang on. Isn't the point of playing in a world like this to use that shared language that people already know about the setting?

I know nothing about Lord Vulmoth. He's no different than any other home-brew baddy that I can make for my own home-brew setting world. Oh, we're in the Fringeworlds. Ok, a setting that no one knows anything about - because they aren't really detailed anywhere.

So, you've just made your Star Wars game into Generic Space Opera setting. Why am I bothering wading through thousands of pages of back story and whatnot? Why not just go full on home-brew if I'm not actually going to use any of the details from the setting?

IOW, what's the point of using a licensed setting if I'm ejecting 99% of that setting? This was the point in that horrendously long Forgotten Realms thread back a few months ago. Everyone points to the vast treasure trove of knowledge for these settings. BUT, for some of us, that's a NEGATIVE. Having an encyclopedia sized backlog of setting material completely turns me off of the setting.

I'M NOT INTERESTED IN READING THOUSANDS OF PAGES OF MATERIAL TO FIGURE OUT WHAT I CAN RUN IN A SETTING.

First, it is enough for me that the GM says, "You're a jedi in the clone wars, and you're protecting Corellia." I don't need --or want-- to be playing Obi Wan Kenobi, so I think you're mistaking your personal preferences for some sort of general rule on IP based RPGs like this. There is a ton of room for playing in the Star Wars universe with a swathe of characters that are clearly "Star Wars" without being specific characters and situations from the film. (EDIT: some could and would argue its the point of playing these settings as RPGs; the only game to expect you to play the core characters of a given IP I know of was the Indiana Jones RPG from TSR and people Haaaaated it.)

Odds are, since you have a lot of interesting preconceptions about how this works, you might not have tried gaming with IPs. I've run a lot of Star Wars and Star Trek in various systems over the decades, and they have never required strict adherence to the films or TV shows. The very idea of doing that seems weird and counter-intuitive. Next you'll be telling me I wasn't really playing Forgotten Realms because the GM didn't have Elminster and Drizzt show up!

I really don't get your take.

On the last bit in caps: who's making anyone read 1,000 pages of anything? What is this about? A good GM does "show, don't tell" in his or her games. Maybe you've had some bad gaming experiences? I'm a fan of the Star Wars movies but I am barely familiar with any of the extended canon and loved it when Disney reset the clock on all of that. I think Star Trek is badly overburdened with needless canon and fans who won't let the series "reboot" properly. Sure, there may be guys out there who have to run it with an encyclopedia for the series ready to reference, but I don't actually know anyone like that, and wouldn't game with them if I did. And I still manage to enjoy both univeres just fine.

EDIT: I am not arguing that your perspective is wrong, but I am trying to convince you that your perspective does not work or apply to everyone, and no matter how you feel it's not going to negate all the fantastic years of gaming I've had with the Star Wars D6 and D20 systems and the Decipher Star Trek RPG. I'm not asking you to change, just to realize that you're experience does not translate well to everyone else's experiences or desires.
 
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Hussar

Legend
Note my issue is as a GM not a player.

But look at the examples given. Jedi order? Old Republic? Etc. In order to know what I want to use or not use I have to know all that material. I can't use stuff I don't know about.

Which means for me to run these massive settings, I have to invest a lot of time learning the setting first.

I think setting fans forget what it's like to start at zero. Unless I already had all this information I'm pretty much stumbling blind. Which means that I just won't run these games as I have no interest in learning that setting first.
 

Arilyn

Hero
Note my issue is as a GM not a player.

But look at the examples given. Jedi order? Old Republic? Etc. In order to know what I want to use or not use I have to know all that material. I can't use stuff I don't know about.

Which means for me to run these massive settings, I have to invest a lot of time learning the setting first.

I think setting fans forget what it's like to start at zero. Unless I already had all this information I'm pretty much stumbling blind. Which means that I just won't run these games as I have no interest in learning that setting first.

Of course it's unlikely a GM would run a licensed system he is not familiar with, so is this a good argument? How do you feel about running a game in a setting you know really well? Perfectly understandable if it still doesn't appeal to you.
 

Note my issue is as a GM not a player.

But look at the examples given. Jedi order? Old Republic? Etc. In order to know what I want to use or not use I have to know all that material. I can't use stuff I don't know about.

Which means for me to run these massive settings, I have to invest a lot of time learning the setting first.

I think setting fans forget what it's like to start at zero. Unless I already had all this information I'm pretty much stumbling blind. Which means that I just won't run these games as I have no interest in learning that setting first.

What you're saying is that this type of game doesn't work for you. That's completely understandable. There are games that provide for very minimal settings, or nothing at all. For example, if you want to get in to a SF RPG, here's my scale on setting/rules from 1-10 for each for the following games:

White Star Setting 2, Rules 2 (White Star gives you a "idea" of a setting and a short intro to a sample region of space, but is built entirely as a rules lite OSR toolkit game to make your own thing)
Traveller Setting 5, Rules 5 (Traveller gives you a "concept" for how it works and enforces that with the rules, but the base game doesn't require expansive or really any knowledge of how the Imperium works, merely that your universe operate using the world generation rules as provided, and assume some basline of humanocentrism....that's it.)
Fading Suns Setting 9, Rules 6 (Fading Suns was an example for me of a deep setting and average system, but I never had time to dive deeply into it enough to run or play)
Star Trek (Decipher) Setting 8, Rules 6 (Star Trek requires at least understanding how the shows work. If you have watched a season or two of any Trek show you know enough to run some games....but the more you know the richer the experience, so not a good choice if you are looking for freedom from defined settings)
Star Wars RPG (any of them pretty much) Setting 7, Rules 4-6 (Star Wars only requires familiarity with the films. Anything else is "extra" but if you've seen the films and understand the concepts in them, you know enough to do Star Trek. Rabid fans are divided because the old canon is "out" and the new canon is young and fresh and relatively lite so far.....which ironically makes it an easy time to jump in. However the current books being done by Fantasy Flight are far too laborious for my tastes, and I am not a fan of their dice mechanics.....but if someone wants to play this game, and likes the movies, it is not hard to dive in to. However, if reading a 300 page rulebook sounds like a chore, and you do not want to learn more than the movies have to offer, then obviously you shouldn't try playing this)
Dark Heresy Setting 10 Rules 7 (Played it, had little real understanding of the universe beyond what the GM relayed to me but he did a great job and I had a fun time even though I have no idea what was going on outside of the moment, and no inclination to pursue understanding this weird universe any further)

These are all hobby games, RPGs, and some are well supported with lots of books and novels. People who want a hobby with an investment can find a lot if they so choose, but its absolutely not necessary. I really enjoyed Star Trek when Decipher did the game long, long ago......but I have since moved on and am unwilling to consider the new Star Trek game, I just don't have the time to feel like I can do it "right." So I completely understand the concept of wanting a low investment experience, which is why my preferred RPGs these days are Traveller and White Star. But damn, I do love Star Wars and I would totally run it if I wasn't so not in to the mechanics of the FFG editions.

EDIT: I am starting at zero with a ruleset, by the way: Symbaroum, a Swedish fantasy RPG with a dark/Tolkienesque element is a really interesting game with a very well defined setting. I have been reading through it carefully to prepare for when I run it later this year, but due to limited time figure it may take me a couple months to prep correctly. I'm choosing to do this because I like it, and I like reading things I enjoy, and want the challenge of learning the system and setting. I would not do this for some game I was not in to, such as any of the 40K Warhammer RPGs (which as indicated above I will play with a good GM, but not invest in at all).

The point being: every game has a learning curve and a level of investment. Yours may be more along the lines of what a compact FATE game or OSR title offers, but others enjoy diving into the deep end of the pool and seeing what they can learn. We all started from "zero knowledge" of these properties at some point, and then became knowledgeable fans.....no one came with a priori knowledge of their favorite setting, trust me. This is okay, there is nothing wrong with this. You just need to find the level of challenge and interest in the game you want to learn to like, and then commit. Or not. Plenty of entertainment out there requires far, far less commitment than this hobby does.
 
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I don't like being overshadowed by main characters so when I'm playing or running in a licensed world (or just a heavily detailed one like FR) I tend to prefer an edge of some kind. Most worlds have good ones, either temporally or just areas that aren't very explored.

In a couple of the most memorable Star Wars games that I've run or played in, the characters interacted directly with the canon's main characters and storyline all the time. One of the most important principles for these games was that canon diverges where the player characters touch it. Another was, what if X happened at Y?

For an example of the former, I ran a campaign set during the clone wars, where the player characters kept running into Obi-Wan, Anakin, Padme, and Ashoka. Often, the player characters were sent in after or arrived from a tangential direction with these characters, and one group would end up rescuing (or sometimes interfering) with the other group.

I had the two jedi in the group often reporting in to the Jedi council (where they would often get yelled at by Mace Windu, or encouraged by Plo-Koon, or advised by Yoda). I let them see the descent of Anakin into the dark side... And then I let them do something about it. The culmination of this campaign led into a second campaign, that was an example of the latter principle.

The next campaign that I ran took place starting with the divergence that when Mace Windu and Anakin Skywalker confronted Chancellor Palpatine, they killed him (instead of Palpatine finally turning Anakin to the dark side and then chucking Mace Windu out the window). This set off a different chain of events than the one we are all familiar with, but that opened up all sorts of possibilities for the player characters to engage with the stuff that they wanted to, in a way that felt new and cool.

Both of these campaigns were super fun to run, and it seemed like my players enjoyed them immensely.
 

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