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Licensed Role-Playing Games: Threat Or Menace?
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<blockquote data-quote="Doctor Futurity" data-source="post: 7720617" data-attributes="member: 10738"><p>This cracks me up because I consider Star Wars: Rogue One to be the archetype of a RPG session turned into film. Maybe you're thinking about this the wrong way: Star Wars is exceedingly rich as a universe and also immense. If you play the Knights of the Old Republic games and MMO it shows how you can do an entire "semi canon" Star Wars campaign indefinitely with all the trappings and never once violate the events of the movies.</p><p></p><p>Rogue One was an example of what a storyline from a game would look like if it was filmed. You're thinking about this backwards: it's not a film the game must emulate, it's a film which emulates the game you ran. There are all kinds of interesting niches in the films which would allow for impressive stories spun off from the main plot without ever touching on the Star Wars core storylines or characters.</p><p></p><p>Grievous, for example. Assuming the GM wants a viable foe for the PCs but doesn't want a storyline that either goes alternate reality of Grievous dies, or requires handwavium for him to escape in the eventual conflict, then you simply use him as point of inspiration for that other Separatist General, Lord Vulmoth the Defiler who was recruited by Count Dooku in the fringeworlds to lead the conflict against the Correllian Sector. BAM you've got a villain and a location that's full of endless potential in a region untouched by the films. As Lord Vulmoth builds a prototype Sunkiller Weapon, one which may or may not bear a suspicious resemblance to the thing in The Force Awakens the PCs must rush to save Corellia and its neighboring systems against this dire Separatist threat....even while a Sith Agent, recruited as part of Sidious's endless tentacles, plays both parties behind the scenes.</p><p></p><p>Star Wars plots are so frickin' easy to write. All you have to understand is that the RPG is not about emulation, it is about capturing the core of what makes the films interesting: bigger than life plots, bigger than life characters, endless galactic potential in a pulp SF universe, and a playing ground that is the size of a Galaxy. The films focus on maybe 12-15 worlds, but the Old Republic dominated 25,000 planets over just as many years. That's an enormous amount of room in the sandbox to play with.</p></blockquote><p></p>
[QUOTE="Doctor Futurity, post: 7720617, member: 10738"] This cracks me up because I consider Star Wars: Rogue One to be the archetype of a RPG session turned into film. Maybe you're thinking about this the wrong way: Star Wars is exceedingly rich as a universe and also immense. If you play the Knights of the Old Republic games and MMO it shows how you can do an entire "semi canon" Star Wars campaign indefinitely with all the trappings and never once violate the events of the movies. Rogue One was an example of what a storyline from a game would look like if it was filmed. You're thinking about this backwards: it's not a film the game must emulate, it's a film which emulates the game you ran. There are all kinds of interesting niches in the films which would allow for impressive stories spun off from the main plot without ever touching on the Star Wars core storylines or characters. Grievous, for example. Assuming the GM wants a viable foe for the PCs but doesn't want a storyline that either goes alternate reality of Grievous dies, or requires handwavium for him to escape in the eventual conflict, then you simply use him as point of inspiration for that other Separatist General, Lord Vulmoth the Defiler who was recruited by Count Dooku in the fringeworlds to lead the conflict against the Correllian Sector. BAM you've got a villain and a location that's full of endless potential in a region untouched by the films. As Lord Vulmoth builds a prototype Sunkiller Weapon, one which may or may not bear a suspicious resemblance to the thing in The Force Awakens the PCs must rush to save Corellia and its neighboring systems against this dire Separatist threat....even while a Sith Agent, recruited as part of Sidious's endless tentacles, plays both parties behind the scenes. Star Wars plots are so frickin' easy to write. All you have to understand is that the RPG is not about emulation, it is about capturing the core of what makes the films interesting: bigger than life plots, bigger than life characters, endless galactic potential in a pulp SF universe, and a playing ground that is the size of a Galaxy. The films focus on maybe 12-15 worlds, but the Old Republic dominated 25,000 planets over just as many years. That's an enormous amount of room in the sandbox to play with. [/QUOTE]
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