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Adventurers: "We don't want your kind around here."
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<blockquote data-quote="Herpes Cineplex" data-source="post: 1989902" data-attributes="member: 16936"><p>Yes.</p><p></p><p>And also, in order to emulate the feel of the X-Men, you have to come at it from the angle of having a hidden refuge from the general populace, and hopefully a stealth fighter jet and some other cool tech-toys, plus an underground support network that keeps you insulated from the worst prejudice the world can throw at you.</p><p></p><p>For every time that someone in the X-Men is confronted with an angry mob of mutant-haters and must bemoan the tragic isolation of their existence, there are about thirty times when they're off on a big secret mission to fight evil mutants and save the planet or having a soap-opera love triangle with their friends or playing superpowered baseball inside their protected campus or whatever. They get to do a <em>lot</em> of stuff that makes them feel heroic, or even just normal, in the course of their stories; the part where they're an oppressed and hated group is just background in most of the issues.</p><p></p><p></p><p>Now, if you want to emulate the feel of District X or maybe even NYX, that's a different story. Those titles revolve more around genuinely oppressed and hated mutants who don't have the luxury of being able to basically ignore the society around them, and there's not a lot of heroism or good times to be found in there. Lots of despised outsiders just barely scraping by in a world where normal people would gladly walk across the street to spit on them, and instead of getting to worry about big external problems like saving the world, they have to worry about just surviving. Grim, dark, and very non-heroic.</p><p></p><p>....which makes you wonder if perhaps that's why neither of those titles sold well.</p><p></p><p></p><p>Anyway, in a game, you <em>can</em> actually make the PCs outcasts and have it work, but only, I think, when the players are looking to be exactly that. If you pitch a game as just being D&D (where the "adventurers = rock stars" image is practically assumed) and then have the townsfolk throw rocks at them all day, that's not good. But if you tell them up front that adventurers and other violent outsiders are justly shunned in this setting and that a lot of the game will revolve around dealing with narrow-minded "good citizen"-types and protecting them despite their ingratitude, the players will know what to expect and can have fun with it. (Or tell you up front that they hate the idea and refuse to play it, I guess. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> )</p><p></p><p>--</p><p>we had some very fun games where the characters were essentially despised by everyone</p><p>ryan</p></blockquote><p></p>
[QUOTE="Herpes Cineplex, post: 1989902, member: 16936"] Yes. And also, in order to emulate the feel of the X-Men, you have to come at it from the angle of having a hidden refuge from the general populace, and hopefully a stealth fighter jet and some other cool tech-toys, plus an underground support network that keeps you insulated from the worst prejudice the world can throw at you. For every time that someone in the X-Men is confronted with an angry mob of mutant-haters and must bemoan the tragic isolation of their existence, there are about thirty times when they're off on a big secret mission to fight evil mutants and save the planet or having a soap-opera love triangle with their friends or playing superpowered baseball inside their protected campus or whatever. They get to do a [i]lot[/i] of stuff that makes them feel heroic, or even just normal, in the course of their stories; the part where they're an oppressed and hated group is just background in most of the issues. Now, if you want to emulate the feel of District X or maybe even NYX, that's a different story. Those titles revolve more around genuinely oppressed and hated mutants who don't have the luxury of being able to basically ignore the society around them, and there's not a lot of heroism or good times to be found in there. Lots of despised outsiders just barely scraping by in a world where normal people would gladly walk across the street to spit on them, and instead of getting to worry about big external problems like saving the world, they have to worry about just surviving. Grim, dark, and very non-heroic. ....which makes you wonder if perhaps that's why neither of those titles sold well. Anyway, in a game, you [i]can[/i] actually make the PCs outcasts and have it work, but only, I think, when the players are looking to be exactly that. If you pitch a game as just being D&D (where the "adventurers = rock stars" image is practically assumed) and then have the townsfolk throw rocks at them all day, that's not good. But if you tell them up front that adventurers and other violent outsiders are justly shunned in this setting and that a lot of the game will revolve around dealing with narrow-minded "good citizen"-types and protecting them despite their ingratitude, the players will know what to expect and can have fun with it. (Or tell you up front that they hate the idea and refuse to play it, I guess. ;) ) -- we had some very fun games where the characters were essentially despised by everyone ryan [/QUOTE]
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