Okeydokey. Please keep in mind that I have very strong opinions on this issue, and that I am concerned with bringing new players into the fold.
That said...
mmu1 said:
The question is this - is it actually reasonable to expect RPG (or D&D, specifically) rules to closely accomodate many of the character types one commonly finds in fiction?
Hell yes! And this is exactly what every potential player who isn't ALREADY playing D&D will expect.
And the fact that so many RPGs are based on books and other media (such as, well, Star Wars, Star Trek, Babylon 5, Lord of the Rings, Stormbringer, Conan, etc) just reinforces this very valid assumption.
mmu1 said:
I see a lot of people complain that they can't make a carbon copy of a character from their favorite book, movie, anime, whatever.
It's never a carbon copy. You could get an entire group of players to play Spiderman, and each interpretation would be different. Most heroic characters, despite their named status, are actually basic archetypes open to reinvention.
mmu1 said:
Fictional characters have the advantage of not having to follow rules of any kind - or even of making sense, for that matter. The writer doesn't care what "level" the hero of a novel would have to be to actually have all the abilities he's gifted with - and the character is usually fully realized already, so we never see how long it'd have taken to grow into them.
Writers follow rules, they're just not usually explicit about it if it's the work of a single individual (then again, look at Tolkien). When multiple writers are involved in the creation of a work however, they typically have a 'writer's bible' handy to make sure all future work is consistent with what came before it.
Heck, something quite similar is done when a work is licensed, to make sure the product correctly represents the property.
mmu1 said:
In addition, frequently enough fantasy characters will do things - quite risky, or damn near impossible ones, ostensibly beyond their abilities - and succeed, because the plot demands it. Sometimes, they'll do it regularly enough that it seems routine, even though it shouldn't be.
But again, that's EXACTLY why a lot of people play.
mmu1 said:
The problems appears when someone playing a game - which has clearly defined rules - looks at those characters, and wants to create one just like them. They ignore the fact that they're not the epic hero yet (and that if the dice fall the wrong way, they might never be one), or that - even if they're exceptional compared to every other person populating the world - there are probably at least 3 or 4 other characters just as "special", and their players are sitting at the table with them.
Why for the love of Zod would you want to make sure that the players clearly understood that their characters are NOT special?
Which reminds me, just to make sure my players don't get too full of themselves, my introductory adventure for the new Star Wars will feature their PCs on an exciting journey to pick up some power converters at Toshi station.
mmu1 said:
Nope, they want to make the Aragorn or Conan or Bobba Fett, and if the system doesn't accomodate that perfectly, they blame the game, instead of their own unrealistic expectations.
Actually, as I said before, expecting them to base their character concept off the rules is actually a less realistic expectation than expecting them to have a character (and even setting or scenario) idea that they gleaned from their own personal experience.
mmu1 said:
an RPG character simply cannot function exactly the same way as a fictional character from a non-interactive genre, where the only rules are the limits of the writer's imagination, and the characters are often wildly exceptional - and extremely lucky.
Sure they can. You just don't have a good set of rules to support it. I will admit that quite a few licensed RPGs fail to deliver an experience similar to the work it's based on, but that only proves a particular system (and/or version of it) is unsuited for the license in question.
mmu1 said:
Just accept the fact that you're on a ride, that luck is going to be a factor, and that you're sharing the spotlight with several other people - which means that you can't do everything by yourself...
Other than that twink Boba Fett, both Aragon and Conan often worked with others who played an important part in the events that took place. Being legendary has nothing to do with being unable, or unwilling, to work with others.
Hussar said:
I can pretty much get behind that. Trying to force novels into RPG's never really works. They are simply too different. Novels are great places for inspiration, but, not for mechanics.
So why do these RPG companies keep licensing the damn things >_<
Oh, and I believe you are incorrect
GreatLemur said:
I definitely think people are better off looking at what's possible in the mechanics and then generating a character based on that, rather than coming to the table with an idea drawn from narrative fiction that might differ wildly from the game in terms of setting assumptions, power level, or even genre.
In this context, I agree. But this almost always requires a high level of familiarity with the game.
Dykstrav said:
But I can't offer you anything constructive about the motivation to play a carbon copy character.
The funny thing is that players typically don't want to play a character they feel is a carbon copy of
another player's character, which is why I couldn't get all my players to play 'rogues'.
Yet they were all willing to play 'pirates' for some reason? 0_o
Dykstrav said:
I've had players there upset because would-be Lestats wanted Presence all to themselves, thinking it terribly unfair that any vampire on the street can learn their favorite discipline.
If the player considered Presence a unique element of their character's identity, then they have a valid complaint.
IF however they consider Presence to be a mechanical edge which they can potentially use to abuse and marginalize the other player characters, then they shouldn't even be allowed to play.
Knowing why the player considers it unfair is important here, and sometimes you have to be a bit of a mind reader, as asking directly rarely yields a useful or truthful answer.