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Heroes, Heroism, and RPGs
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<blockquote data-quote="William Ronald" data-source="post: 1325894" data-attributes="member: 426"><p>Whitey, as this is the first time I have seen you here at EN World: Welcome to the boards. I tend to agree that heroism is about being willing to place oneself on the line. To quote Shakespeare from <em>Hamlet</em>: "The readiness is all."</p><p></p><p>Mark: I agree that an act of heroism does not need to have world shattering consequences. Sometimes, an act that saves one life or transforms a community may be enough to inspire others. Sometimes, just taking a stand is enough. Nor does heroism have to involve a physical struggle. A person waging a peaceful protest against a great injustice, IMHO, can be as heroic as any warrior or spellcaster.</p><p></p><p>Generally, I enjoy games when I feel that I have a chance to portray a character who can be heroic and matter in an adventure. One element to the success of RPGs as well as videogames is the opportunity for someone to feel that their character has conquered the odds and mattered. So, creating opportunities to be heroic is important and something I have seen in several good products, including those from Creative Mountain Games. (Another good product that can emphasize the sense of being a party of a community and making a difference in it is Green Ronin's Testament, where there are rules for how communities function and advice on incorporating characters into a community.)</p><p></p><p>Acid_crash: I think you have a good point, and the question that arises from it is "Do the DMs and the players have the same vision of the campaign?" Possibly one way to deal with the problem you address is to talk to the player, and give the character opportunities to be a hero. Overtime, the character may become a reluctant hero -- and be embarassed at any accolades. Of course, this would involve working with the player or perhaps trying to contrast his character with the rest of the party. Mark, any suggestions.</p><p></p><p>Feel free, everyone, to mention any products or adventures that you think really added to the heroism of your campaigns or gave the characters a chance to be heroic. Some of the 1st edition product that I thought that provided ample opportunities for heroism was the old A series adventures against the slavers and the old G-D-Q (Giants, Drow, Queen of the Demonweb pits) that gave the heroes a chance to fight evil on many different levels. The character could move from saving their land to affecting the fate of entire worlds.</p></blockquote><p></p>
[QUOTE="William Ronald, post: 1325894, member: 426"] Whitey, as this is the first time I have seen you here at EN World: Welcome to the boards. I tend to agree that heroism is about being willing to place oneself on the line. To quote Shakespeare from [I]Hamlet[/I]: "The readiness is all." Mark: I agree that an act of heroism does not need to have world shattering consequences. Sometimes, an act that saves one life or transforms a community may be enough to inspire others. Sometimes, just taking a stand is enough. Nor does heroism have to involve a physical struggle. A person waging a peaceful protest against a great injustice, IMHO, can be as heroic as any warrior or spellcaster. Generally, I enjoy games when I feel that I have a chance to portray a character who can be heroic and matter in an adventure. One element to the success of RPGs as well as videogames is the opportunity for someone to feel that their character has conquered the odds and mattered. So, creating opportunities to be heroic is important and something I have seen in several good products, including those from Creative Mountain Games. (Another good product that can emphasize the sense of being a party of a community and making a difference in it is Green Ronin's Testament, where there are rules for how communities function and advice on incorporating characters into a community.) Acid_crash: I think you have a good point, and the question that arises from it is "Do the DMs and the players have the same vision of the campaign?" Possibly one way to deal with the problem you address is to talk to the player, and give the character opportunities to be a hero. Overtime, the character may become a reluctant hero -- and be embarassed at any accolades. Of course, this would involve working with the player or perhaps trying to contrast his character with the rest of the party. Mark, any suggestions. Feel free, everyone, to mention any products or adventures that you think really added to the heroism of your campaigns or gave the characters a chance to be heroic. Some of the 1st edition product that I thought that provided ample opportunities for heroism was the old A series adventures against the slavers and the old G-D-Q (Giants, Drow, Queen of the Demonweb pits) that gave the heroes a chance to fight evil on many different levels. The character could move from saving their land to affecting the fate of entire worlds. [/QUOTE]
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