Try Lord of the Rings. Imagine Frodo and Sam as stoic, uncaring machines who never show a vulnerability. No one’s ever worried. They know they’re predestined to win without issue or struggle. They just win. No drama. No tension.
On top of what
@Vaalingrade has posted about the role of character-identification in RPGing, notice that in LotR the protagonists ultimately succeed.
But things happen to them in the course of that success. Beregond finds himself banished from his home city. Legolas and Gimli become friends, completely changing their attitudes to one another's peoples and places. Merry and Pippin become warband leaders. Sam changes from gardener to statesman. And Frodo is unable to continue living on earth - only heaven can sooth his hurts.
Notice also that the story has beats. The success is not total. Gandalf fails to redeem Saruman. The fields of Rohan are burned. The party tree is cut down. The secret Elvish lands fade. Arwen (in the Appendix) is widowed.
It's straightforward to build a RPG that will emulate this sort of thing. (It wasn't always straightforward, but today all the technical design issues have been solved.) My favourite is Prince Valiant. I've also enjoyed
LotR/MERP played using MHRP/Cortex+ Heroic. I reckon it could also be done using
The Green Knight, though I've only used that system for its pre-packaged scenario.
I think there are some obvious hurdles in the way of using D&D for this sort of RPGing, though: mostly that it tends to lean heavily on lethal combat as a source of tension, and that it has no straightforward way to put things like the cutting down of the party tree at stake in a manner that is independent of GM's say-so. I'm sure some individual tables have found various ways to deal with these hurdles.
Which brings me to this:
The 100gp starter quest mentioned is a good example, it's made even better by already having complaints that 100gp is insufficient in various editions when having enough gold actually mattered to the player
characters rather than just a score ticker for the players to jot down.
<snip>
If the players think that it's not enough pay for the escort that is great because it means that there is a tangible reason they need more than 100gp & the gm can leverage that need to make some other better paying quest a more desirable choice for the players to take. That incentive & reward lever does not work if gold stops having any meaning after upgrading starter gear like in modern d&d.
<snip>
- GM: "The mayor offers you [a level appropriate reward not worth arguing over that shall be called Xgp] to investigate & deal with the [monster problem described moments earlier]"
- Alice: "You mentioned the mayor's office was lavish, I want to use my sleight of hand to steal the fancy lamp you described on the desk"
- GM: "You mean the desk the mayor is sitting at right now?"
- alice:"I rolled a 42 because he's flanked & that gives me advantage plus expertise because of my archetype thing"
- GM:"You know he's going to put 2&2 together when he notices the missing lamp right?"
- Alice: "doesn't matter I'll be gone by then & think we can take him if not"
- GM: *sighs & tells alice she steals the lamp so the game can move on
- Bob: "I want to persuade him to up that from Xgp to Xgp and a +1 weapon for all of us"
- GM: "roll persuade"
- bob:"eight!"
- GM:"the mayor kinda sighs & gestures from the dust ring where his lamp was to alice's bag offering even less with Ygp & a charitable inclusion of one +1 weapon of his choice to deal with the monsters while saying 'really?... are you for real?'..." The GM can't simply have the mayor toss the group out because he or she still has the rest of the session to fill.
One thing I notice about this is that it has
nothing in common with LotR. The PCs in this post have no values, no families, nothing they care for. They are just gameplay avatars.
There's a find tradition of playing D&D with the PCs as gameplay avatars - KotB, White Plume Mountain, ToH, Ghost Tower of Inverness, Castle Amber, Isle of Dread, etc, etc all work like this. But you have to have buy-in from the players; and your challenges have to be compelling.
This episode with the mayor reminds me of things I've experienced - some mistakes I made in my first year or two of GMing, and things I've seen in RPG clubs and heard about on ENworld: the GM does not produce any compelling challenges, but gets upset when the players try and make their own!
There are pathways out of (what
@Hussar has rightly identified as) the looming toxicity. But trying to beat the players around the head by withholding XP or threatening divine punishment isn't one of them.
PCs have the power durability & recovery of superman plus even fewer ties to the world than Batman. Those extremes afforded to PCs goes along with the freedom to adopt or shed all of the other baggage they each have whenever doing so is convenient.
<snip>
Trying to shoehorn the kind of ties Clark & Bruce have into d&d in any meaningful way is incredibly difficult to do within the rules framework of D&D so filling mechanical requirements need to step into their place except they are no longer requirements.
most players will bend over backwards to minimize what laughably few flaws they might have in the game, maximize the benefits their characters are already dripping with, and have as close to zero ties to the world as possible. They shoot for all the power of Superman with zero downsides...which is the single most boring character it's possible to play.
Actually, it's trivial to have D&D PCs with the sorts of ties to the world that characterise the protagonists of LotR, or Batman and Superman. In 5e D&D it is Backgrounds that are the obvious hook for this, but it can be done in AD&D. I know, because I've done it. I've also done it in Rolemaster, which is - in these particular respects - functionally equivalent to D&D.
The main obstacle I tend to hear about, to those sorts of tie, is that when players try and build in their ties, the GM shoots them down or ignores them.
A more subtle GM error is to treat harm-to-relationships as a
framing device rather than a
consequence of failure. Doing the first thing is an invitation to players to have their PCs turtle, and to have their future PCs be orphaned men-with-no-names. Doing the second thing will produce functional GMing, using (more-or-less) the Apocalypse World technique of soft-moves first, hard-moves as follow-ups on failure but not success; eg "You hear that Luthor is heading for Lois's place - but his giant robot is wreaking havoc on downtime Metropolis" - now the player has to (i) choose priorities, and (ii) see if they can succeed in their action declarations. If they tackle the robot,
and they fail to take it down within a certain timeframe (there are all sorts of ways to run threat clocks like this - from
do it within three rounds to the skill challenge ideas of 4e to the clocks of AW/DW to the Doom Pool in MHRP),
only then is Lois kidnapped. Which then supports new soft moves (eg Lex ties her to his nuclear warhead) and new hard moves if more checks are failed.
Again, there are features of D&D that can get in the way of soft-move/hard-move pacing (except in 4e, which supports it right out of the box), but I'm sure there are workarounds - beginning with making the stakes of success or failure on action declarations clear before the dice are rolled.
But anyway, if players don't
want to play connected PCs; if they
want to play relatively boring gameworld avatars; then pull out Tales of the Yawning Portal and see how they go recovering the stolen weapons from Keraptis.