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<blockquote data-quote="Celebrim" data-source="post: 7839782" data-attributes="member: 4937"><p>There is a lot to break down here.</p><p></p><p>First, I'm speaking from experience. The sort of players that come to the table with the idea that they are going to be that cool powerful character that they saw in the movies and who aren't happy unless that is what the gameplay validates are the ones I'm talking about.</p><p></p><p>And secondly, not everything that exists in other narrative media is well suited to a social RPG. Narratives tend to be filled with a lot of things that happen with the power of plot. The actual ability of the character is usually not defined in any consistent way, but is defined according to the perceived needs of the story. So typically in a lot of media you see characters whose powers and abilities vary widely from scene to scene. This is one of the reasons that 'Supers' is such a difficult genre to run as a game. The internal physics of a comic book universe tend to be incoherent, and games that attempt to replicate a comic book often fail in a number of predictable ways. </p><p></p><p>Another very common narrative trope is 'the chosen one', where the protagonist is more special than anyone else in the story. So if you get a player bringing to the table a character that is inspired by a "chosen one" of literature, then watch out, because you potentially have a huge disconnect between the gameplay as it will exist and the player's emotional desires. WEG Star Wars does wonderful genre emulation with the fiction it's trying to represent, but Star Wars campaigns tend to be more like 'Rogue One' and less like being Luke Skywalker. And if you do get a jedi in a Star Wars campaign up to Luke Skywalker level, it tends to be campaign ending, so that if you intend to get there you need to either have everyone be Jedi or none of them.</p><p></p><p></p><p></p><p>Which I might note has already been assumed.</p><p></p><p></p><p></p><p>Yes, and that is critical to the point I'm trying to make.</p><p></p><p></p><p></p><p>Sure, they could, but would it be fun?</p></blockquote><p></p>
[QUOTE="Celebrim, post: 7839782, member: 4937"] There is a lot to break down here. First, I'm speaking from experience. The sort of players that come to the table with the idea that they are going to be that cool powerful character that they saw in the movies and who aren't happy unless that is what the gameplay validates are the ones I'm talking about. And secondly, not everything that exists in other narrative media is well suited to a social RPG. Narratives tend to be filled with a lot of things that happen with the power of plot. The actual ability of the character is usually not defined in any consistent way, but is defined according to the perceived needs of the story. So typically in a lot of media you see characters whose powers and abilities vary widely from scene to scene. This is one of the reasons that 'Supers' is such a difficult genre to run as a game. The internal physics of a comic book universe tend to be incoherent, and games that attempt to replicate a comic book often fail in a number of predictable ways. Another very common narrative trope is 'the chosen one', where the protagonist is more special than anyone else in the story. So if you get a player bringing to the table a character that is inspired by a "chosen one" of literature, then watch out, because you potentially have a huge disconnect between the gameplay as it will exist and the player's emotional desires. WEG Star Wars does wonderful genre emulation with the fiction it's trying to represent, but Star Wars campaigns tend to be more like 'Rogue One' and less like being Luke Skywalker. And if you do get a jedi in a Star Wars campaign up to Luke Skywalker level, it tends to be campaign ending, so that if you intend to get there you need to either have everyone be Jedi or none of them. Which I might note has already been assumed. Yes, and that is critical to the point I'm trying to make. Sure, they could, but would it be fun? [/QUOTE]
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