Licensed Role-Playing Games: Threat Or Menace?

Let's just get the controversial statement out of the way: I'm not a fan of licensed settings in role-playing games. Today's column is rolling out of a Skype conversation that I had with a friend the other day. There's a lot of cool RPGs out there that are based upon cool movies, comic books, novels and cartoons. None of them are bad, and I'm not trying to call out licensed games or anything, but this column is going to be an exploration of different tastes and approaches to gaming. I know, something that I never do.


Let's just get the controversial statement out of the way: I'm not a fan of licensed settings in role-playing games. Today's column is rolling out of a Skype conversation that I had with a friend the other day. There's a lot of cool RPGs out there that are based upon cool movies, comic books, novels and cartoons. None of them are bad, and I'm not trying to call out licensed games or anything, but this column is going to be an exploration of different tastes and approaches to gaming. I know, something that I never do.

Before we get too far into things, let me just say that the headline for this article is a joke. In 1980 something amazing happened to role-playing games: the first licensed RPG was published. Just in case you don't know, that was the Dallas role-playing game from SPI. Yes, the first ever licensed role-playing game was based on the television show Dallas. I'm sure that the people at SPI thought that it was an excellent idea, I mean millions of people were watching the show. Millions. I was one of the 83 million people who were watching the episode of Dallas where JR was shot. I'm sure if I had known about the Dallas game I would have given it a try, but I also watched the reboot of the show a couple of years ago so I am a glutton for punishment.

But this opened the doors to every other licensed RPG over the years. From Rocky And Bullwinkle to The Dresden Files and from Masters of the Universe to Doctor Who, every licensed game out on the market has been sown from the seeds strewn by the Dallas game. There have been some really great games to come from those seeds, and a few mediocre ones but that is the breaks. The D6 System from West End Games was brought to us because of a number of licensed role-playing games and became a game of its own based on the system's strengths.

Now that I have you past the jump I am going to admit that this piece isn't just going to be about licensed games. I'm going to talk a bit about games with strong settings to them as well, but first a confession. I have never played an RPG in any of the following settings:

  • Star Wars
  • Star Trek
  • Game of Thrones
  • The Dresden File
The reasons that I haven't played in any of those settings are different, because a couple of them are settings that I'm not a fan of and wouldn't play in because of that. No, I'm not going to say which ones I don't like. But, for a variety of reasons, these represent some of the reasons why I don't play in licensed games. One of the biggest reasons that I don't play them is because the cool stuff has already been done in the primary media (and, really, how many times do we need to blow up the Death Star anyway?) and I think that the strategy of playing around the edges of the setting doesn't have as much of an appeal.

When I do play in an established, licensed, setting I will play around the edges of things. I've run a Doctor Who game where the players were a timelost group of UNIT soldiers and researchers trying to find a way home again. For some reason early on the group decided that they had to avoid the Doctor (I don't remember the reason the players came up with, but it was a suggestion of the group) so they would bounce around in a few episodes of the show, and a couple of novels, while trying to not be noticed by the actual characters of the show.

I also extend this to a number of the "stronger" settings that have developed out of role-playing games, too. The Forgotten Realms. Glorantha. Warhammer 40K. Now, I've never played in The Forgotten Realms, but all three of those settings have one thing in common, they have taken on a size and life of their own. They have been developed through their games, and in a couple of case other media as well, until they have become as involved as many licensed settings. This weight can make them as difficult to use as licensed settings, because their development has lead to what can be an overwhelming amount of detail over the years. After "What do I do that the media's characters didn't already do?" the next mark against some settings can be that there is so much detail that it can be overwhelming. How do you deal with that? Sometimes you have to just focus into a tiny part of the setting and work from there.

As a GM I'll say that there are settings that scare the bejeezus out of me because of the amount of detail involved in them. I'm not one to commit myself to the amount of detail that you get from a lot of members of fandoms, which sometimes means that what I think is a good amount of setting knowledge ("Yeah, I've seen all of the Star Wars movies in the theaters.") ends up only being the tip of the iceberg. What I consider to be knowledgeable about the setting and what someone who has read a lot of novels and tie-ins and comics and watched a bunch of television shows considers to be knowledgeable tend to be different things. This can sometimes lead to friction within a group when there are two dramatically different sets of expectations that can clash with each other. Being open about what a campaign based on a pre-made setting will and won't contain is a good starting point for trying to alleviate those frictions. This is why a campaign pitch of "We're going to be playing in the Star Trek and/or Star Wars universe" isn't a good starting point. Both of those settings contain multitudes, and the aspects that appeal to one person about them might not appeal to another.

I've written before about one of my favorite games, which happens to be a licensed RPG. I've always been more of a fan of DC Comics than Marvel Comics, but the system from TSR's classic Marvel Super-Heroes Role-Playing Game always had more of an appeal to me than most of the DC Comics role-playing games that have happened (although I will always have a weak spot for the D6 version that West End Games put out). Luckily, TSR was really good about putting out support in the form of converting Marvel characters to the game, and giving you background on their stories. I have also usually worked around this by having the Marvel characters typically out of the way ("Yeah, the Fantastic Four is in another dimension, or something, and their helpline gave this number instead."), leaving the player characters to do things without being overwhelmed by the more famous heroes. In our college Marvel Super-Heroes campaign this ended up becoming a metacommentary as the player hero group started calling themselves "The World's Most Convenient Super-Heroes." Sometimes a work around can become a fun part of the game.

Not wanting to sound like I'm focusing on the negative here, I'll talk about a couple of games I like and their settings. Both of these I've talked about before: Stormbringer/Elric and Palladium's Rifts. I am not a huge fan of fantasy fiction, but the work of Michael Moorcock has been a favorite of mine since I started reading him as a kid. While the Elric books were my favorite when I was younger, they've been supplanted over time by his Jerry Cornelius and Dancers At The End of Time cycles. Both of these series are woefully underrepresented in role-playing games. Admittedly my intimate knowledge of the Elric stories are probably why I felt comfortable with games set in it. The main issue that comes up with playing a game in any of Moorcock's worlds comes from his periodic revising of his stories, or revisiting an earlier concept in a later book and casting it in a different way. Moorcock's multiverse from the early Elric stories and from the more recent Second Ether books like Fabulous Harbors are almost two entirely different settings. You get the extra challenge of "Which version of how the author addresses things do we use?" thrown into the mix.

I came to terms with my uncritical love for Palladium Games' series of Rifts games and setting books a long while ago. I'm not much of a fan of class and level systems, but I will drop everything for the chance to run a Palladium game. It doesn't make much sense to me either, at times. And I don't know if there are any settings that typify "OMG THERE IS SO MUCH GOING ON IN THIS SETTING I CAN'T EVEN" than with Rifts. I've played in a game where there was a player with a character who was a Rogue Scholar and another character was a centaur that was a ROM-like Spaceknight knock off. Both of which were made using official character classes for the game. It becomes a worked example of "this is the stuff we pay attention to and let the rest become background noise" approach to a setting.

So, despite starting this column by talking about how I don't like to play in licensed or "heavy" settings, I end by talking about two of the settings that fit the criteria for things that I shouldn't like and then talk about why I like them. Much like our real lives, our gaming lives are filled with contradictions and sometimes it is better to focus on those contradictions rather than the absolutes. I think in the long run it ends up making us all happier as people and gamers.
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Yaztromo

Explorer
In general I agree about adventuring in settings where the players already seem to know everything (they become the plot version of the "rule lawyers" or of the metaplotters that alreaydy know every page of the Monsters Book, so they know all the tircks to get rid of the baddies, but not from the game).
These things often destroy the games and the pleasure of discoverying and trying things.

However... I still remember fondly a game played in the XX century that was about converting Galaxy Express 999 in a setting and... it was great.
One of the best gaming experience ever.

Yes, playing it with the right players helped a lot, but... still wishing I could go back to that homebrew game!
 
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Lord_Blacksteel

Adventurer
Well I'll be that guy then: Dallas was not the first licensed RPG. Heritage had a Trek license in the late 70's, along with a John Carter of Mars game too. Wiki with details here:
https://en.wikipedia.org/wiki/Star_Trek:_Adventure_Gaming_in_the_Final_Frontier

As far as the rest, I get not liking a setting, sure, but to say you can't play in the Realms or Star Wars or Star Trek because it's all been done and then you're counter-example is to play in the Marvel Universe? And then add in the second most-documented gaming universe - that of Rifts? Really?

Star Trek: As someone mentioned above there are many ships in the fleet, lots of interesting things happening in the galaxy, and multiple eras to play them in. You don't even have to play as show-standard Federation types if you want to get even more different than the original premise.

The Realms: Who cares? Every DM running a Realms game is running a separate, parallel universe. Yours doesn't have to match up to novels you've never read. Why would you let a know-it-all player ruin a game for a whole group? Traveller RPG discussions commonly address the concept "IMTU" - In My Traveller Universe - I feel everyone would benefit if this became a more commonly used thing in RPG discussions.

Star Wars: If I had a dollar for every time I have heard this ... If the big story has already been told how do they crank out those novels ... and video games ... and comic books?

Exhibit C - Clone Wars: There's five seasons of war stories that fit in between Episode 2 and Episode 3 and cover a whole bunch of different characters and their various adventures.

Exhibit B - Rebels: Three seasons of stories set in between Episode 3 and Episode 4 that focus on one group doing their part to interfere with the Empire. It's a perfect example of how one could run a campaign that is not tied to a bunch of bigtime movie characters.

Exhibit A - Rogue One: Look, a story that ties in to big events with a huge impact where none of the main (rebel) characters meet a Skywalker at any point! No one blows up a Death Star! Yet there are clearly interesting and important things out there to be done! It's another great outline for a short campaign.

Again, I totally get it if someone doesn't want to play in a given setting because they just don't like it. But to say "the cool stuff has already been done" is misguided at best. Do you really think there's only one story worth telling in an entire universe? I find that's almost never true.
 

Hussar

Legend
But, let's take that Rogue One example. It's a great movie, true, but, as an RPG would blow chunks. Completely linear and railroady. And lots of Deus Ex Machina as well. You would have to ensure that none of the NPC's died at the wrong time, that other NPC's remained squarely off screen (no meeting Vader, for example) and that the PC's fit within an extremely constrained plot line.

Great stories don't necessarily make for great RPG's.

I mean, yay, 5 seasons of Clone Wars where you know, beyond a shadow of a doubt, that none of the primary characters is ever in any danger. You know, beyond a shadow of a doubt, that Grievous (as an example) cannot be killed or captured. So on and so forth. Great story, sure, but, as an RPG? Blarg. No thanks.

But, like any great contradiction, I do actually LIKE some extensive settings. I'm a ginormous Battletech nerd. :p So, I get the attraction. But, I also understand the other side of the coin which says, "10000 pages of setting material? Bugger that!"
 


Tyranthraxus

Explorer
Many years ago I was a player in Shatterzone , a West End product which was described to me as the dm 'where Star Wars ideas went to die' . I dont remember a great deal about the game but it definetly felt very Star Wars like without actually having the Empire and stuff in it. I did also play the WEG version but again with age comes memory issues :)

I think Licensed products can work as long as the Licensor and Licensee have a good relationship.
 

Yaztromo

Explorer
Well I'll be that guy then: Dallas was not the first licensed RPG. Heritage had a Trek license in the late 70's, along with a John Carter of Mars game too.

Hem... on that particular occasion, actually John Carter of Mars wasn't really licensed ;)
That's why they had to stop printing that book :D
 
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Blue

Ravenous Bugblatter Beast of Traal
The Realms: Who cares? Every DM running a Realms game is running a separate, parallel universe. Yours doesn't have to match up to novels you've never read. Why would you let a know-it-all player ruin a game for a whole group? Traveller RPG discussions commonly address the concept "IMTU" - In My Traveller Universe - I feel everyone would benefit if this became a more commonly used thing in RPG discussions.

Because you get strange issues like four sessions later BSing about why a character did something and they said "well, the prince has been established as having a hatred of dwarves after what happened to his sister, so I made myself scarce not to turn him against us".

And the DM goes "huh, what?"

Or the other side is that the DM may expect the players to know the Realms if they say they do. Say she expects the players to know about political tensions between group X and nation Y, and when they don't adventure hooks and opportunities get missed.

Why would you use a pre-existing setting if you don't want to use the pre-existing setting? I'm most familiar with the Realms back in 2nd Ed days, and we could talk to players at other tables the mythal around Myth Drannor, and if someone said "skyship" we knew they were from Halruua.

Using an established setting is so that you've got that shorthand and mental images already. It's not just "know-it-alls" trying to ruin things, it's expectations on the players and DM which can be out of sync.

Now I can't talk about Traveller, but I can talk about 13th Age. There they have a setting done in broad strokes, more hooks and things to make you go "wow", and not just do you customize it, but explicitly they have mechanical bits for the players to really make it their own in some ways it impacts their character. I can picture Traveller like that.

That's a very different feel then FR where ever detail has been recorded and there's a history that goes back millennium.
 

Henry

Autoexreginated
That's pretty cool - I had never heard of that iteration of Star Trek RPG before, only the FASA one in 1982. Learn something new every day... thank you!
 

...
The Realms: Who cares? Every DM running a Realms game is running a separate, parallel universe. Yours doesn't have to match up to novels you've never read. Why would you let a know-it-all player ruin a game for a whole group? Traveller RPG discussions commonly address the concept "IMTU" - In My Traveller Universe - I feel everyone would benefit if this became a more commonly used thing in RPG discussions.
....
Everyone is now required, when appropriate, to now use "IMFR" :)

I like that, thanks :))
 

dwayne

Adventurer
I like to make or create my own settings, adventures, npc's, items, ect i only buy a setting to steal ideas or parts of the system not run it.
 

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