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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mikelaff

Explorer
honestly - it's just delightful to see an ENworld story getting this much user engagement and discussion. It's rare. I'm used to having to go rpg.net or reddit for RPG discussion. Nice to see it happening at ENworld again.
 

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I'll throw out this idea, actually, to suggest that settings actually become more restrictive the more you learn about them.

The idea here is that when you know nothing about a setting, it can seem overwhelming, and if you're a GM it means that if you want to use that setting you have your work cut out for you.

At this level of knowledge (noob reading up for the first time) prepublished modules are a godsend and anything at this stage will require players understanding that the GM is limited in his base of understanding. So a player with more knowledge trying to act on it against the focus of the GM is not being a team sport. If your module or resource supports the game you're running, that's good enough for you.

But if you read a bit in to it....or watch the movies, or what-not, then you learn enough to do some stuff with it, but maybe not too much. I'm not a FR fan, but I have played in enough FR games and computer games that I think I could run a relaxed campaign set in the Sword Coast region without much effort, and could have players visit Waterdeep, Baldur's Gate, Luskan, etc. and not feel overly threatened by the material I don't know. If someone asked me about the Moonsea Isles, Calimshan, Cormyr or some other region I'd probably say, "Yeah those places exist but nothing politically or otherwise interesting is happening over there that impacts what you're doing here right now in the Sword Coast." And if a player with an encyclopedia of knowledge accosted me with some obscure fact, I'd turn it around and ask him to work out the rationale for why "obscure point X" is not impacting my campaign, since he knows enough about it to provide that clarity.

At this level of understanding, the GM is probably able to run premade modules efficiently and riff off of them a bit when needed, and can design his own games without needing more lore than he knows for the region of choice. Players with greater knowledge than him ought to be welcome to comment but are hopefully not the argumentative kind that argue with the GM, and should realize that their knowledge does not override GM rulings. At this level, if Waterdeep at war with Cormyr sounds cool and you can imagine it, then have at it!

But now imagine I've read all the FR books and novels and have sunk 1,000 hours into lore content and I'm that guy who can point out some obscure fact about Cormyr and its connection to the Sword Coast (my example is random, I don't actually know enough to say such a connection could exist). Now I might actually feel like doing a campaign is hard, because I know too much, and will be second-guessing myself with my own body of knowledge. I know so much that when that know-it-all player starts contradicting me, I realize I will be arguing my counter-perspective on the lore and the two of us will be effectively crippling the game for the other less lore informed players. And worse yet, I know enough to realize the various scenarios and conditions in which Elminster, by the lore as presented, should be swooping in to save the day.

So at this level, the GM has a detailed body of lore and is knowledgeable enough that it might be hard to find a player more knowledgeable. While the scenario above could happen, it is more likely that the players will take for granted that what the GM knows is true and correct for purposes of the game. In this case, only the GM, in his self doubt about his body of knowledge, is hampering his own experience. "I can't have Waterdeep fight Cormyr, it would never happen! And the players can't do this because surely Elminster would intervene." Etc Etc.

So yeah, I could imagine a scenario or two in which knowing too much about a setting can actually make it harder to run. But maybe the reality is these are more self-inflicted perceptions than anything else. I know those "lore guys" exist and I've run in to them on occasion.....and I know enough about certain settings to be one.....but the problem is not how much lore you know or must know, but whether you are socially diplomatic enough to realize that the GM is always right, and you extra lore advice should be presented if it is welcome at the table, not despite whether it is welcome.

In the end, it's still all about being polite and player dynamics, and the level of investment a GM is willing to put in to a setting.
 
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Mercule

Adventurer
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.
Weird. My experience with Shatterzone was very much not Star Wars. It felt much more Firefly or Dark Matter (before either of those existed), but with non-human races. It was probably the best sci-fi RPG I've ever played.
 

S

Sunseeker

Guest
I think there's far more room to play in most major settings than people give them credit for. IE: in a Doctor Who setting you really shouldn't be running around with the Doctor. You're either cleaning up messes he leaves behind, making messes he's trying to clean up or somehow tangentially dealing with the waves made from some event he did. If this sort of play is "playing around the edges" that people are talking about, I think the edges are a lot more vast than they're being given credit for. Certainly there are some licensed properties that are a lot more narrow than others and similarly, even playing around the edges you may eventually have to tangent off from the established lore...but really, what's wrong with that? Besides, there are numerous systems where the "core" is very narrow and even the expanded lore covers only a fraction of worlds, races and events.

I've never personally enjoyed playing through established stories. Anyone who's familiar with the lore knows how the story ends and that really takes away from the challenge and surprise of what's going to happen. I think really if you just stay away from regular interaction with the main characters, or playing the main characters, most "licensed settings" have plentiful room to play. Just because you're not Captain Kirk, doesn't mean you're a nobody.
 

aramis erak

Legend
Small technical error - MAR Barker's Empire of the Petal Throne was the first licensed game... in 1976. The professor retained all rights to his setting; TSR was permitted to republish his rules (which he self-published in 1974.)

Different kind of license... but still, beats Dallas by a couple years.
 

Jay Verkuilen

Grand Master of Artificial Flowers
Note my issue is as a GM not a player.
Yes, I got that. What the setting does is give the players a lot, and of course the GM too. It can be too much, though, certainly. Some settings are just crazy detailed.

But look at the examples given. Jedi order? Old Republic? Etc. In order to know what I want to use or not use I have to know all that material. I can't use stuff I don't know about. Which means for me to run these massive settings, I have to invest a lot of time learning the setting first.

I think setting fans forget what it's like to start at zero. Unless I already had all this information I'm pretty much stumbling blind. Which means that I just won't run these games as I have no interest in learning that setting first.
I'm not sure why someone would run one if the setting didn't appeal and for which there was no prior knowledge. Of course if you roll your own you have to spend a lot of time doing that. GMing is hard work either way you cut it.

Still I don't know that it's necessary to know everything in the setting to run something. Pick a relatively dark corner, learn some of the canonical stuff that carries the flavor well, and shine some light into it. Chances are good there will be some source material you can use but no so much that you're buried under 27 different books. If you use the Star Wars Old Republic timeline as an example there were a series of comics, two video games and later an MMO. That's all great, because they give you lots to steal from, but by no means do you need to use all of it. You can just get the sourcebook (there was one for SWD20 Revised and I think also for SAGA) and take from that. If you happened to play either of the video games---they were good, especially the first one---there's even more, but the general idea is in the sourcebook. Several years ago I ran a SWD20 Revised game that was only really tangentially connected with any canon at all. It was set in the Old Republic era and I reskinned a Conan story (Tower of the Elephant) among other things.
 

Koloth

First Post
In my dusty game collection, I found a Dallas board game in a LP album sized format. It is even labeled, "Game only, Not a Phonographic Record Album". Published by Yaquinto Publications Inc, Dallas TX. The game store was giving them away so I am guessing sales were not that brisk. 1980 copyright date.

My main problem with licensed material is many of the publishers feel they have to invent a new game system for their product. For many of them, it is their first attempt at a RPG system design so it will include many glitches, faults and flaws. The "Yet Another Game System" tends to limit my interest. More likely to buy a setting if it is designed for GURPS or D20.
 

Jay Verkuilen

Grand Master of Artificial Flowers
I'll throw out this idea, actually, to suggest that settings actually become more restrictive the more you learn about them.
Yeah, there's a sweet spot. No knowledge means the setting is unknown to the players, but too much is a pain.


If someone asked me about the Moonsea Isles, Calimshan, Cormyr or some other region I'd probably say, "Yeah those places exist but nothing politically or otherwise interesting is happening over there that impacts what you're doing here right now in the Sword Coast." And if a player with an encyclopedia of knowledge accosted me with some obscure fact, I'd turn it around and ask him to work out the rationale for why "obscure point X" is not impacting my campaign, since he knows enough about it to provide that clarity.
Ugh, the Canon Lawyer. I've had people try to throw that down and/or read up on things and I always say "how is it that your character has read the gazetteer?"

Not everything in the book is as it is in the campaign.
 

Jay Verkuilen

Grand Master of Artificial Flowers
My main problem with licensed material is many of the publishers feel they have to invent a new game system for their product. For many of them, it is their first attempt at a RPG system design so it will include many glitches, faults and flaws. The "Yet Another Game System" tends to limit my interest. More likely to buy a setting if it is designed for GURPS or D20.
In Ye Olde Dayes one reason that happened was because They Sued Regularly.
 

aramis erak

Legend
As a GM, I find it much easier to find existing and to create new players with licensed games, even if that license is simply from another medium...

Unfortunately, licenses don't usually go to companies on the basis of ability to produce quality, merely on apparent ability to get currency out of pockets and into the licensor's hands...

I've enjoyed many licensed games over the years: Albedo Anthropomorphics (The T&I version), Judge Dredd (GW version), Star Wars (WEG and FFG versions), FASA Star Trek the RPG, Last Unicorn's STTNG (once I switched the task value of stat & skill), Robotech & TMNT, Firefly, Advanced Marvel Super Heroes (TSR), Marvel Super Heroes Adventure Game (TSR), Marvel Heroic Roleplaying (MWP), Mouse Guard, BTVS, Angel, Army of Darkness...

Several have been far less than fun for me; the rules didn't fit the setting, or at least strongly didn't seem to, many didn't even get to play:
Vorkosigan RPG (SJG's GURPS), World of Ogre† (SJG GURPS), GURPS Commonwealth, Buck Rogers XXV C (TSR), Indianna Jones (TSR), Conan d20, Decipher Trek, Chameleon Eclectic's The Babylon Project, Judge Dredd Traveller, d20 Fading Suns.

And a few, well, they're well playable, but not great fits for the settings:
GURPS The Prisoner, GURPS Riverworld, Babylon 5 Traveller, Judge Dredd d20, Albedo: Platinum Catalyst.

† Ok, not really licensed, but done in the same manner, and changing previously established elements of the setting in so doing
 

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