Kahuna Burger
First Post
So in the "forced to make good pcs" thread, I ran across a somewhat common idea that always makes me tear my hair out, and I though I'd finally rant about it.
"There's lots of good stories where X [and therefore it would make a good rpg occurance]". (this idea can also be stated in the form of "people like to read ABC's story hour where X happens [so its a good way to run an rpg]". This is one of those just because all X = Y doesn't mean all Y = X situations. Yes, a good roleplaying game usually if not always makes a good story. But there's a huge amount of good stories that would make lousy roleplaying. Ok, unless you are playing a single player game on some of them.
The unbalanced party. Sure there's lots of good stories about groups at different power levels. So what? Those stories are often really only about one or two members of those groups, and there is a lot of character delevopment given to the lower powered members which can't be emulated in an RPG. Often the highest level characters are not point of veiw - their powers are more of a plot device.
The moral evolution. Stories about a rat bastard who slowly becomes a better person are, well about that rat bastard. The other characters are there to act in specific ways that effect his moral development. An RPG is a team event, and expecting everyone else to play support characters for your emotional vingette is bad behavior. Likewise, deciding as the DM that you are going to force a change in a PC like those you like in your favorite books is equally bad. And deciding the PCs are all going to be the support characters for your npc's emotional journey? oh dear. This counts for almost all special destinies or journeys of discovery which you allow to effect the main course of the plot instead of being played out in the background.
Rough and gritty/high body count. Yeah, great stories have been written where death comes early and often even for main characters. Guess what, all of the characters belong to the same "player". The death, pain, loss, torture, rape, insanity, etc are all the idea and execution of the owner of the character they happen to. Though readers may get more or less attached to a character and thus more or less effected by such events, none of them invented the damn character nor have they been quietly working on their own inner story which just got
ed over by your "good storytelling".
There are other examples of good stories that most rpgers already realize won't make a good game. Anything involving keeping something about the main character from the readers and slowly letting them understand what the story is really about won't work where the "readers" and characters are the same. Mysteries can be used, but aren't going to work the same way as they do in the stories. Any of the great paranormal stories where character abilities are unpredictable and able to be 'pushed' in times of great need are mechanically akward. etc.
Anyway, just thought I'd finally get that rant out of the way without dumping it on any one unsuspecting poster.
Kahuna burger
"There's lots of good stories where X [and therefore it would make a good rpg occurance]". (this idea can also be stated in the form of "people like to read ABC's story hour where X happens [so its a good way to run an rpg]". This is one of those just because all X = Y doesn't mean all Y = X situations. Yes, a good roleplaying game usually if not always makes a good story. But there's a huge amount of good stories that would make lousy roleplaying. Ok, unless you are playing a single player game on some of them.
The unbalanced party. Sure there's lots of good stories about groups at different power levels. So what? Those stories are often really only about one or two members of those groups, and there is a lot of character delevopment given to the lower powered members which can't be emulated in an RPG. Often the highest level characters are not point of veiw - their powers are more of a plot device.
The moral evolution. Stories about a rat bastard who slowly becomes a better person are, well about that rat bastard. The other characters are there to act in specific ways that effect his moral development. An RPG is a team event, and expecting everyone else to play support characters for your emotional vingette is bad behavior. Likewise, deciding as the DM that you are going to force a change in a PC like those you like in your favorite books is equally bad. And deciding the PCs are all going to be the support characters for your npc's emotional journey? oh dear. This counts for almost all special destinies or journeys of discovery which you allow to effect the main course of the plot instead of being played out in the background.
Rough and gritty/high body count. Yeah, great stories have been written where death comes early and often even for main characters. Guess what, all of the characters belong to the same "player". The death, pain, loss, torture, rape, insanity, etc are all the idea and execution of the owner of the character they happen to. Though readers may get more or less attached to a character and thus more or less effected by such events, none of them invented the damn character nor have they been quietly working on their own inner story which just got



There are other examples of good stories that most rpgers already realize won't make a good game. Anything involving keeping something about the main character from the readers and slowly letting them understand what the story is really about won't work where the "readers" and characters are the same. Mysteries can be used, but aren't going to work the same way as they do in the stories. Any of the great paranormal stories where character abilities are unpredictable and able to be 'pushed' in times of great need are mechanically akward. etc.
Anyway, just thought I'd finally get that rant out of the way without dumping it on any one unsuspecting poster.

Kahuna burger