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The Heroic Impulse: Where Have All the Heroes Gone?
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<blockquote data-quote="Sir Brennen" data-source="post: 4599498" data-attributes="member: 553"><p>Here I think is the crux of the problem. You're presenting a straw man argument. <strong>No one is actually saying that your level or weapon bonus or Paragon powers has come to mean Hero, except you.</strong> </p><p></p><p>To get these things a player has had to take his character through numerous adventures, most likely of a heroic nature. The numbers on the character's sheet are nothing more than a guideline to show the PC's progress as a <em>result </em>of his heroic actions, not a definition of them. One thing the stats, powers, feats, etc. do show is that heroes are individuals, capable of a wide variety of ways and means to accomplish their heroic endeavors, and not just cookie-cutter white knights in shining armor.</p><p></p><p>Even if I create a higher level character to join a campaign already in progress, (or replace a character that has died), I still decide what his background is, what his motivations are, and what type of previous adventures allowed him to advance to the point he is at. He has a story. He is presumed to have done heroic things. </p><p></p><p>Another thing the mechanics do is give a guide to what type of heroic adventures the character can embark upon. You wouldn't have a party of first level scrubs taking on the Lich King in his extra-dimensional stronghold right away. But over the course of a campaign, wherein they do many heroic things, they'll eventually get there. They don't earn their Epic powers and magic items sitting in a warehouse playing gin rummy.</p><p></p><p>Now, maybe you do know some people that play RPG's with an eye toward nothing more than "what do I get when I level up?" And you know what, it's a game, there's nothing wrong with that. It's a game, with a carrot 'n' stick built into it. You lay the blame on modern RPGs, <em>but it's always been that way.</em> </p><p></p><p>I think that this is a natural view for people new to role-playing, as they are still learning and getting to experience the untried things that advancing brings. And I think it was even more common in earlier editions, because a much greater percentage of players were new. But even with the players who obsessed over getting their Strength to 18/00, people where still enjoying the exploits of their fictional persona in a fantasy world. They were still having their characters act like heroes. And if a player sticks with roleplaying long enough that he's more comfortable with the mechanics, more attention will typically be paid to the story and their PC's place in it.</p><p></p><p>So I reject your premise that "hero" has come to mean what's on a character's sheet, or that giggling that "I have Hyper-Cleave!" is somehow mutually exclusive with roleplaying a noble barbarian out to regain his tribe's honor in a heroic campaign.</p></blockquote><p></p>
[QUOTE="Sir Brennen, post: 4599498, member: 553"] Here I think is the crux of the problem. You're presenting a straw man argument. [B]No one is actually saying that your level or weapon bonus or Paragon powers has come to mean Hero, except you.[/B] To get these things a player has had to take his character through numerous adventures, most likely of a heroic nature. The numbers on the character's sheet are nothing more than a guideline to show the PC's progress as a [I]result [/I]of his heroic actions, not a definition of them. One thing the stats, powers, feats, etc. do show is that heroes are individuals, capable of a wide variety of ways and means to accomplish their heroic endeavors, and not just cookie-cutter white knights in shining armor. Even if I create a higher level character to join a campaign already in progress, (or replace a character that has died), I still decide what his background is, what his motivations are, and what type of previous adventures allowed him to advance to the point he is at. He has a story. He is presumed to have done heroic things. Another thing the mechanics do is give a guide to what type of heroic adventures the character can embark upon. You wouldn't have a party of first level scrubs taking on the Lich King in his extra-dimensional stronghold right away. But over the course of a campaign, wherein they do many heroic things, they'll eventually get there. They don't earn their Epic powers and magic items sitting in a warehouse playing gin rummy. Now, maybe you do know some people that play RPG's with an eye toward nothing more than "what do I get when I level up?" And you know what, it's a game, there's nothing wrong with that. It's a game, with a carrot 'n' stick built into it. You lay the blame on modern RPGs, [I]but it's always been that way.[/I] I think that this is a natural view for people new to role-playing, as they are still learning and getting to experience the untried things that advancing brings. And I think it was even more common in earlier editions, because a much greater percentage of players were new. But even with the players who obsessed over getting their Strength to 18/00, people where still enjoying the exploits of their fictional persona in a fantasy world. They were still having their characters act like heroes. And if a player sticks with roleplaying long enough that he's more comfortable with the mechanics, more attention will typically be paid to the story and their PC's place in it. So I reject your premise that "hero" has come to mean what's on a character's sheet, or that giggling that "I have Hyper-Cleave!" is somehow mutually exclusive with roleplaying a noble barbarian out to regain his tribe's honor in a heroic campaign. [/QUOTE]
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