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<blockquote data-quote="Janx" data-source="post: 5064135" data-attributes="member: 8835"><p>I suspect you're wrong on that front. Perhaps wrong is not the right word, just as allegory may not be the right word.</p><p></p><p>Lucas specifically studied Joseph Campbell's concept of the Heroes Journey form of story telling and followed that formula in space. There was a very specific intent in the way star wars was written. Additionally, it was an homage to the classic movie serials. There's a lot going on in Star Wars, and much of it was intentional and more complex than "just a good old fashion space opera." I say this, and I am not even a star wars fan, but I recognize the very deliberate design of the film.</p><p></p><p>Good science fiction usually tells a morale lesson or historical lesson. Avatar's was an allegorical tale of what America did to the native americans, and how when one lives among a culture, one tends to go native and rebel against predation against the conquerers. It's an obvious story, but still an applicable one.</p><p></p><p>I liken allegory to "it's like historical situation X, except in D&D" or "it's like this story, except in D&D" as a movie pitch. The form is that you are taking something familiar and repainting it.</p><p></p><p>changing gears off of allegory...which CAN be a good trait of an adventure, I like characters in my RPGs.</p><p></p><p>I like it when the PCs and NPCs are likable (and despicable) and that the players have real emotions for them. Thus, they truly are concerned over their PCs or NPCs they have grown to like as real people. And they have real anger or hatred toward enemies you have fostered that feeling in.</p><p></p><p>I don't like it if the PC just feel like pawns on a board, or the NPCs are faceless nobodies.</p></blockquote><p></p>
[QUOTE="Janx, post: 5064135, member: 8835"] I suspect you're wrong on that front. Perhaps wrong is not the right word, just as allegory may not be the right word. Lucas specifically studied Joseph Campbell's concept of the Heroes Journey form of story telling and followed that formula in space. There was a very specific intent in the way star wars was written. Additionally, it was an homage to the classic movie serials. There's a lot going on in Star Wars, and much of it was intentional and more complex than "just a good old fashion space opera." I say this, and I am not even a star wars fan, but I recognize the very deliberate design of the film. Good science fiction usually tells a morale lesson or historical lesson. Avatar's was an allegorical tale of what America did to the native americans, and how when one lives among a culture, one tends to go native and rebel against predation against the conquerers. It's an obvious story, but still an applicable one. I liken allegory to "it's like historical situation X, except in D&D" or "it's like this story, except in D&D" as a movie pitch. The form is that you are taking something familiar and repainting it. changing gears off of allegory...which CAN be a good trait of an adventure, I like characters in my RPGs. I like it when the PCs and NPCs are likable (and despicable) and that the players have real emotions for them. Thus, they truly are concerned over their PCs or NPCs they have grown to like as real people. And they have real anger or hatred toward enemies you have fostered that feeling in. I don't like it if the PC just feel like pawns on a board, or the NPCs are faceless nobodies. [/QUOTE]
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