Why Did "Solo" and "Rogue One" Feel Like RPG Sessions?

If you saw the two most recent "Star Wars Story" movies--Solo or Rogue One--a common refrain is that they feel like how Star Wars role-playing game sessions play out. The reason has a lot to do with a shift in franchise-building philosophy and what kinds of stories role-playing games are good at telling.

If you saw the two most recent "Star Wars Story" movies--Solo or Rogue One--a common refrain is that they feel like how Star Wars role-playing game sessions play out. The reason has a lot to do with a shift in franchise-building philosophy and what kinds of stories role-playing games are good at telling.

[h=3]The War That Never Ends[/h]Before selling Lucasfilm to Disney in 2012, George Lucas was working with Lawrence Kasdan on a standalone Solo film, with two others announced later (Rogue One and a third about Boba Fett). These films were first known as "anthology films" and later, "Star Wars Stories," are distinctive in that they lack an opening crawl like the trilogies. The exploration of these side stories is a tradition that Star Wars helped create:

As with most aspects of the modern blockbuster, franchise expansion got its big-screen start with “Star Wars,” which used novels, comic books and TV movies to create a so-called ‘Extended Universe,’ before gaining speed in the 2000s, thanks principally to superhero pictures, or borderline superhero pictures, like “Catwoman,” “Elektra,” and “The Scorpion King” (though “Supergirl” and “U.S. Marshals” are two unsuccessful examples of early universe-expansion before that).

But why now? Disney's success with interweaving Marvel stories -- something long-established in comics -- is certainly part of it:

Studio executives see their jobs as minimizing risk, and movies based on established, proven properties are seen as less risky than original material, and thus less likely to get them fired if they don’t work. The extended universe is seen to be a way of not just building on a franchise through sequels, but by linking seemingly stand-alone pictures and allowing them to crossover. Why take a gamble on an original script when you can squeeze in a spin-off or prequel instead? If you have a proven franchise asset, as most of these studios do, it’s seen as responsible business to maximize it by getting as much product out of it as you can. Whereas the old studio system would put their biggest stars in as many films as possible, now the properties themselves are the stars.

Two factors are coming together to make this kind of storytelling popular. Millennials are interested in storytelling and the Internet's fondness for mashups:

The of idea continuing a successful movie goes beyond just striking gold with the same idea. Studio executives see their jobs as minimizing risk, and movies based on established, proven properties are seen as less risky than original material, and thus less likely to get them fired if they don’t work. The extended universe is seen to be a way of not just building on a franchise through sequels, but by linking seemingly stand-alone pictures and allowing them to crossover. Why take a gamble on an original script when you can squeeze in a spin-off or prequel instead? If you have a proven franchise asset, as most of these studios do, it’s seen as responsible business to maximize it by getting as much product out of it as you can. Whereas the old studio system would put their biggest stars in as many films as possible, now the properties themselves are the stars.

It's probably no coincidence that Dungeons & Dragons is experiencing a rise in popularity too. And that's at least in part due to the fact that role-playing games do storytelling and mashups very well.
[h=3]RPG's Strength Stat[/h]Traditional RPGs in the vein of D&D can still tell exciting stories, but they don't lend themselves to the epic, sweeping narratives that are narrowly focused on one character's destiny--a staple of Star Wars.

There are reasons for this: randomization; an attempt to balance play for all players so they have fun; leveling and improvement systems so that all characters have an incentive for self-improvement; and multiple independently-minded player characters who may not follow the plot as dictated by the game master. Steven Ray Orr explains:

As a writer, I knew that storytelling was an isolated affair that involved ruthlessly stealing ideas from friends, family, and anyone else that happened upon my path, but Dungeons & Dragons is the antithesis of such selfishness and best understood as method of crafting a communal narrative. Just as the limitations of genre, form, and style bind written stories, so too are there rules in D&D that confine what is possible, but role-playing removes the absolute authorial control that comes with solitary storytelling.

D&D itself is a mashup of a wide variety of influences:

The different classes of character you can play as—barbarian, druid, wizard, etc.—are pulled from mythological and literary sources, from pre-Christian Celtic traditions to the character of Aragorn in the LOTR universe. Geographical planes where one can play, magical spells and weapons one can use, and monsters one might fight stem from sources as disparate as Pliny’s Natural History, Paradise Lost, and Arabian Nights. This kitschy mix of every fantastic invention or story we know of makes the texture of D&D campaigns collage-like and chaotic. Since so many ideas are being reused at once, one inevitably creates a new Frankenstein’s monster of a campaign every time.

D&D and RPGs in general have always told great stories, and the geeky nature of fandom encourages detail-oriented worldbuilding. The Star Wars Story films are an attempt to fill in those gaps. In a way, the sensibilities of the expanded universe ofthe Star Wars franchise has come full circle, reaching the big screen that spawned it. It's a new form of storytelling that has been prevalent on TV, and not everyone is happy about it.
[h=3]A New Form of Storytelling[/h]The expansion of Hollywood universes into a web of movies that contribute to a larger narrative has shifted the focus of a film's success away from its stars and good storytelling to worldbuilding, which can only be fully appreciated by consuming all of the media:

When movies were mostly one-offs—and not spinoffs, sequels, reboots, or remakes—they had to be good...No matter how well executed, commercial success for such a film was never guaranteed. Laying out an enormous sum of money on a product whose creation depends upon a harmony of massive egos, and whose final appeal is the result of intangibles, is a terrible basis for a commercial enterprise...Today, the major franchises are commercially invulnerable because they offer up proprietary universes that their legions of fans are desperate to reënter on almost any terms. These reliable sources of profit are now Hollywood’s financial bedrock.

The latest Avengers: Infinity War movie leaned heavily on the audience's knowledge of the other movies and was therefore its success was nearly inseparable from the entire Marvel oeuvre. Joshua Rothman of the New Yorker explains how this transition affects Star Wars:

It used to be a “saga”—a story told in the epic mode, in which the fate of the world is inextricably tied to the souls of cosmically important and irreplaceable individuals. It’s becoming a “universe,” in which atomized and interchangeable people embark on adventures that are individually exciting but ultimately inconsequential.

Add all this together and it's no wonder that movies are now starting to tell the same stories that RPGs have always been telling:

When the universalization of “Star Wars” is complete, it will no longer be a story but an aesthetic. We’ll be able to debate which actor played Han Solo best, just as we weigh the pros and cons of different James Bonds. We’ll keep up with the new movies not because we want to find out what happens—the plot, if one exists, will be an impenetrable trellis of intersecting arclets—but because we like their vibe, their look, and their general moral attitude.

If the box office receipts of Star Wars and the Marvel movies are any indication, fans are finally coming around to the kinds of stories we've telling with our RPGs for decades.

Mike "Talien" Tresca is a freelance game columnist, author, communicator, and a participant in the Amazon Services LLC Associates Program, an affiliate advertising program designed to provide a means for sites to earn advertising fees by advertising and linking to http://amazon.com. You can follow him at Patreon.
 

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Michael Tresca

Michael Tresca

Ovinomancer

No flips for you!
Because being kicked off a Star Wars fan forum is totally like being a victim of the Holocaust. Riiight.
Whoa, there, mate, the Holocaust is bad -- you want to be careful saying stuff like that, people might get the wrong idea. I know toxic, incels are not good people and we don't want them around, but if you start talking about the Holocaust, people might catch on that we're binning people into groups to dehumanize them so they can be dealt with appropriately. Disney's probably okay with giving us bennies to turn toxic, incels in, no questions asked, but if you keep going on about the Holocaust, they might not give you the top-tier bennies, even if you turn lots of toxic, incels in! We don't want that!

But, yeah, good point about just kicking them off the Star Wars fan forums. Start small, right? I suppose Disney is going to have to offer good bennies so that people like us can turn in toxic, incels because otherwise Disney could never identify them, right? They post just like us, pleasant, good, folks don't put out self-identifying drivel and random attacks on good people like Ms. Tran. So, Disney is gonna need us to root the toxic, incels out and turn them in so they can be banned right off our forums!

You did start talking about putting people in camps, if the shoe fits.
dragoner, I know you're really trying to be modest, but I don't need all of the credit on this -- taking your idea about putting the toxic, incels out and Disney being at our backs just got me rolling on the ideas. I took my cues from you, chum! No need to act like I'm the brains here, I'm a follower, not a leader, just doing my part. If you say camps are too far, that's good, we won't do that. Forums first, good call. I've already started on my list of toxic, incels to root out, do you want to compare notes so we don't double up, or is it going to be like a competition? I've gotta say, you've really impressed me on your ideas to deal with toxic, incels, and I think you've got the inside track on this, but I'll give you a good game!
 

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Maxperson

Morkus from Orkus
I remember the good old days, when it was possible to have fun and productive conversations about Star Wars, and not have someone come in and inform me that I was not a true fan because I didn't see things their particular way. Of course, I have to think back to the days when dial up was the norm and you paid AOL by the hour to remember what that was like.

300 baud modem for the win!! Bonus points if it took you longer than an hour to log onto AOL.
 

Ovinomancer

No flips for you!
On reflection, I'm part of the problem, here. I dislike it immensely that topics like this seem to attach posters that feel the need to make it about this group being horrible people or that group being horrible people when the topic has nothing to do with any of that. Here, some made some strong statements about disliking the more recent Star Wars films. I disagree with them, but they're perfectly welcome to their opinions. But, then a few other posters showed up to complain about people who complain, and some of those put complainers about Star Wars movies into neat, disposable people bins like incels, totally non-sequitur. They then congratulated themselves on identifying yet a new out-group to hate on and dehumanize. I, unfortunately, took to mocking this as it's a subject that touches closes to the verboten here, and certainly won't win me friends among those interested in following identity politics.

And, so, I denounce myself. My mocking of shallow reasoning and the grouping of others for the purposes of dehumanizing them as the latest outgroup target of disdain and hate is done, and somewhat regretted. It certainly won't help those I mocked see themselves differently, and it did rather cack up the thread. I'll show myself out.
 

dragoner

KosmicRPG.com
I'm part of the problem, here.

Part? You parse two words out of a whole post about role playing, is little more than a part, and quite transparent with trying to connect "all white males" to incels.

Rogue One was one of my favorites, and the Last Jedi was ok, though it would have been better if the end of the psychic connection was a romance and not killing a room full of people. #Murica

The whole Incel Jedi toxic fans thing definitely degrades the whole series, it's the fandom menace, nobody wants that out of their movie experience. Though I didn't go see Solo yet because it didn't look interesting, the actor of the young solo didn't strike me as solo-ish.

I've always looked at Star Wars as an aesthetic, or "dirty" space opera, in contrast to Trek's clean. One main reason that these franchises keep getting made over original fare, is that the studio owns the IP, sfx and all, that was one of the big deals with Lucas leaving Hollywood and going up to Marin to found Industrial Light and Magic, his sfx company. Add fan investment, and there is a fairly large savings for movies such as sci-fi that special effects are an enormous cost.

RPG's share similar themes story wise to some of these movies, same as something like Force 10 to Navarone, it's peripheral though. If played out exactly, often it would be either a railroad or one player grandstanding.

I still think Rogue One would make for a good story from role playing, if things at the table worked out that way would be one in a million, then again that is the beauty of role playing, the game of a million stories.
 


Schmoe

Adventurer
Yet another thread I wasn't expecting to go full Godwin. This one didn't even take that long!



While I can't answer any of your other questions, all obviously asked in jest, it's worth pointing out that the actual answer to this one is yes, they are a myth. The phrase "Toxic Incel" is basically redundant

It was going fine until someone decided to start throwing around insults like "alt-right" and accusing people of bad faith.
 



S

Sunseeker

Guest
To get back to roleplaying, the Star Wars movies are pretty formulaic. They may have, to some degree, created the formula, but you can see it in a variety of "epic" movies.

They center around a "chosen one". Anakin, Luke, Rey, Jin, Han. Someone who is the "center" of whatever events happen to be taking place. Drawn to this "chosen one" are a motley crew of characters who fill a selection of secondary roles, depending on which secondary role the "chosen one" also happens to fill. You can see this in The Matrix as well as you can see it in Star Wars, you can even see it in Star Trek (the bridge crew+friends). Usually there's a "rogue"(Han), a "warrior"(Worf), a "healer"(sometimes also a motherly-type)(Padme) and a "leader"(Morpheus). In a way, these roles are very similar to the expected result of role-playing many of the base classes in D&D (and other RPGs). But that's not unreasonable since these stories and the classes we play both drawn from the same classical stories.

In part, it is easier to write people as "characters" half-people who are less a robust human and more an assortment of specific expressions associated with a certain type of role. It makes for good storytelling for being able to tell when someone is acting "in character" or "normally" or when something strange is going on. The fighter who suddenly wants to heal, the healer who suddenly wants to backstab the party. It allows the reader to see what elements have been introduced in the story that may have triggered this change, the magic ring, the strange liquid, and so forth.

It's weird to say that the movies resemble what we're doing at the table, because I generally think it's the other way around. Not so much that we're imitating the movies, but we're all (movies and tables) imitating the same source material. Telling an epic story.
 

dragoner

KosmicRPG.com

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