• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

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.

[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.
 

log in or register to remove this ad

Michael Tresca

Michael Tresca

I think that the formula is "The Hero's Journey" by Joseph Campbell: https://en.wikipedia.org/wiki/Hero's_journey Lucas said that as well that Campbell's book "The Hero with a Thousand Faces" was an influence on Star Wars: https://en.wikipedia.org/wiki/The_Hero_with_a_Thousand_Faces

Right, which is fundamentally, what we're doing when we sit down at the table.

We may be seeing this more in movies now that people who grew up with D&D/TTRPGs (as oppsoed to people who were already adults when they came out) are now starting to not only make it up a sizable portion of the market, but also that we are getting to be the ones in charge of product development. It may be nothing more than a unique alignment of the stars: the producers happen to like the same things the consumers want to buy.
 

log in or register to remove this ad

It may be nothing more than a unique alignment of the stars: the producers happen to like the same things the consumers want to buy.

I think it is cyclical, that the whole "Hero's Journey" or monomyth thing has been going on for a long time, and that we are playing off those old stories in creating our new ones in the games.
 

Hiya!

I'm a pretty hefty, old-time fan... and I like Rogue One.

Not so much for TLJ and TFW.

Ditto. I actually quite enjoyed Rogue One. It was a different Star Wars movie, but it at least felt plausible and had a "Star Wars Feel" to it. With TFA...I got good and bad vibes from it. As a story, it wasn't bad. I loved the initial "trailer" premiss...a chick who is an orphan survives by scavenging from crashed empire and rebelion ships. Then again, I am one of those DM's who REALLY gets into the whole "what about the aftermath?" and "what about the non-heroes, like the cab driver who's cab is ruined, or the janitor who sees his workplace get utterly anihilated...how does this 'Rebellion' impact them?". So I was hopeful that Rey would be just a more or less normal orphan trying to survive and she gets caught up in something far bigger than she ever thought possible.

Alas, we in stead got a more or less completely special uber-talented beyond reality orphan trying to survive on her own, who goes from scavenging ship parts to being able to naturally use the Force and defeats an experienced dark-side jedi knight simply by picking up a lightsaber and swinging it. O_O Yeah, TFA had so much potential! To be honest though, I thought that Finn was honestly the most interesting character. I mean, c'mon! Just a lonely canon-fodder Stormtrooper who finely can't deal with the harsh realities of his job, deserts his platoon, ditches his past, and betray's the only "family" he's ever known? Remember that whole "little people" thing I mentioned above? Yeah, Finn fits right into that. Too bad he wasn't the main focus of the series. :(

At least we got to see more about the Knights of Ren... Wait... No, we didn't. But that was another one of the most interesting tid-bits everyone wanted to know more about! We had to wait until TLJ to find out more about... huh..? No? We didn't? What's that you say? "This is not the Interesting Story Line you are looking for..." ..."This is not the Interesting Story Line I am looking for"... "Carry on..." ..."Ok. Carry on. Carry on..." ;)

TLJ & Solo, & I suspect Fett... nope. Don't like. No sir. :(

^_^

Paul L. Ming
 

I think it is cyclical, that the whole "Hero's Journey" or monomyth thing has been going on for a long time, and that we are playing off those old stories in creating our new ones in the games.

Probably. I suspect within a decade there will be a dramatic disconnect between what we're being offered and what we want to watch.

While I'm making predictions, I'm also going to say it'll be a repeat of the 90 or the 00's. We're either going to be craving gritty and "real" and not getting it, or we're going to be getting "gritty and real" and we'll want something lighter.

I think, fundamentally, we're never going to see the 80's again. 70's maybe. But I think we're going be stuck in a 20-year cycle vacillating between cynical and jaded and ignorantly hopeful for a while.

Yeah, my predictions are that depressing. Imagine how my players feel!
 
Last edited:

We may be seeing this more in movies now that people who grew up with D&D/TTRPGs (as oppsoed to people who were already adults when they came out) are now starting to not only make it up a sizable portion of the market, but also that we are getting to be the ones in charge of product development. It may be nothing more than a unique alignment of the stars: the producers happen to like the same things the consumers want to buy.
Groups of 'heroes' uniting for a cause has always been a thing in both movies and stories, it's isn't anything new.


Just to name a few movies:
Seven Samurai (1954)
Ocean's 11 (1960)
Kelly's Heroes (1970)


Rogue One was literally a lift straight from the old John Wayne WWII movies...


Now I will grant it's something not seen very often as it's harder to write for (and more expensive to cast around), but I suspect the sudden rise in 'hero group' movies has more to do with Marvel's sudden success and the charm of their ensemble casts. And that everyone wants to bottle a bit of that lighting for themselves.


To be honest though, I thought that Finn was honestly the most interesting character. I mean, c'mon! Just a lonely canon-fodder Stormtrooper who finely can't deal with the harsh realities of his job, deserts his platoon, ditches his past, and betray's the only "family" he's ever known? Remember that whole "little people" thing I mentioned above? Yeah, Finn fits right into that. Too bad he wasn't the main focus of the series. :(
Finn is mos def best character in the new series.

But I have a soft spot for Po and his unswerving love and loyalty to BB-8.
 
Last edited by a moderator:


While I've nothing against TFA and TLJ (I'll happily sit down and watch either one any time), as with the previous two trilogies I'll be leaving the jury's final verdict in abeyance until after I've seen Episode 9 and am thus able to put the first two in context.

Rogue One rocks! Solo isn't bad at all...I certainly want to see it again at some point.

And I suppose you could get any of these plots out of an RPG if the DM pulled off some subtle nudging and gentle railroading...
 

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.



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.

Let's no be revisionist already, eh? This was the post I responded to:

Yeah. Kennedy still has made them 3.1 billion in profit, as in "above cost". So don't expect them to change anytime soon. Solo has already been written off due to bad marketing, though when it's all said and done, I doubt it will lose mosey, just not do what it was expected to.

As far as the toxic incel types who attacked the actress that played Rose, they can expect sanction from the studio, and to be purged. Those are bad for business, as well as just bad people, and they drive away the normal fans that are their bread and butter.

Emphasis mine.
 



Into the Woods

Remove ads

Into the Woods

Remove ads

Top