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General Tabletop Discussion
*TTRPGs General
Why Jargon is Bad, and Some Modern Resources for RPG Theory
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8659286" data-attributes="member: 82106"><p>I think one of the signal characteristics of Super Heroes as a genre is that the 'rest of the world' is held to be essentially mundane. Whereas Middle Earth, or The Forgotten Realms, can appear as effectively a character to be explored within their relevant genre material, 'Gotham City' is not all that interesting in and of itself. So, inevitably, the writers had to start delving into the nature of the characters themselves. It also helps that each character has a really HUGE corpus of material, so even if character development is only a passing thing, at some point a lot of development will have happened. Thus when we have a Supers game, the model characters for that game are generally significantly fleshed out. Another reason for this is that pretty much every possible variation of super power and shtick, uniform, etc. was long ago invented in some form. You CANNOT simply come out with a concept for a power and a drawing of a character in uniform and have anything new or original. A writer for DC, Marvel, etc. MUST work pretty hard to create anything worth publishing (I mean, they CAN and DO rehash old material of course, but even then they have to put a new spin on it, and characterization is the main way to do that). </p><p></p><p>So, the upshot is that Supers is somewhat of a unique genre. Still, [USER=82504]@Garthanos[/USER] point holds, depth of character is hardly a unique trait of superheroes.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8659286, member: 82106"] I think one of the signal characteristics of Super Heroes as a genre is that the 'rest of the world' is held to be essentially mundane. Whereas Middle Earth, or The Forgotten Realms, can appear as effectively a character to be explored within their relevant genre material, 'Gotham City' is not all that interesting in and of itself. So, inevitably, the writers had to start delving into the nature of the characters themselves. It also helps that each character has a really HUGE corpus of material, so even if character development is only a passing thing, at some point a lot of development will have happened. Thus when we have a Supers game, the model characters for that game are generally significantly fleshed out. Another reason for this is that pretty much every possible variation of super power and shtick, uniform, etc. was long ago invented in some form. You CANNOT simply come out with a concept for a power and a drawing of a character in uniform and have anything new or original. A writer for DC, Marvel, etc. MUST work pretty hard to create anything worth publishing (I mean, they CAN and DO rehash old material of course, but even then they have to put a new spin on it, and characterization is the main way to do that). So, the upshot is that Supers is somewhat of a unique genre. Still, [USER=82504]@Garthanos[/USER] point holds, depth of character is hardly a unique trait of superheroes. [/QUOTE]
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