Apr. 22nd, 2008

telerib: (Default)
I had a bit of a conversation with [livejournal.com profile] hueffmea today about heroes in RPGs, and whether or not their motivations are as easily stereotyped as villains. [livejournal.com profile] hueffmea argued that there are more reasons to act selflessly than selfishly, but since most RPGs demand that the characters run off to fight evil (and with a bunch of near-strangers to boot) at the drop of a hat, a lot of motivations get lost. Characters with strong ties to community and family don't make obviously good adventurers.

Indeed, I can think of three campaigns - without trying really hard - in which the GM obliterated the family and community ties I'd created for a character, often within the first few games. It was just the game kickoff in the Call of Cthulu game, of course, but in the other two*, it seemed to be purposefully to cut the PC(s) loose from a prior life before setting them off on the campaign voyage.

Which suggests that there may be an unexplored class of adventures that deal with people who are rooted. )

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