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01/29/2010

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Pierce O.

"The hero's job is explicitly not to overcome by any means possible. This, in fact, may be his/her chief temptation... to secure a victory on the ground by doing evil, to move in his/her own strength and understanding - even on behalf of "the good guys". Of course, the other major temptation wil be to quit... or even to rest."

Does anyone have any idea how I might work this idea into my roleplaying game sessions? The main problem being that since the players are not experiencing any of the hardships their characters might go through, there is no reason why they would give up or quit...that and the fact that most of my group just wants to kill goblins :(

Shakespeare's Cobbler - who forgot how to log in

Pierce,

I can think of lots of ways, but don't know that they will materialize when I'm around here -- more likely they will materialize either A) while I am lying awake at night or B) while I am playing games myself and wander off imagining making my own (I'm more of a console gamer, Final Fantasy, Dragon Quest, Legend of Zelda). However, if you'd like to find someplace I can make note to drop in and expound on anything that comes to me should the opportunity arise, I'd be delighted to see it put to good use!

One simple method to begin with is to allow one or two cheap ways of winning that bring forth mediocre, shallow outcomes story-wise. Something perhaps bigger would be to keep in mind that you do, in fact, have the power to annoy your players to heck, but I can't off the top of my head think how to do that and make it successful and helpful to the experience given that there are any number of ways it could backfire (e.g. annoyance isn't a particularly literary/artistic quality, so it could easily conflict with the drive to make the game, well, not all bleh).

Shakespeare's Cobbler - who forgot how to log in

And actually, there is always the possibility that to some extent a player's characters do set an example for him or her. If I immerse myself in Grand Theft Auto, I could treat it as silly and come off fine, or I could get into it seriously and have my conscience and sense of evil twisted. If I immerse myself in a game that, like a good book, connects me genuinely with a hero taking the hard path of righteousness, I can still blow it off or twist it in my own mind, but I can also allow myself to be inspired to follow that path in reality. One thing I've found solace in playing great games is the sense that man (albeit in reality through the grace and working of God) can survive and even triumph over evils as dark as, well, mutant demon overlords from the space of another dimension who control all the robots on our planet. Similarly, we are inspired by Frodo and the rest of the heroes in LotR. I think it would be quite possible to combine the two. The only trick is to work on making the player sympathize with the hero, lest he say, "Yeah, I see the message, but the hero is so not really experiencing the real struggles I am." And then, that's something writers of books have to work at as well. Heck, it's something some preachers should work on, given that the Bible has psalms about how gorram angry we are at our enemies and the preachers tend to think we should only look at the parts about loving our enemies. They mean well because that end part is the ultimate goal, but they can get a little disconnected from the ground level, which on the other hand their holy guide book isn't in the least.

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