Friday, November 20, 2015

Adventurers and Only Adventuers

DarkgarX and I had a discussion and it started like this:

"It is funny how some superhero RPGs assume that the X-Men and the Avengers have the same motivations...."

Now with the old Marvel Superheroes RPG, it had this feeling, at least for us. Now, what is this feeling. I can sum it up by saying that this happens when a roleplaying game automatically puts you into a "default role" based on the fact you are a hero.

You see this with D&D and also Pathfinder, you are some sort of treasure hunter or other "adventurer" class that goes out and loots and kills for experience and profit. In most other games, these people would be called bandits, but I digress, the game has a feeling it puts you into a role just based on the fact you are playing it.

Factions and the world story are secondary, and these games typically don't want to put you in a specific world role because of their generic-fantasy roots, or it is just easier to assume by default those generated in the system belong to this generic adventurer class.

Traveller had the same feeling for us, that the game mustered you out of whatever service the tables put you in, gave you a starship, and said, "Go forth and adventure, space citizen!" And that is typically where our Traveller games ended because space is a huge place. I know it is up to the group to decide what they want the players to do, if they all still work for the scout service or whatever, but the game provides little direction to do so, and we were young, so we wondered what the point all was. Today, yes, we know more and can handle a universe-sized sandbox, but as kids, no, we weren't prepared.

Contrast this with Dragon Age, or even the Pirates of Legend games. In a setting-specific RPG, you have factions ready to join and be a part of, and those factions have missions ready and waiting. I would even put games like Gangbusters (more so) and Star Frontiers (less so) in this category, since those games have built-in worlds and factions a player can jump right into and get going.

Dragon Age is an interesting game, since it pulls so heavily from the lore of this world, and there are many factions to join up with or play against. It is a wonderful world, and very rich in detail and backgrounds, and I will say the world almost feels Star Wars: The Old Republic like in the factions and history. I would have wished Wizards did as good of a job with Faerun, but it often feels Wizards doesn't focus as much on lore and characters as they should. I feel there is always this invisible stalker hovering over Wizards and to some extent Paizo when it comes to lorebooks concerning powerful NPCs, and the tired trope that powerful NPCs make the world unfun. The D&D 4th Edition worldbooks were almost devoid of any personalities or powerful figures, and they felt sterile and useless for our group as a result.

Exactly the opposite feels true for me and my players, powerful NPCs make the world interesting and compelling. Give us a world full of great good guys and bad guys, and we will have adventures in it all day. What is Lord of the Rings without Gandalf?

Dragon Age also has a "goals and ties" system that attempts to give the players a reason to band together, so the default assumption of the adventurer class is still present in the game. They also have a fun-looking "player organizations" system that lets players create factions and run them, so there looks to be thought put into a sandbox-style game and crafting motivations within it beyond the 'kill for loot and XP" motivation of other games.

But back to the original thought. The adventurer class and the default roles of the hero. I find this to be a little less common in generic RPGs (such as GURPS, Legend, and others), since there is literally nothing else to do, so you need to come up with the factions yourself. You need to start by saying "let's spin up a party of ghost hunters" and use the rules to make that happen. With the D&D style games, you can get away with "let's spin up a hero and wait for the DM" sort of generic adventurer role, and things still can work.

I don't think it is a strength, in fact, I think this is one of the things that turns me off to the current incantations of D&D and Pathfinder, the assumed lack of a world and a faction. It isn't the game's fault, of course, because they are toolboxes, but there is something strangely un-generic about these traditional high-fantasy games that feels different than an entirely generic game.

Yes, you can make your own world, and make your own factions, and more power to you if you do. But you can get away without doing it and still have it work. With other generic games, creating a "generic hero" without knowing why is often a recipe for disaster. Fantasy does tend to be simpler in its motivations, so you can get away with designing to fill a role (tank, healer, DPS) and fit right in to any story by "wanting to help out."

It is interesting to compare this to a generic fantasy game such as Legend. With Legend, if you spin up a character, there feels like there is little or nothing to do without a story happening or factions in some sort of game world to motivate players to a call to action. Referee input is needed in order to get going. With the D&D variants, it somehow feels different, like you can start playing without a story and a faction and be fine. You could happily adventure for adventure's sake, and begin leveling up and gathering loot. This admittedly is a strength of the system, since the motivation for leveling is strong and built-in.

It also feels like a weakness of these systems, because by default there is no need for a strong motivation. It is the same "get in and level your guy" sort of motivation MMOs have, where you disconnect yourself from any care about the story or quest text, and play for getting to the next level. I suppose this is a legacy of "XP for monsters" and the hack-and-slash nature of that reward system. It is also interesting to note that if you remove the "XP for monsters" part of D&D and only award story XP for achieving goals, the motivation to level without background decreases a bit. You would still go out to get loot, but killing for XP is now not an option and players are pushed more towards story and not random violence for XP.

Motivations are fascinating things, and the reward systems in games can be setup to reward players who do setting-supporting activities (like Gangbusters). Other games try to walk a middle ground and support generic motivations, like D&D, but this also creates a paradox where you can advance by not supporting a faction or playing through a story. It is an interesting "not choice" for the game, and given a lack of a specific game world with specific story lines and factions, can create a generic adventurer class whose sole motivation is to level.

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