Topic: Why adventure at all?
Started by: TonyLB
Started on: 6/24/2005
Board: RPG Theory
On 6/24/2005 at 1:20pm, TonyLB wrote:
Why adventure at all?
Most RPGs you will ever find have two elements: Adventure and Kewl Powerz. Even games that clearly do not focus on such things most often include them.
White Wolf's various games (particularly Vampire) are totally classic examples of this: Many people play them because they want to play depressed, angsty nobles who abuse each other and the peons under them. And yet, the same people aren't happy playing a conflict-laden medieval court, where nobody has exceptional abilities (except their rank) and no threat enters from the outside to disturb the dysfunction.
Yes, I'm sure there are many exceptions, but we have not seen any huge financial support for a "Lion in Winter" RPG, for instance. I'm going to assume that the market as a whole isn't drop-dead stupid. There's a reason for these things, apart from history and laziness. I have theories.
Kant's Categorial Imperative
Immanuel Kant wrote: Act so that the maxim [determining motive of the will] may be capable of becoming a universal law for all rational beings.
What Kant basically says is that there are no exceptions. It's not okay for you (for instance) to sneak into somebody's room and rifle through their belongings unless it's alright for everybody to sneak into each other's rooms and rifle through their belongings.
Players want the freedom to do lots of things. In many ways their characters are inherently sociopathic, because society often restricts choice down to just one single possibility, and that level of restriction destroys... oh, just about every CA. It's not fun. So they want to be exceptions. Therefore they require exceptional circumstances, to justify (for their characters) the needs of an exciting game (for the players).
Or, to boil that down: It's not okay for everyone to kill things and loot their bodies. That's why adventurers seek out dark dungeons full of unholy fiends. And it's not okay for everyone to wander into deadly dungeons full of unholy fiends. That's why adventurers are the best of the best, great heroes set aside from the normal run of humanity.
On 6/24/2005 at 2:47pm, Andrew Morris wrote:
RE: Why adventure at all?
Tony, what are you looking for here? I'm not sure what the focus of this thread is. Are you saying that RPGs should have adventure and "kewl powerz?" Or that they shouldn't? Or are you questioning whether or not that's really the way it is? Or something else?
On 6/24/2005 at 7:47pm, TonyLB wrote:
RE: Why adventure at all?
Given that the vast majority of RPGs do have kewl powerz and adventure, I am trying to figure out what purpose or purposes they serve.
I don't, for instance, see them directly contributing to the address of CA very often. My Life with Master would totally still address its premise if there were no Less than Human or More than Human. But it would be a different (and, I suspect, a diminished) game.
On 6/24/2005 at 7:56pm, Troy_Costisick wrote:
RE: Why adventure at all?
Heya,
TonyLB wrote: Given that the vast majority of RPGs do have kewl powerz and adventure, I am trying to figure out what purpose or purposes they serve.
I don't, for instance, see them directly contributing to the address of CA very often. My Life with Master would totally still address its premise if there were no Less than Human or More than Human. But it would be a different (and, I suspect, a diminished) game.
Well, for Gamists I believe Kewl Powerz do directly contribute to the addressing of a CA. Their style of play is about risk, strategy, and courage in crunch time. Having Kewl Powerz is one way (not the only way) to accomplish all three of those things- both for players and GMs.
Peace,
-Troy
On 6/24/2005 at 8:04pm, TonyLB wrote:
RE: Why adventure at all?
Why is firing a lightning bolt more Gamist than throwing a plate of jello in a carefully strategized, risk-laden food fight?
I'm not saying it isn't. But if it is, then why?
On 6/24/2005 at 8:07pm, Eva Deinum wrote:
RE: Why adventure at all?
I guess RPGs are a way out of every day's life. They are a way to do things we normally cannot do or won't do for one reason or an other. Two of the major things we don't have normally are those kewl powerz and adventures. But also games about 'special ordinary' things exist, like Breaking the ice (though I have to confess I don't have any experience with that game). Perhaps they stress this point even stronger: in order to find a way out of dayly life, there must be a great difference.
Or another real life example: I'd like to play our frustration with a group of students, leading their kind of protected lives, complaining about things as the government slowly breaking down the educational system (and social security, public transport, the environment, etc). This group could just be me and of my friends, playing ourselves. So why do I want to play this "daily life"? Well, for one time only maybe they DO fight. (again an important difference)
On 6/24/2005 at 8:21pm, Troy_Costisick wrote:
RE: Why adventure at all?
Heya,
TonyLB wrote: Why is firing a lightning bolt more Gamist than throwing a plate of jello in a carefully strategized, risk-laden food fight?
I'm not saying it isn't. But if it is, then why?
I never suggested lightning was more Gamist than jello. :) I simply stated that Kewl Powerz is one way Gamists can address their CA. You origonally wrote:
I don't, for instance, see them directly contributing to the address of CA very often.
And I say I do when I look at many Gamists games especially and including DnD3e. Now I could envision a Sim game of Superheroes examining what it would be like in New York City if a couple super powered heroes showed. And I could see a Narrativist game where super powered heroes must examine the choice to either use their powers to help others or further their own agendas.
But really, super powers are fun. That's why many games have them. I wouldn't contend they are necessary for fun, but it's hard to deny that having them is really cool :)
Peace,
-Troy
On 6/24/2005 at 9:32pm, Remko wrote:
RE: Why adventure at all?
Tony...
Perhaps a useful quote of one of my players:
I want to have other powers. Why should I allways play someone who is weak or human? Then I'm just leading my normal life. I want to be able to do stuff normally isn't possible.
A lot of people want to use RPG's to escape from daily live. Kewl Powers is simply one of those ways to feel special. Adventure is also such a thing, although I must say that with eg MLwM you cannot really speak of adventuring...
On 6/24/2005 at 10:48pm, Victor Gijsbers wrote:
RE: Why adventure at all?
Leaving Kant's categorical imperative for what it is (I personally detest Kant as an ethicist, with a deep and profound loathing), I am nevertheless intrigued by your suggestion that we want our characters to be exceptional so that we can let them do exceptional things. Let me just offer some theories why this would appeal to us.
1. Escape responsibility. If the characters are exceptional and are allowed - or even forced - to act in certain ways we would normally classify as 'immoral', the players do not have to take full responsibility for these actions. We kill everyone we meet? Sure, but that's because we're in a dungeon! To be fair, I don't think this reason is very important.
2. Create meaningful decisions. The greater the impact of your decisions, the greater their weight, their import, their meaning. If you are the only one who can defeat the orcs, then whether you succeed or not actually matters. If anyone has the same chance as you, your character is not central to what is happening in the story world, and therefore not very interesting as a protagonist. I think this is a very important reason. Now, it is obvious that one can play a protagonist without special powers - Breaking the Ice is a very clear example - but this may be harder to design.
3. Intrinsic fun. Sure, faery tales, superpowers an whatnot are simply fun. We delight in hearing stories about the impossible, the fantastic and the exceptional, and exceptional characters fit neatly into this enjoyment.
On 6/24/2005 at 10:50pm, Andrew Norris wrote:
RE: Why adventure at all?
I've been wondering about these questions as well, as I'm wrapping up a Sorcerer campaign where the players have tried to get as far from "cool powers" as possible. (We never had any "adventuring".)
The closest we've gotten to a power fantasy is our most pop-culture player enjoying the fact that her actress character is married to the game world's Russell Crowe analog.
We have a fair amount of sorcery in the game, but mostly it's been a convenient shorthand for letting characters trip themselves up in their frustrated desires. If I were to do it over, it'd have been just as easy for the junior professor to blackmail his department head with research rather than Hint, or for the aspiring pro wrestler to turn to steroids rather than Boost.
Okay, we do have one PC with a katana that gives him superpowers. But it's turned out to be far less important than the fact that he's an obsessive medical student who uses expensive clothes and formal etiquette to cover for his total lack of confidence in social situations. (Take the sword away, and two scenes in the entire campaign change.)
I will admit that "cool powers" were a convenient hook to grab the group's interest. As it turned out, though, I didn't need them: We decided up front the game would be about crossing lines to fulfill your desires, and that's been the focus. As it turned out in play, though, neither the experienced roleplayers nor the newcomers wanted to use the supernatural to make things easier, just to introduce additional difficulties.
If there was a "We're different" hook that applied to the characters, it was uniformly "We're damaged people who are all in danger of drifting into sociopathy." There is some escapism there, but nobody wishes they were their character, that's for damn sure. If anything, we'll consider it a win if those characters come out of the campaign more like us.
On 6/25/2005 at 12:50am, TonyLB wrote:
RE: Why adventure at all?
Yeah, it's examples like Andrew's that undercut my ability to just casually accept that "powerz are fun" is the end of the discussion. Powers are, indeed, fun. But so are many other things. In several of my Capes sessions the world-shaking powers at the disposal of every single character were left untouched because the emotional tangles on the table were so much more interesting.
So the notion that almost every RPG ever written has kewl powerz and adventure, and that's just because it's "fun" is sort of like saying "Well, pretending to be an elf or a dwarf is fun... so it's no surprise that every RPG ever created is in a tolkien fantasy setting."
Imagine that world for a moment. No non-fantasy RPGs, at all.
From the point of view of us, people who have seen different types of fun (modern-day, sci-fi, horror, old west, etc., etc.) the world where every RPG was Tolkien would seem flat and unnecessarily restricted.
So, now, imagine our current world: No RPGs of plain human drama. No romantic comedy RPGs. No Columbo or Agatha Christie murder-mystery RPGs. No Shakespearean tragedy RPGs. Just action, in its various denominations. That seems flat and restricted. I'm not ready, though, to say that it is unnecessarily restricted. Exceptional characters in life-threatening situations clearly serves a purpose above and beyond "It's fun."
Victor: Your statement that an unimportant character isn't an interesting character resonates with me, and strikes me as very strange, all at the same time.
I've certainly felt it in my own games. But then, in many other forms of entertainment I've felt exactly the opposite. Seriously, who do you value more as a protagonist in Futurama: Zapf Brannigan, who has all the power to change the world, or his oppressed sidekick Kiff who has no power whatsoever? For my money, Kiff is the more interesting and entertaining of the two characters.
I definitely agree that it's hard to have fun playing such a character in an RPG, though. So... why? What is it that the power and meaning contribute to fun in RPGs that isn't necessary in (say) television?
On 6/25/2005 at 1:14am, Alan wrote:
RE: Why adventure at all?
I have a few thoughts on why rpgs are fantasies about characters with larger than life powers in larger than life situations.
1) Fantasy events are insubstantial. By portraying larger than life we may well be amplifying the fantasy so it is more meaningful to the real people.
2) In fiction, events and characters are often arranged with unique traits in order to highlight a particular theme. Same for RPGs?
3) This month's Discover has an article on how computer games engage the human desire for challenge, clear cut decisions and reward. I think this same mechanism appears in RPG play. Larger than life situations and characters may well allow the challenge, choices, and rewards to be clearer.
On 6/25/2005 at 6:47am, Noon wrote:
RE: Why adventure at all?
TonyLB wrote: Why is firing a lightning bolt more Gamist than throwing a plate of jello in a carefully strategized, risk-laden food fight?
I'm not saying it isn't. But if it is, then why?
Hi Tony,
Remember foreshadowing? How in a movie, if a gun is shown near the start, you can bet it gets used near the end? In fact, you start asking yourself who it'll get used on.
In RPG's, kewl powers ask questions. If you can throw a lightening bolt, it immediately asks 'who are you going to throw this sizzling dose of electricity at?'
Jello just isn't as evocative. You can't imaginine it resolving something like a gun or lightening bolt can. In a food fight, I can be as strategic as I like, but what's the end resolution? Someones a bit more messy? What if I shoot them with a gun!?
Both can be mathematically the same, if making someone messy/making someone dead are worth a point each. But for exploration purposes, the latter asks more questions of the player.
On 6/25/2005 at 7:27am, Bankuei wrote:
RE: Why adventure at all?
Hi Tony,
Kewl Powerz are popular because they fulfill adolescent wish fulfillment, both in terms of control over one's life as well as a self esteem boost in being special. You'll find a similar kick for fashion and wealth in romances, for ballistics in gun magazines, "elite warriorship" in martial arts, great holy wisdom in religion, etc. etc.
Rpgs happened to key in on the fantasy/sci-fi/comic book crowd and for the most part, have stayed firmly there.
Chris
On 6/25/2005 at 3:29pm, Troy_Costisick wrote:
RE: Why adventure at all?
Heya,
Tony Wrote:
Powers are, indeed, fun. But so are many other things.
I don't think anyone in this thread is arguing that Powers are the only things that are fun, the only way to explore characters, or the only way to engage a CA. I think everyone is in agreement that they are necessary for a game, but they indeed fun no matter how you slice it. A game can function great with them or it can function great without them. I think that I'm becoming unclear on exactly what your argument is. Could you clarify for me real fast? :)
Peace,
-Troy
On 6/25/2005 at 5:21pm, TonyLB wrote:
RE: Why adventure at all?
My argument is that they address something that is hard to address in other ways. Which is why, in fact, games without them usually don't function well.
I don't think kewl powerz and adventure are necessary. But I think they are a reliable technique for addressing something that is necessary. If I could just figure out what it is then I could address it in a different way in Misery Bubblegum, which would (I suspect) help the game tremendously.
On 6/25/2005 at 5:24pm, Andrew Norris wrote:
RE: Why adventure at all?
TonyLB wrote:
...
I definitely agree that it's hard to have fun playing such a character [without power] in an RPG, though. So... why? What is it that the power and meaning contribute to fun in RPGs that isn't necessary in (say) television?
Here's how I read it, based on the ideas we're bandying about:
Powers are an easy hook for the target audience. People will look at a game and say "Okay, what can I do?" The really easy way to answer this is to give a list of powers and weapons, or describe some places the characters can go off to and adventure in.
Whether the current audience for RPGs is big on adolescent wish fulfillment, or tuned to expect this because that's how every other RPG does it, or whatever, it's an easy answer to give.
You can say "Well, you can deal with human issues and triumph over your internal and external troubles". Lots of people will reply, "You could do that with existing games", or "You could do that in real life".
But you can't, not really. Or at least there's very little support for it. Typical mainstream RPGs have a clear split between the stuff that gets rules (powers, adventuring, combat) and the stuff that doesn't ("people stuff"). You can deal with a character trying to reconcile with his estranged father in D&D, but the rules don't give you squat to work with. You're freeforming it.
I think in order to test whether or not people would be interested in a roleplaying game about basic human issues, there has to be a game that actually deals with real human issues. I can't think of one.
Sure, some games give it a half-page or so. I'm thinking of two sources heralded as among the best traditional RPG advice on this kind of thing: Robin's Laws, and the old Champions supplement Strike Force. (It's telling to me that the latter is the most in-depth advice on dealing with human issues I can think of -- and it's from a game designed to simulate comic books, written in the '80s.)
Even that advice boils down to "Give them what they want." Player wants tragedy in their character's life? Make bad things happen to them! Huh? That's the best we can do? Thousands of pages written about swords and lasers in twenty years, and for drama we get "Do it"?
See, if I want to run a game with high fantasy magic, I get tons of information I can throw into the SIS, and mechanics legitimizing its use. I want to run a game with human drama, and apart from a couple of pages of GMing advice, I need to wing it. (Actually, there's tons of source material, it's just novels, TV, and film. But that goes back to "Do it".)
So what I think we need is a game that describes how to do "everything else" in as much detail as it does "powers and adventures". Give me mechanics that help me run a dramatic story arc of tragic love. Show me with examples a few different ways to actually model in play what I see on TV.
Whew. All those words, and I think I'm still saying it's history and laziness. :) Well, that, and the fact that most mainstream gamers who include human drama in their games are practically rabid about divorcing it from the rules, so that it can stay "serious" and "about roleplaying". It's in games, but it's freeform improv theater, unsupported by System.
I'm actually working on a game, working title Chick Flick, obviously inspired by Breaking the Ice. You watch a romantic comedy, and there's as many clear tropes, stock events, and character types as there are in fantasy fiction. It's obviously possible to construct a game using these elements.
It doesn't have powers and adventures, but one thing about romance: Everybody thinks their situation is unique. I certainly think it gives "the characters are special" enough credence to get around the Categorial Imperative. It seems to in real life.
On 6/25/2005 at 5:39pm, TonyLB wrote:
RE: Why adventure at all?
Andrew: Yeah, I do think that the powerz thing is a self-reinforcing cycle. But also...
Okay, new thought. As I've been contemplating this, I kept thinking about what Powers do for players, and what Adventure and challenge does for the GM. But what about the reverse? How do things look when we view the cool powers of the characters as GM resources provided by the players and the adventures as player resources provided by the GM?
It's already been mentioned that adventure and threat (and, generally, exceptional circumstances) empower players to have a broader freedom of action. They feel justified in doing more things, because they are in the charged situation... they're "driven to it."
Mind you, their characters could go and (say) break into Fort Knox and rob the US of its gold reserves even if there were no external threat to motivate them. But the players couldn't do that. They need an external threat ("If you don't gather this gold to create the Stardust Glitter Beam then the alien armada will vaporize earth!") to justify taking such an extreme (and fun) action.
Conversely, an uncaring universe could go and have two thousand cybernetic monkeys bear down on a character with intent to kill, even if the character were powerless. But the GM can't do that. They need the character powers ("Vector has the strength of a thousand men!") to justify presenting such an extreme (and fun) threat.
This is clearly a virtuous cycle, with positive reinforcement: If the characters are powerful enough the GM gives them a massive threat, which in turn justifies them taking extreme action, which will prove them capable of taking on yet greater threats, and so on.
But if the characters are too mundane, too much exactly like (or weaker than) those around them then it's hard to justify starting the cycle. Which limits everybody: the players because their characters aren't threatened enough, and the GM because the characters aren't powerful enough.
Thoughts?
On 6/25/2005 at 6:05pm, John Kim wrote:
RE: Why adventure at all?
TonyLB wrote: So the notion that almost every RPG ever written has kewl powerz and adventure, and that's just because it's "fun" is sort of like saying "Well, pretending to be an elf or a dwarf is fun... so it's no surprise that every RPG ever created is in a tolkien fantasy setting."
Andrew Norris wrote: See, if I want to run a game with high fantasy magic, I get tons of information I can throw into the SIS, and mechanics legitimizing its use. I want to run a game with human drama, and apart from a couple of pages of GMing advice, I need to wing it. (Actually, there's tons of source material, it's just novels, TV, and film. But that goes back to "Do it".)
So what I think we need is a game that describes how to do "everything else" in as much detail as it does "powers and adventures". Give me mechanics that help me run a dramatic story arc of tragic love. Show me with examples a few different ways to actually model in play what I see on TV.
I think this is a major reason for the fantasy focus. Supernatural or superscience powers can have crunchy rules without causing problems for believability. By comparison, it is difficult to have crunchy RPG rules for lawsuits, emergency room medicine, or tragic love (for example) that are both playable and believable. There have been numerous efforts -- for example, first edition Vampire had more space to non-combat activities than to combat (11 pages to 5 pages). But I suspect the non-combat mechanics were not very successful in play.
The action/adventure focus (i.e. extraordinary PCs in extraordinary circumstances) is more general. Given the split of GM and players, I think it is natural for RPGs to externalize. And if players act primarily through individual characters, then empowering the player means empower that character. So I think it's natural that the PCs are extraordinary compared to their immediate surroundings. (In principle, this allows for extraordinary children in Oz or extraordinary bunnies compared to their their warren, but this isn't an avenue often explored.)
I think there are ways around these tendencies, but they aren't purely arbitrary adherence to tradition.
On 6/25/2005 at 6:11pm, Eero Tuovinen wrote:
RE: Why adventure at all?
TonyLB wrote:
I don't think kewl powerz and adventure are necessary. But I think they are a reliable technique for addressing something that is necessary. If I could just figure out what it is then I could address it in a different way in Misery Bubblegum, which would (I suspect) help the game tremendously.
What do you know, I can answer this one. Could be perhaps because I don't do kewl powerz in my own design anymore, at least in the sense mainstream games do it.
The something necessary addressed by kewl powerz is characterization. Being a <insert character type> obliviates the necessity of indentity. You can shoot lightning out of your butt? Good for you, that makes you a superhero. As you can see, the kewl powerz are just a justification for the identity, not the identity itself. Both D&D and WW games demonstrate this principle very clearly, although the kewl powerz tend to overshadow the original purpose. Look at D&D, for example: it's definite history that the original purpose of character classes and class powers was niche protection and tactical variety. Actual kewl powerz came to the picture with the third edition. Same with Vampire: the Masquerade, where the primary point definitely was that you're a vampire, and powers were there just because, you know, you have to model vampire powers somehow.
Similarly, adventure makes a good frame for demonstrating color and theme and whatever in a story. It's a rather common and popular story framework, but by no means the only possible: the important thing is that the players (author) know how to pace, what comes next, and so on. These things are much easier in an adventure story than any story that doesn't comform to a framework. What's more, adventure is a simple framework to apply in a game: it's just a matter of goal:means:resistance-juxtaposition, and rather trivial to model.
As you can see, I'm pretty cynical about these things. What players expect and designers offer is simple, uncomplicated play. Letting the player play "elf" or "vampire" gives the character an off-the-shelf identity. Letting the GM control pacing and situation with a mission (adventure) structure is an easy way to keep the game going without the players having to exert themselves.
So, my take is that you don't need kewl powerz or adventure stuff IF you can offer
1) character identity, including niche protection or any other accompanying issues the game you design needs
2) purpose for action, including tools of decisionmaking
without also giving out kewl powerz and adventures. Take MLwM, for example: the game manages without adventures (and kewl powerz, if you ask me), because it offers another model of story and tools for keeping the game on track. The players still know what happens next and what they're supposed to do, so there's no need for adventure particularly.
I've not followed Misery Bubblegum with more than a sideways glance, but it seems to be about teenage school drama. I think that you can manage without kewl powerz if you put in cliques or something to define characters, and give tools for story structuring. Both are pretty achievable goals.
On 6/25/2005 at 10:31pm, Melinglor wrote:
RE: Why adventure at all?
That's a good point, about identity. For example, Over the Edge tries to dispense with the clear-cut categories for easy identification, offering instead a generous philosophy of "Play whoever you want." It makes "wierd powers" available, but suggests that more mundane characters, particularly deeply fleshed-out ones, can be more rewarding (The Player's Survival Guide even has extended advice on this topic). But in practice, players seem (in my experience) to gravitate toward the special powers, or equivalent qualities like "Uber-leet superspy." Partly this could be power fantasy, but I think it has at least as much to do with identity: presented with a menu of "Anything," they blank out and grab the nearest available "hook" to hang a character concept on. And, tragically in a game like OTE where your Traits are as much about WHo You Are as about WHat You Can Do, I've found it's like tooth-pulling to get new players invested in personality traits and what-not. It's all "Fighting Ability," "Cool Powerz," and "Uh, what should my third trait be?" There have been exceptions, but my experience has largely been an uphill battle.
Peace,
On 6/25/2005 at 11:02pm, Noon wrote:
RE: Why adventure at all?
TonyLB wrote: I don't think kewl powerz and adventure are necessary. But I think they are a reliable technique for addressing something that is necessary. If I could just figure out what it is then I could address it in a different way in Misery Bubblegum, which would (I suspect) help the game tremendously.
It's the impulsive question asking, the 'what happens next!?' you want there. Remember that post where I described a woman running up to your PC and ripping off her clothes?
It's a SIS proposal that hardly lets your mind sit there, being calm. That's what kewl powers do as well...pour lightening bolts, M-16's, lions, tigers and bears, oh my, into a situation, and the mind really starts to stir at what will happen next.
I think you'll need to look into including mind stirring concepts for the highschool genre. Having blackmail over the biggest bully in the school? Hottest girl has a crush on you. And...man, this is really hard! High school was so bland...screw it, put psionics in, everybody else does for modern settings! J/K!
On 6/26/2005 at 2:31pm, TonyLB wrote:
RE: Why adventure at all?
Wow... so we've got "plausibility", "characterization", "inspiration to action"... plus all the other things entered earlier in the thread, and they're all somehow connected to the powers and adventures. That's COOL!
I don't know how to say this that it couldn't be misinterpreted, because you can't hear my voice tone. So know that the emotional content here is that I am pleased, and impressed by all of you, and frustrated and excited all at the same time. And now, let me say: I don't think any of us know what this stuff does for a game. I think that we think we know because we have a lot of experience, and our native comfort with the form is so strong that it creates a huge blind spot where we have great difficulty creating any strong theoretical framework.
That's exciting to me. That's unexplored territory right smack in the middle of the way we game. But I now think that it's well beyond the scope of one thread to deal with. So I'm going to use this to spawn further threads, and some PM discussions, and I certainly encourage other people to do the same.
On 6/26/2005 at 5:48pm, Vaxalon wrote:
RE: Why adventure at all?
Bankuei wrote: great holy wisdom in religion
Coincidentally, I'm currently creating an RPG that focuses on faith and doubt...
Of course, there's Kewl Powerz too.
On 7/1/2005 at 2:16am, M. J. Young wrote:
RE: Why adventure at all?
Adventure
Everyone has a some "thrill seeker" desire in them. In everyone it's set against some amount of risk aversion. People who are high on thrill seeking and low on risk aversion go rock climbing, white water rafting, skydiving, bungee jumping, and other active dangerous activities, if they're physically able to do so. People who tip the scale the other way don't.
Adventure stories provide surrogate thrills. We watch Indiana Jones or Spiderman or James Bond because the risks are over the top, so we experience the thrill of identification with the hero. Role playing games let us do the same thing with our own heroes.
Also, as compared with other kinds of stories, adventures more easily support multiple protagonists. You can do a game like Matchmaker, but the focus of the romance is the couple. Multiple detectives are very difficult to manage in mysteries. An adventure creates the possibility that you can have several players each individually be heroes.
Powers
In one of the first reviews of Multiverser, the writer said he would never play it as an I game because he knew himself too well ever to believe that he, personally, would make a good adventurer. I think that missed a great deal of the point of Multiverser, where no matter who you are you can become a great adventurer; but it underscores an aspect of why we have kewl powerz in games. We don't always really believe in ourselves, that ordinary people like us could ever do anything really remarkable.
Of course, you don't have to have kewl powerz to do something remarkable; but most people who do something truly remarkable do so maybe once or twice in their entire lives--any more than that, and it starts to redefine remarkable, that is, it becomes mundane. Further, doing something remarkable often involves having one's peculiar talent match up with an opportunity.
What kewl powerz do is make it considerably easier to do something remarkable, and to do so again and again in new situations. Superman comics remain interesting over the long haul because the writers find new ways to use the established powers. If you can do something no one else can do, not only does that make you special (and that's something which appeals to more than just adolescents--everyone wants to perceive himself as special), it also makes it possible for you to apply that ability to solve new problems. Even if there isn't an obvious match between the problem and the ability, if the ability is remarkable enough you can find a way to use it so that you can solve the problem no one else could solve.
I hope this helps.
--M. J. Young
On 7/6/2005 at 3:51pm, Itse wrote:
RE: Why adventure at all?
Edited out, wrong thread.