Post by finarvyn on Mar 3, 2012 10:05:39 GMT -5
(Spoiler if you haven't seen the ST:XI movie)
I had an interesting thought about ST:XI. One thing that folks seem to dislike the most is the fact that some of the details of TOS get changed in the movie. All "alternate timeline" issues aside, I think that this is good for role playing.
In a RPG based on an intellectual property (book, movie, computer game, whatever...) one of the biggest issues is always how close to the storyline the RPG plotline should be. If you're plaing in a Star Wars universe, are the players supposed to go rescue the princess and destroy the Death Star, or are they supposed to ignore those plot elements altogether and do their own thing far, far, away from the central action.
If they are encouraged to go far, far away there might be a feeling of disconnect. It's Star Wars, but not really since we might never actually encounter any of the characters we've heard of before.
If they are encouraged to follow the storyline, there might be a feeling of railroading players through a linear adventure. Except that ST:XI shows how this might not be the case at all. The characters are familiar, then suddenly ... BAM! ... the planet Vulcan gets destroyed. Events like this might trouble a viewer of a series or movie, but they add spice to the role playing campaign. If Vulcan is toast, what could be next? Suddenly there aren't any promises that good will triumph over evil, that the players could mess up and things would work out just fine. Maybe we end up with a "Dark Federation" or a galaxy torn apart by war. Maybe other bad things can really mess up a good campaign if the players don't step in and get things done in a hurry. This can be a great thing.
Anyway, that's my thought and just one guy's opinion. ;D
I had an interesting thought about ST:XI. One thing that folks seem to dislike the most is the fact that some of the details of TOS get changed in the movie. All "alternate timeline" issues aside, I think that this is good for role playing.
In a RPG based on an intellectual property (book, movie, computer game, whatever...) one of the biggest issues is always how close to the storyline the RPG plotline should be. If you're plaing in a Star Wars universe, are the players supposed to go rescue the princess and destroy the Death Star, or are they supposed to ignore those plot elements altogether and do their own thing far, far, away from the central action.
If they are encouraged to go far, far away there might be a feeling of disconnect. It's Star Wars, but not really since we might never actually encounter any of the characters we've heard of before.
If they are encouraged to follow the storyline, there might be a feeling of railroading players through a linear adventure. Except that ST:XI shows how this might not be the case at all. The characters are familiar, then suddenly ... BAM! ... the planet Vulcan gets destroyed. Events like this might trouble a viewer of a series or movie, but they add spice to the role playing campaign. If Vulcan is toast, what could be next? Suddenly there aren't any promises that good will triumph over evil, that the players could mess up and things would work out just fine. Maybe we end up with a "Dark Federation" or a galaxy torn apart by war. Maybe other bad things can really mess up a good campaign if the players don't step in and get things done in a hurry. This can be a great thing.
Anyway, that's my thought and just one guy's opinion. ;D