Protecting Your Hero
Thursday, September 2nd, 2010I got into roleplaying because I don’t like competition or anything that smacks of confrontation. Hence I don’t like a GM that puts me in dramatic situations. It’s part of being depressive, every second of my life I have a knife to my throat, demanding answers, so when I play I basically like everything I do to be the right thing. As you’ll see by looking at the above-linked posts, Steve sees this clash as flowing from a distinction between diagesis and exegesis. I’d point out an additional versus, that of the dramatic and the iconic hero. Many roleplaying games seem to take place within the tradition of escapist genre fiction—that is, the territory of the iconic hero. Yet the iconic hero, though popular, is seen as unworthy of literary analysis. Because of this we lack the vocabulary to discuss, evaluate and improve stories created in this mode. Principles derived from the more respectable dramatic stories get pressed into service. They are applied to iconic hero stories, often with unfortunate results. Iconic heroes, if you look at the source material, aren’t necessarily under constant emotional pressure or internal conflict. Something interesting is always happening to them, but typically it occurs in the procedural arena of external challenges and jeopardies. They are allowed to maintain their emotional dominance, and to change the world through that dominance. Dr. No, as analyzed in Hamlet’s Hit Points, reinforces that point monomaniacally. Bond is, in more contemporary screenwriter parlance “protected” as a hero, to preserve the escapist thrill of our identification with him. In their installment of the Creative Screenwriting Magazine podcast the writers of the recent Star Trek revival discuss their need to protect both Spock and Kirk, even though the plot of the reboot movie puts them at odds with one another. Both dramatic and iconic stories can make for engaging roleplaying. Unexamined expectations about which set of rules is in play may however lead to a surprise triggering of the boundary issues Steve describes.
d_fuses has been writing a great series of posts about expectations regarding the power relationship between GM and player, and how these shift depending on one’s prior gaming experiences and placement of personal boundaries. Steve remains wary of scene framing, for example, because he’s not personally looking for intense emotional conflict when he takes his seat at the gaming table: