Lord Mistborn wrote:As for the Heroes Journey that fails as an RPG concept at stage 1. In D&D you totally get the ability to refuse the call and not get railroaded back onto the prepared plot. The players have the ability to say "fuck this shit I'm going to Mechanus". That the one thing that RPGs have that Video Games can't match, the ability of the player to set aside the story they had prepared for them and write a new one.
Are you sure you're not the one still playing babby's first D&D nocker.
First, it's
hilarious when you boast that your character can set aside the story prepared for them,
in a discussion about the validity of the Monomyth. You're a walking newbie joke.
I guess the term "character hooks" is anathema to you, no? Character backgrounds aren't there to fill space in a sheet that already has to contain too much, but to provide ways to draw people into stories.
The part that you're failing to see is that no DM that values his time writes character agnostic plots. The players will be presented with adventures they can't refuse or they'll break character, and when this is well done, nobody will call it rail-roading. If you're the lone mysterious stranger without past in a group of characters with background, you'd be simply dragged along, and help the overall narrative by providing insights from an outsider PoV, which is completely awesome on itself.
Of course, you can also totally be a dick and say: "I care nothing about these people I just met. I'll go to Mechanus." and then adventure will actually split into time slots where for (1/party size)th of the time I DM a solo adventure for you and for (party size-1/party size)th of the time I DM the character driven story for the rest of the party.
But guess what, once you finish whatever first solo adventure you had, you now
have character hooks. You made allies or enemies, and now you can be drawn into stories too. And chances are like 1:1 that whatever story I create for you will intersect with the main storyline. Which means your character can or join one of the stories made for him, or he can keep his entire 1-20 life fleeing from his destiny, but this is okay,
because this is a story too.
Since you were in a koan mood a while ago, here's some gratuitous buddism: your character has karma. If not a preexisting karma provided by the "character background" paragraphs, a dynamically generated karma generated by his own actions in game. The illusion of freedom you have in a RPG is as illusory as it is in real life. The world is living, and will engulf your character, react and adapt to his actions. The character will in fact walk through rails, but he'll not realize this
because the rails were made for him.
So, back to what you wrote: while it's completely true that RPGs aren't scripted like videogames. What you described as a "RPG's strength" is actually an open sandbox videogame. People have been roleplaying "their own stories"
in open sandboxes since the early 90s, at very least. The actual strength of a RPG is above this weaksauce.