The Hero of your Game

The Hero, or the protagonist is the main part, the vehicle of your game. A always winning cliche orphaned magical sword boring hero kills your game before the storyline does, ...

Started
October 3rd, 2011

Last Reply
138 days ago

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Captain america doesn't need physical and emotional weaknesses as much he is not rediculously superpowered to the extent that he has to be depowered or have crippling emotional trauma for their to be any tension at all.
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Socrates said "For instance a grip with the Anime series Sacred Blacksmith was the protagonist Cecily was too weak. She couldn't even hold a sword and she was a Knight. She had a bit too many flaws."

The anime doesn't really do her justice -- in the novels, she's not played for laughs quite as often. Anyway, she's not really so bad, but compared to Luke (who is ridiculously overpowered), she looks completely incompetent.

Which brings me to my actual point: Characters who are ridiculously overpowered will make fools out of reasonably-powered characters if a general power level is not established early. If we had gotten to see Cecily and the knights winning against some reasonable opponents beforehand, it would have been more obvious that the demons were horrifically strong. As it was, it just looked like all those knights of Housman were all incompetent mooks.

In an example that is a little more relevant to the discussion of game creation, I played in a tabletop game where the GM thought that it would be a good idea to make the first fight of the game against a duo of overpowered supervillians. (It was supposed to be unwinnable, and provide the motivation to make these guys our main rivals.) There were two mistakes here:

First, because the players didn't have a good grasp of the campaign's actual power level, this caused many of the players to start min-maxing their characters, making the less ridiculous fights the GM put in front of us later continuously less challenging, and the characters generally less fun to play (since the players did nothing but push their speed and attack to the breaking point, and put nothing into new skills or interesting abilities.) The game's fights became nothing but, "Get as many turns as you can, and do as much damage as possible with each hit." This doesn't sound that bad, except that some otherwise less challenging baddies could be immune to this tactic.

Second, we actually managed to scrape by a win, making the whole thing a bad precedent.

The moral of this story: be careful when and how you deviate from the intended power level of your game/setting/whatever! A swordsman who can slice a guy in half with a single blow looks really awesome until he's faced with a dragon with sword-resistant scales.
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interesting points in this discussion, other approach i'm trying to implement into a story is to have the protagonist to play a role on another guy's story, for example:

let's say this bad swordsman is your friend and the king exiled him until he proves himself worthy of being there, now, you have to help him, and let's say you're an invincible bastard, but does it FEEL that way? it doesn't matter how strong you are, you have to somehow make HIM stronger, and how can you? if he's not in your party how can you make HIM strong?

even if the main character seems too strong at first, if the challenges that are faced can't be done by force but maybe some skill games were the player and not the character is the one being tested.... i think the plot instantly avoids cliche.

basically, what i'm saying is that if you take the attention out of the character and you focus on the rest of the game, you can compensate some small character flaws.
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i think we're all debating about tropes. and i think that's what socrates means here, where tropes are not quite stereotypes, but effective scenarios commonly used. how you use them or how MUCH is completely dependent on the designer. tropes are like a blank puzzle. put them together correctly, and everyone can make different pieces of art. tropes ARE things like flawed characters to that awesome pointless sword you get after you complete the extra dungeon in which you needed that sword the most. look up video game tropes here, i'm sure everyone could benefit from them. http://tvtropes.org/pmwiki/pmwiki.php/Main/HomePage
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WOW!!! Thank you for sharing this info with the community. I have studied storytelling from many perspectives including film making and reading this has opened my eyes more even still. Many people never notice that there really are only about a handful of functionally different stories, we only use a few of those and half of em are based around or heavily influenced by romantic interest. Like in music there are only so many keys and cords, but new songs come out everyday. It is nice to see other game designers with a mind to put that much focus on story. I even learned something about myself. I also like the fact that your explanation is geared towards the interest/needs of the TK community. Keep on rockn man!
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One common hero type that's not on that list is the hero/heroine strives to attone for some great crime that it either committed or let happen. This is one of my favourite motivations for heroes.
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my favorite motivation is a competitive hero who want's to be the best fighter, the strongest, not a hero, just a strong fighter, and saving people during the trip it's just secondary.

for some reason seeing the hero strive for the best makes me wanna do the same :D
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I alternate between liking those because I like to be really good at stuff (who doesn't?) and looking at them with annoyance as self-centered fools.
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"Yeah exactly what I mean. There's two often failed approaches.

The invincible unstoppable hero with no flaw, then the hero who's so flawed you don't wanna think of what could go wrong.

For instance a grip with the Anime series Sacred Blacksmith was the protagonist Cecily was too weak. She couldn't even hold a sword and she was a Knight. She had a bit too many flaws.

Moderation is key ;] "
finally some one watches the anime i do
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I believe very strongly in giving characters flaw. It's what makes them interesting, makes them human, no matter how inhuman they can be, but a flaw and a weakness aren't always the same thing. I'm not the most well versed person when it comes to comics, but I do own a few, and from what I've read and seen, Captain America has a crippling flaw that stems from what is also one of his most redeeming qualities. He has such a caring heart, such strong since of right and wrong, that he is very susceptible to depression. In one of the comics I have, when Bucky dies, Cap just gives up. He just stops fighting because he feels it is his fault.

I also wanted to make the point that I think it is good for story progression to show a character either overcoming a flaw, or succumbing to it. To be honest though, I don't like calling them flaws because really, they can be more of a double edged sword.

Anyway, that's just my 2 cents.
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