vicky_molokh says:
Ctrl_Alt_Defeat says:
I want to be one of the good guys. Super
heroes, not super-mercenaries or super-assassins or super-paramilitary operatives or super-violent criminal-murdering vigilantes. Characters more interested in helping people who need it than in punishing people who deserve it.
That got me thinking: some time after I grew up, I saw a rise in approaches to fiction/worlds/gaming that seems to be associated with the term 'Deconstruction', which
allegedly is about examination of unstated/unexamined things in the genre and is supposedly best when done with love for the genre, but IME
in practice 95%+ of the time means
contempt for the genre and its conventions, as a sort of 'take that'. And I'm getting the impression that somehow Supers have been hit the most by these 'deconstructors' and it's very rare to see an at-face-value take on the genre nowadays. Conversely, while there are some deconstructor jabs at ISO Standard Fantasy, it seems to be a genre that weathered it the most: even though decon works exist, the at-face-value primordial titan is still standing tall.
The deconstruction element is part of it, definitely. In the case of RPGs, though -- less so with PbP, but it's still present -- I think more of it has to do with people simply having been trained to expect certain things from their games.
D&D, and by extension most other games, is very mercenary in its presentation, and it can be hard to un-learn certain expectations and behaviors that come with that... assuming one is even inclined to.
What do mercenaries do to the bad guys? They kill them. Not just incapacitate them, or thwart their plans, or take them into custody --
kill them. In many games killing an enemy the easiest/simplest way to accomplish things like incapacitating them or thwarting their plans anyway. And taking them into custody becomes a whole second story, because it's not as if you can just call the proper authorities and wait for them to arrive at the twenty-third sub-basement of the millennium-old secret fortress hidden below the forbidden mountain beyond the cursed forest ten days' ride from the nearest settlement to collect the evil wizard they have no way of containing. Stabbing the villain until he stops moving and leaving him where he lies makes sense in the context of a medieval fantasy realm, not so much in a modern-day urban setting where that's just, you know...
murder. But decades of "defeat = kill = victory" can be hard to shake off.
And it probably doesn't help that a lot of people's primary exposure to the superhero genre is through film nowadays, where even in major ongoing crossover universes like the MCU, the number of stories told is so limited that, frankly, conserving villains so they can be used again later isn't really necessary and as a result, a lot of them get killed off at the end of their one and only appearance -- even if it's not directly at the hands of the protagonist. Crossbones as a suicide bomber? Sure, why not -- at least we got to see Crossbones in a movie! Why deal with the logistics of having Batman keep Ra's al Ghul alive when you're not certain there will even be a sequel at all, and if there is, you can make it about the Joker instead? That all just exacerbates the idea that antagonists are disposable, and therefore the idea that defeating them should always be in a very...
final way.
And besides that, mercenaries don't just kill... they get paid. That's baked into most RPGs too. Either in-world rewards like money or a new piece of gear or whatever, or rewards for the player like their character getting a cool new ability or being able to write a bigger number than before on your sheet. That constant "do thing, collect prize" loop doesn't always fit in well with a superhero story. Not just because of the presumed altruism of the characters themselves, but because of how superhero stories are usually structured. Your average superhero story doesn't follow a character on a journey from regular old moisture farmer to telekinetic laser-sword acrobat as they increase their competence incrementally over the course of an entire film trilogy or a series of novels -- it "levels them up" from NPC to 20th-level demigod as the
setup for the story and then keeps them there, largely unchanged, for years or decades without any further increase in their capabilities. Frontloading all of the progression like that removes the "press button to dispense treat" aspect that many expect from a campaign.
Of course, there are other forms of development the characters can undergo, but most of those don't involve getting to erase
+4 and write
+5 instead. Again, that's less of an issue in the medium of PbP than it is in the hobby at large, but the issue still exists. Or at least it's an issue for me personally; for others it's not a problem at all because fun is fun, and that's cool too. It's just not what draws me in, is all.
Last edited November 1, 2025 9:56 pm