War driven stories

Azurecyan

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I've noticed many RPG games in both the community and RPGs in general all have a theme of war to it, whether it be before or during a war. Is it easier to write an RPG story based around war? How do you feel about it? Has it become too common or should there be a twist to the theme of war to make it interesting?
 

sabao

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A lot of RPGs like to go into high-stakes conflicts, so if it's not evil demon overlords that are actually beings from another planet threatening to eat your planet, it's usually that guy across the pond that wants to torch your village down. War as a theme is ripe for several layers of stories to tell: from the politics overhead to each and every life of the people embroiled in it. When is war ever justifiable, if at all? What drives a man to fight and kill for a cause he may or may not completely understand? Why does the other side always have to have the bigger guns?


That, and classic RPGs involve hitting things. A lot of things. War just happens to offer a lot of that.
 
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Alexander Amnell

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   War is a great focus point for a society, and historically speaking countries involved in conflict tend to be more united in philosophy while those in relative peace tend to destroy themselves with infighting and unrealistic idealism. From a storytelling perspective it's simply easier to simplify the enemies down to geography, thus why the norm might gear towards war-torn societies over those dealing with the odd contradictions of peaceful societies. That said I do think they have become a cliche at this point, and I enjoy finding those odd gems such as clock of atonement, homework salesman etc that choose a theme that has nothing to do with wars or demons but sometimes take as small a scope as a single room to tell their stories in rather than a 'vibrant, war torn fantasy world'.
 

Chrispy

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Very rarely do people actually show a character that was mentally affected by the war they were in. Almost no one gets away from a war without suffering from some kind of PTSD. We hear about this stuff in Iraq all the time. How would any of this fit into a slightly less than Modern game though? Well, Post Traumatic Stress is not a recent thing, and there is evidence that soldiers in wars across history were affected by it. I'm pretty sure I would have it worse than I do now if I were told to be in formation and slowly march at the enemy force while bullets and arrows are flying past my ear, as the person next to me takes an arrow/bullet and falls to his death beside me, as cavalry is called charging into the unit right beside me, as body parts fly everywhere and blood flows from every corner of the battlefield, as you listen to the agonizing screams of those near you that haven't yet died from their wounds. One of them might be your best friend that is screaming at you to end his life because the pain is too great, and this is while the enemy across the field is preparing another volley or getting ready to charge with spears or bayonets.


And all of that happens usually for one of three reasons or a combination of these three reasons. 1) Resources and Land. 2) Survival of Nation or Religion. 3) Leader of (insert country here) said King's wife of (insert country here) looks like a cow. That's war.


Most RPGs have towns getting taken over with a few soldiers and a banner or two by the evil empire that's after the crystals instead of anything of real value. If a current or previous war affects an individual character, they either lost their house, their dad, or their eye and is never explained how that loss might actually affect any of those characters. That's not really war, and is not that interesting.
 

Kyuukon

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The more complex the world, the more complex the writing gets. To make a good story about war, you have to take into account lots of stuff and I'm sure that will lead to plot holes or inconsistencies all along (unless you make it around a very limited domain, like a survivors situation). So I rather stick around to simpler environments and topics for my games D:
 
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