What is heroic behavior?
A quick online search suggests that the definition of heroic behavior involves finding the courage to take a significant risk or make a great sacrifice to achieve a noble goal. In applying the definition of "heroic" to a fictional character found in literature, or by extension in a role-playing game, acting in an heroic way means significantly more than just flashing some impressive superpowers. Thinking back on a lifetime reading the fantasy works of J.R.R. Tolkien, stories which continue to inform my approach to FRP gaming even when the particular game's setting is not spelled out as "Middle-earth", and while specifically considering the question of heroism, my thoughts immediately turn to the humble hobbits, and then beyond.
Bilbo - a country squire and reluctant "burglar"
Frodo - a gentleman hobbit with heavy responsibilities
Sam - a gardener in service to "Master Frodo"
Merry and Pippin - cousins to Mr. Frodo
Eowyn - devoted niece to her king
Unless one counts strength of moral character as something super powerful, none of these characters possesses anything we might call a "superpower". Yet all of them rank as exhibiting heroic behavior using the above definition. Courage to face danger and a willingness to sacrifice their personal safety in pursuit of a goal that is more than self advancement and self enrichment are evidence of the nobility in their motive.
Early editions of The World's Most Popular Role-Playing Game included the concept of game alignment as an aide to role-play and as a means to establish opposing sides in a conflict. The basic alignments of Law and Chaos seem pretty straightforward, but good and evil have also been with the game since its original three little brown books (in terms of "good" and "evil" magic).
In The World's First Role-Playing Game's 2e advanced edition, the author writes:
First, the AD&D game is a game of heroic fantasy. What is heroic about being a villain? If an evilly aligned group plays its alignment correctly, it is as much a battle for the characters to work together as it is to take on the outside world.
"A game of heroic fantasy". Yes, that is what I am seeking. The author (David "Zeb" Cook) of the above words found in the 2e Player's Handbook is clearly writing about the game's concept of "alignment" and how to use it in heroic play. But I think there is more to be gained from use of this game mechanic. I personally use alignment in all my dungeon games because I think it adds a significantly important element to enrich gameplay and the game suffers when alignment is not actively engaged with. In addition to serving a useful purpose by providing opposing factions and a reason for conflict, character alignment speaks to morality and personal values, which can form the basis of heroic in-game character behavior.
A game is a social activity (unless played solitaire) with shared fun as its goal. The role-playing game is cooperative fun. The Player's Handbook addresses this aspect and its relationship to the use of alignment.
Second, the game revolves around cooperation among everyone in the group. The character who tries to go it alone or gets everyone angry at him is likely to have a short career. Always consider the alignments of other characters in the group. Certain combinations, particularly lawful good and any sort of evil, are explosive. Sooner or later the group will find itself spending more time arguing than adventuring. Some of this is unavoidable (and occasionally amusing), but too much is ultimately destructive. As the players argue, they get angry. As they get angry, their characters begin fighting among themselves. As the characters fight, the players continue to get more angry. Once anger and hostility take over a game, no one has fun. And what’s the point of playing a game if the players don’t have fun?
What motivates your character? It's a question I frequently ask my players. If for no other reason than to get them wondering about their answer - I think it is helpful for everyone to do so. People play role-playing games for a variety of reasons, which is of course part of what makes the RPG hobby interesting, and exploration seems to be one of the commonest essentials on which the game rests. Exploration of the fictional setting, exploration of the fictional character we play and by extension, of our own thoughts, opinions and assumptions as they pertain to the game is nearly universal.
Alignment is a useful game concept. It may have began as yet another idea borrowed from various works of literary fiction that could be affixed to the game, but it is a useful idea. Its presence suggests that the fictional player character is motivated by something beyond levelling up and gaining fictional riches. Alignment assumes that some ethos, some higher ideal motivates the character. It suggests there is a set of beliefs and values (distinct from the player's own) that will influence the character during the course of the game and be evident to others through the actions the character takes. It perhaps, sets the stage for heroic behavior on the part of the player character.
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