Hello everybody,

don't forget that Mike asked this on GURPSnet in a roleplaying/
wargaming context. By the way, no crossposting to other mailing 
lists, please. Apart from the violation of copyrights, it makes 
it impossible to follow the debate unless you're on all of them. 

So what does that mean?

* The characters should be able to contribute to a victory, or
  whatever passes for one in the setting -- sometimes it is an 
  accomplishment just to stay alive and free, but most players 
  expect a final confrontation where their side has a chance 
  to win.

  The problem with the virus suggestion is that the victory is
  likely to come out of a lab, or not at all. "Make your NBC
  roll. OK, now the physician roll. Made by 10 or more? OK, 
  next comes ..."

  Perhaps the adventurers were instrumental in getting the 
  virus sample, or blood from apparently immune people, or 
  whatever, but in the end it comes down to people who were 
  probably not part of the PCs.

* The confrontation doesn't have to be a physical fight, but 
  it certainly helps.

* The stakes should be significantly higher than what we face 
  in real life. It can be fun to play the wandering hero who 
  faces the occasional demon, or the space trader who finds 
  out that the competition is part of a criminal conspiracy,
  but it is less interesting to have your character survive 
  rush hour traffic or improve the profit margin of his 
  employer by 0.00001% that day.

* The enemy should be represented by a single person, or just 
  a few persons, and they should be memorable. 

  The jilted ex fits nicely in this regard, but it is less 
  fun if the victory condition is "neutralize at least half 
  of the bureaucrats in the Department of Dreary Red Tape."

  In a wargame, it is easier to talk about lots of similar 
  enemies -- "stop the 1st Blitzkrieg Division short of the 
  railway node."

* Many roleplaying games are as much about exploring player
  characters and players as they are about problem solving 
  and defeating enemies. 

  Is it OK to kill a hundred people to save thousands? Well, 
  you're the bridge crew of a starship and the reactor leak 
  is spreading. Close the bulkheads now? You're the command
  team of the regiment. Detach a rearguard, even if they're
  almost certain to die?

  That means the player character should have hard choices 
  on the way to victory.

So that's my view on what the enemy shouldn't be. Let's get
constructive :-)

I disagree with Kurt that the thread was godwinized, because
Hitler actually fits into the debate:

* He was a significant threat to Europe. W:WW explains why 
  he had little chance of ultimate victory, but he got 
  within shouting distance of one before he ran out of 
  steam. 

  Compare Jean Kambanda -- and if you have to google him 
  first, I just made my point ...

* He managed to focus much attention on himself. Part of 
  that was his propaganda, part was simplification by the
  Allied war propaganda, and part was post-war whitewashing
  by Germans who wanted to distance themselves from his 
  crimes, and Allies who wanted to work with those Germans
  (google Hans Globke).

* I don't know how many WWII roleplaying campaigns actually
  include a climactic battle, since the war in Europe ended
  with a whimper rather than a bang, but the players would
  be aware of the genocide that went on 24/7 just behind 
  the front lines, so there was time pressure.

Compare the recent revival of the sci-fi series V. Do you 
think it would have had the same impact if the Visitors 
were all indistinguishable lizard? No, the directors have
hired Morena Baccarin for the lead role.

Regards,
Onno
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