So I have been talking this week with a few old friends -- R and K and the delightful
occamsnailfile -- about the sort of games we like to play and don't like to play. Such discussions make you wonder "what makes a game popular?" Or, in this case, unpopular, because I am talking about roleplaying
Star Wars.
On the surface,
Star Wars should be an amazingly popular genre to play in. It has virtually everything a diverse player group would want: supernatural powers, fantastic locations, high-flying martial arts action, dramatic storylines, cool antagonists, wierd monsters and cultures, and the gold bikini (tm). So why don't people want to play in it? What is it about the Star Wars universe that leaves potential players shrugging their shoulders and going, "En."
Common Wisdom on this question would be, "Because the prequels sucked." Indeed, you might even be able to trace this solely to
Phantom Menace, because once you jump the shark on a project it is, by definition, jumped, and no amount of lipstick on the pig will unjump it. This line of argument goes that once you have recast the genre's coolest villain as a plucky youngster, reduced the mystical supernatural wisdom of the cosmos to midichlorians, alienated everyone who considers continuity important, and introduced two really interesting new characters only to kill one off and make the other inexplicably in love with said plucky youngster, you have pretty much soiled the dove beyond redemption. And this argument is hard to argue with because all those things are, in fact, true.
There's no question that Lucas' second set of films is very informed by his new status as a father; he's publicly stated he made the films for his son. And, perhaps,
this is where the problem lies, since the setting has become something which is intended to appeal to adolescents or pre-adolescents. The protagonists of the classic films were grown adults; Luke may have been a whiner in the first film but his issue with not that he was too young to get involved in matters of great pitch and moment, but that he felt he was too
old and had missed his shot. He wanted to grow up like his imaginary father, and dreaded growing up to be like his all-too-real uncle. Meanwhile, Han is a scoundrel who shoots first and he gets into a romantic triangle with his best (non-hairy) friend over a woman who, at first, he doesn't even like much. These are not little-kid problems. The prequels only flirt with this sort of thing, such as when Anakin slaughters first a village of sandpeople (off-camera!) and then murders an entire class of aspiring Jedi elementary school students. (Okay, that had to happen off camera. I grant you.) So maybe it is simply the childishness, the simplicity of the new Star Wars universe, that makes it unappealing to seasoned gamers.
One argument I will not swallow, however, is that
Star Wars "has been done." So have plenty of other RPG settings, yet we continue to play them. How many awful systems must
Lord of the Rings go through before it gets a good one? I don't know, but one day that game will exist, and when it does, there will be thousands of people playing it. D&D's
Forgotten Realms and
Dragonlance settings are doing just fine, thank you, after decades. There's no question many, perhaps even most, players find Star Wars dull and unworthy of time, but the reason has to be deeper than simple traffic flow on the street. After all, for all the bleach that three decades of gaming can apply to the brilliant colors of
Star Wars, you have also gotten plenty of elaborations that have made the setting into one of the largest and detailed RPG settings imaginable. There are worlds, cultures, aliens, traditions, hardware, antagonists for every possible story out there, tools waiting for us to reach out and take them.
Ah, but most of those tools are from Walmart.
Star Wars has expanded in a way that, to keep with our other previous example,
Lord of the Rings has not. Tolkien Enterprises kept everyone else from writing anything set in Middle-earth. Even the Professor's unpublished notes edited by his son Christopher are considered "non-canon," so that games that come out based on
LotR can use only that novel and the
Hobbit. Everything else, including the
Silmarillion, was in an unfinished state by Tolkien's death. But Lucas, perhaps out of a desire to have a ranch worthy of the Emperor, opened up the floodgates and hundreds of books are the result, not to mention comics, video games, and -- the ultimate menace -- RPG supplements. In all of this material, there are a few gems. Most of it is mind-numbingly banal.
Star Wars has lost its artistic vision, and its not all because of Anakin Skywalker. It could be argued that long before Lucas dressed up as Fonzarelli and lept his
Phantom Menace motorcycle over the Sarlacc, he had already fallen to the Dark Side. Lured by the wealth and fame, he closed his eyes and took his hands off the bars. The power of unchecked capitalism, of publishers eager to make a dollar and authors eager to get their hands on characters the whole world recognized, took over and drove his baby -- a universe which had entertained millions in a way unique to its generation -- right into the tank.
He, and
Star Wars, may never recover. Star Wars fans believe in redemption and we try hard to show that the game is still vibrant with exciting stories. But no matter how many cool and frightening villains we craft, how many epic space battles we breathlessly guide the players through, no matter if we find thousand year gaps in the Galactic History and set our game there,
right then, when none of the awful crap can get to us, we always hear the words of a little green master, who taught us so much:
Once you step upon the dark path, forever will it dominate your destiny.