>make "Avatar the RPG" based on the show where the Avatar travels the world with his friends to solve a cataclysmic historical issue plaguing the world>you don't get to play as the avatar and his team>instead you play as a random band of adventurers doing random things >make "Root: The RPG" Based on the highly political war game Root >you don't get to play a high stakes politics game >instead you play as a random band of adventurers doing random things
>>97358280>>make "Root: The RPG" Based on the highly political war game Root>>you don't get to play a high stakes politics gameWhat exactly prevents you from doing this? I can understand your point with the other one since presumably they didn't give you rules to be the Avatar (although playing a team of benders should be enough for most groups I'd imagine)
>>97358305Not OP, but presumably the same reason.If the rules encourage a certain sort of play, and that sort of play is not what the setting would presumably be about, what use are the rules? A game about mundane medieval times has little use for underwater exploration rules; a politics game has little use for murderhobo rules.
>>97358280I always enjoyed playing the little guy
>>97358305>What exactly prevents you from doing this? While nothing completely "stops you" from doing so, it's a TTRPG after all, the core game mechanics are designed exclusively around playing adventuring vagabonds and you're discouraged from pledging alliance to any one faction. The game also explicitly doesn't support starting the game as a member or official of any of the factions. You are allowed to subtly influence the war trough your adventures, but will always be trapped in the middle, and the war is meant to be a backdrop rather than a focal point. I still think the books are fine, but I'm starting to notice a pattern of magpie games being very superficial with its theming.
>>97358280>Play RPG set in the Forgotten Realms>Dont play as Elminster>Play as random person in the same world and make your own story