1.
Never dying
It's
extraordinarily difficult to kill a protagonist
in a typical RPG. The minute anyone is
decapitated in battle all their mates have to do
is either wave some nondescript magic item under
their nose or pack the corpse into their
collective rucksack and put it to bed for the
night, after which he or she will rise completely
undamaged and in tippy-top condition. So are most
beds in RPG world imbued with some mysterious
power of regeneration or are the characters
themselves just capable of Captain Scarlet-esque
retrometabolism? Either way, there's really no
excuse for when the party get in another fight on
their way to a bed and plonk the corpse on the
floor next to them, as if it could be any help.
"Hey,
KAIN, we put LORA on the floor during that fight
but she didn't do anything."
"Hm. She must need another couple of hours
in the rucksack."
As
this is so often the case then why is it so many
main characters in RPGs are after revenge for the
death of someone or other? They could just stick
their loved ones in the Life-O-Matic Bed (TM) for
the night and just send the murderer an angry
letter.
2.
Cross-country travel
It
becomes so much easier in the world of RPGs to
get from one side of the world to another,
doesn't it? As soon as you leave a town or
whatever you instantly grow to fifty feet tall
and can stomp all the way across in a matter of
moments. But when monsters attack you're usually
so surprised that you immediately shrink back
down to normal like the little girl you are. It's
the same problem the Power Rangers have. They
possess a robot battle suit thing that's bigger
than anything, and the monsters always turn up
first in little mode, so why not cut out all that
tedious being thrown about while sparks fly from
your gay costumes and just jump on the little
cretin from the start? I know this question has
been asked to buggery, and it will probably
continue being asked to buggery until someone
gives us a credible answer. Do you hear me,
Saban? And don't you give me that 'fighter's
etiquette' bollocks, this is the salvation of the
Earth we're talking about.
3.
Being able to hit things from fifteen feet away
It's
a very curious form of telekinesis that these
people have. They can pummel the shit out of the
air right in front of them or wave their sword
about in a vaguely threatening manner, whereupon
little smash icons appear on their enemy and
curious numbers appear and drift away. It's like
those sports they play in faraway Tibetan
monasteries where they stare at each other until
one falls over, or gets their tie blown over
their shoulder or something. And think what
applications such a power could have
post-adventure. You know when you're lying in
bed, watching TV, and you turn the TV off and
it's time to go to sleep, but first you have to
get up and walk all the way across the room to
turn the light off then walk all the way back to
bed in the dark? Don't you hate that? These guys
could just lie in bed, maybe with a hand behind
their head, and just stab the air with a finger,
and bam! Lights out. Then they could turn over
and get back to that great dream about the +44
magic sword which casts random lightning spells
and can be used from the back row.
4.
Love interests
Every
main protagonist in an RPG gets a love interest.
Everyone, and that's no exaggeration. When they
put those posters out to recruit heroes they may
as well refer to it there. "Go on an
adventure. See the world. Meet top totty. Get
resurrected every five minutes. Free luncheon
vouchers". It's kind of like the high
fantasy dating service. Get together with someone
your speed, go out on the veldt, pound a few
goblins into the ground, share a Hi Potion and a
laugh, then back to your place to show her your
+69 sword of penetration.
WHY
IT WOULDN'T KICK ARSE TO BE AN RPG CHARACTER
1.
Ruled by numbers
Every
tiny little detail about you in any RPG is always
represented by a number. How long you have until
you die, how hard you can hit stuff, your inside
leg measurement, it's a Pythagorean mish-mash of
figures in there. In fact, you're probably made
of numbers. The entire world is made of numbers,
all squeezed together like oranges in a sandwich
bag. That would explain why numbers break off and
fly away whenever you get hit. When you die in
RPGs your bodies are ground up into their
component digits and donated to schools for
children to be taught calculus with. There's
probably an underground cadre of body snatcher
maths teachers out there, which sort of explains
why monsters always vanish into nothing when they
run out of hit points. And no matter how many
times it happens, the phrase 'death by
mathematics' on the death certificate never fails
to cause a laugh down at the undertaker's.
2.
Potions
You
can't tell me it's healthy to drink fifteen of
the buggers in one go. What do they put in those
things that give them such addictive properties?
After a few close matches most of the heroes
would probably have big swollen tummies that
gloop when touched and have to visit the little
hero's room every five minutes. And then there
are the other things that cure other ailments
like poison and 'toadism'. How exactly does one
administer a 'Gold Needle'? Enema, perhaps? On
second thoughts I don't really want to know.
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