Post
by Majestic » Tue Oct 21, 2014 5:54 am
When I was talking more about 'locking down the setting' and such, I was meaning more of a "you've decided where things are, who the major players are, how events are unfolding" and that kind of thing". In other words (to easier illustrate my point), when George Lucas started writing his story, Han Solo was a large, green-skinned character with gills and no nose. He also had a bunch of names that ended up changing, for major characters and even entire worlds. But once filming began, and the actor Harrison Ford has been cast as Han, that character was then more or less "locked in". For other characters, he still had complete freedom. He could move worlds, characters, names, and whatever else he wanted. The same with Tolkien, who started work on (what would become) The Silmarillion way back in 1914. In many ways he had lots of freedom to move and change early concepts. The canvas was still pretty blank and wide open, and he was free to switch things around, blend concepts and characters, and make huge, sweeping changes, if he wanted to.
George Lucas took an early version of Mace Windu (from his original SW script back in 1973) and changed the character to be a brother of Leia, then a friend of Luke in later drafts. Then they revisited the name Mace for one of the Ewok movies. Later, West End Games finally created a character (a short, furry alien) with the name Mace Windu in the early 90s for their RPG, using that original name George had come up with. But all that changed when Lucas finally chose Samuel L. Jackson to play the official character of Mace Windu as a powerful Jedi Master in 1999. Before that, the character wasn't "locked in" yet, really. That's all I was referencing. How in some ways - as a GM - we are forced to really think globally and establish much of our worlds (and the characters, and history, etc.) from early on, and may not have the flexibility of the original creator (especially when we're playing in an established world).
As for your specific question, if the GM and players are all for it, I think it's totally cool to play through a "What If?" game. I've long thought that would be a fun way of doing an RPG. For whatever reason, me and my group haven't really done any of that. We've tended to stick more to our own, unique PCs, even when they're running around in a familiar world (like the Star Wars universe or Middle-earth). I have nothing at all against those who choose to do things differently, though, and think that could be a lot of fun!
Tale of Years for a second, lower-level group (in the same campaign).