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Thread: Mythology and Superhumanity

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    Mythology and Superhumanity

    The life and adventures of superheroes are, in a sense, modern mythology, larger-than-life characters in fantastic situations. In roleplaying we tell stories together as a group, sometimes even learning something about ourselves and our friends in the process. I was wondering if anyone has ever explored that mythological element at all in a campaign. I don't mean using the outward trappings of mythology, like a superhero based on Thor or Apollo, but using myth to deepen a campaign and enrich it for everyone who participates.

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    Re: Mythology and Superhumanity

    To a large extent this is already built into what superheroes represent. I've long held that superhero comics are the mythology of America.

    Mythic figures capture and hold our imagination because they embody instinctively held beliefs and emotions that resonate for many, if not most people. Superman is perhaps the most outstanding comic book example, being rife with mythic archetypes: last survivor of a noble house, sent away as an infant to escape his people's destruction; raised in secret not knowing the truth of his past; grows up to be the champion of his adopted people, the slayer of monsters. Arthur, Siegfried, Beowulf, Aragorn, Moses... all share at least some of these archetypes.

    OTOH you have Batman, his story drawing from the classic revenge tragedy (with precedents from Achilles to Hamlet), with the variation that his desire for revenge, and more generally for justice, is an ongoing motivation for his actions. Spider-Man's origin also started with elements of revenge, not just for the murder of his uncle but on some level against the bullying and scorn that he'd experienced in his youth; but his story turned that around into a parable about responsibility.

    In many ways a really good superhero origin is like a modern myth, a great story that's memorable because it holds deeper meaning for us. All myths say something profound about the people that create them, what they value and how they see their place in the world. That's why I call comics the mythology of America. Reading them you can see American culture in the ideals that motivate superheroes: truth, justice and the rule of law; the responsibility of the strong to protect the weak; the few standing against all the forces of chaos and destruction; extraordinary beings who consider less gifted individuals to be fundamentally their equals, worthy of respect.
    Last edited by Lord Liaden; Apr 12th, '05 at 11:46 PM.

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    Re: Mythology and Superhumanity

    You must spread some Reputation around before giving it to Lord Liaden again.
    Darn fine post, L.L.

    This is a good subject, I'm going to have to think about it more but am not sure what to add to the above post that wouldn't be redundant. I do know that in my own campaigns sometimes I adapt the old "The Land and the King are one" theme, and change it to "The land and its champions are one" ... when the super heroes are gone or in decline, so is the city. When the super heroes are ascendent, noble and true, the city is an echo of a modern day camelot where the "New" Knights ride forth to battle monsters on two legs.

    That's not a constant, but I do use it a lot.
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    Re: Mythology and Superhumanity

    Quote Originally Posted by Lord Liaden
    To a large extent this is already built into what superheroes represent. I've long held that superhero comics are the mythology of America.
    I agree with you. And so does David Brinn. I loved the line in Thor Meets Captain America - "Our myths were boundless" referecing Superman or Captain Marvel (it is unclear).
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    Re: Mythology and Superhumanity

    Permit me to heartily second Hermit's observation, LL. It seems I must also spread more reputation around before I can give you more.
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    Re: Mythology and Superhumanity

    Quote Originally Posted by Trebuchet
    Permit me to heartily second Hermit's observation, LL. It seems I must also spread more reputation around before I can give you more.
    Ha ha I had rep free. I did it already.
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    Re: Mythology and Superhumanity

    Another rep party at LL's house!
    My name is Hooligan X and I approved this message.

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    Re: Mythology and Superhumanity

    Quote Originally Posted by Steve
    I was wondering if anyone has ever explored that mythological element at all in a campaign. I don't mean using the outward trappings of mythology, like a superhero based on Thor or Apollo, but using myth to deepen a campaign and enrich it for everyone who participates.
    So what would that involve then? Other than the usual bad guy whomping action.
    So that's what an invisible barrier looks like.

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    Re: Mythology and Superhumanity

    Quote Originally Posted by Lord Mhoram
    Ha ha I had rep free. I did it already.
    Me too, though thanks to LL's post I'm in the somewhat depressing state of really only being able to say "Yeah, what HE said..."

    I think that, to achieve this kind of Modern Myth feel, it's extremely important to ask all your players one question - Why? Why does your character do this, putting himself in harm's way, risking humiliation, public scorn, injury, even death? What ideals does he hold close to his heart, what social and moral concepts does he embody that drive him forward?

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    Re: Mythology and Superhumanity

    Occasionally, I've based stories around real life myths, but that's about it. I've never been around a group mystically oriented enough to make it worth while to go farther.

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    Re: Mythology and Superhumanity

    Quote Originally Posted by Doug McCrae
    So what would that involve then? Other than the usual bad guy whomping action.
    Well, one theme from mythology is that a hero discovers something about himself in the course of the adventure/journey and grows as a person. A player who enjoys plumbing their character's personality and background would watch for elements in the adventures that relate to their character, especially those that cause them to question why they do what they do.

    Peter Parker is an example of a heroic myth along these lines. Through a great tragedy in his life brought about by a choice he made, he learned that "With great power, there comes an equally great responsibility." So the boy became a man, became the hero Spider-Man, instead of using his gifts selfishly.

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    Re: Mythology and Superhumanity

    Doggone it, LL, I can't rep you for another 2 days yet!
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    Re: Mythology and Superhumanity

    Quote Originally Posted by Doug McCrae
    So what would that involve then? Other than the usual bad guy whomping action.

    Quote Originally Posted by Steve
    Well, one theme from mythology is that a hero discovers something about himself in the course of the adventure/journey and grows as a person. A player who enjoys plumbing their character's personality and background would watch for elements in the adventures that relate to their character, especially those that cause them to question why they do what they do.

    Peter Parker is an example of a heroic myth along these lines. Through a great tragedy in his life brought about by a choice he made, he learned that "With great power, there comes an equally great responsibility." So the boy became a man, became the hero Spider-Man, instead of using his gifts selfishly.
    Absolutely. The journey of self-discovery is a classic character motivation, seen in many legends. It's usually sparked by some other event or change that forces the hero out of the life he knew, like a tragedy or the revelation of a secret about himself. Of course the hero must learn and grow for the journey to have any meaning, leading her to evolve as a character.

    We mentioned revenge as another mythic theme; for modern superheroes the impulse for revenge usually eventually evolves into a more positive motivation, as it did for Batman and Spider-Man, except for Punisher-style vigilantes. Some other classic themes which might be used in superhero games include:

    Legacy. The hero is the inheritor of a title or extraordinary ability which carries with it power or privilege, but also responsibility; or a duty or debt incurred by a relative which the hero must now fulfill. The "relative" in this case can be a mentor or similar non-family, and may be a living active part of the hero's life or have passed on, usually tragically. The hero often feels the pressure to live up to his predecessor's example.

    Atonement. The hero has something in her past that she feels guilty or ashamed of, and is driven to try to make up for that. This could be something that the hero herself has done, or else the action of a relative or other person that the hero feels is her duty to balance out. Such heroes are often deeply conflicted and uncertain, and if their guilt is over a pattern of past behavior they're often tempted to return to their old ways. This is frequently an element of the journey theme above.

    The Nemesis. This is an antagonist who is the natural and greatest opponent of the hero. He or she may be similar in background and abilities to the hero, or very different; but in modern comic stories the nemesis is usually diametrically opposed to everything the hero stands for. The most dramatically effective nemeses are those who have a powerful personal connection to the hero: father, sister, son, once-best friend or lover, protege, longtime rival etc. The nemesis is often the "dark reflection" of the hero, and underscores what the hero is fighting for.

    Champion of a Cause. The hero is particularly dedicated to the achievement and preservation of some goal or ideal. This can be focussed such as freeing an oppressed minority or ending a tyrannical regime, or general as with the promotion of justice or elimination of crime. This motivation is particularly good for a limited story arc where the goal can ultimately be achieved. In that way it's very similar to...

    The Quest. The hero has been given a specific task to achieve, problem to solve or opponent to fight, and that becomes the focus of the story. This is often the plot around which some of the other themes are developed.

    Sacrifice. A hallmark of the hero is willingness to give up their own happiness for what they believe to be the greater good. Heroes may sacrifice their home, true love, a normal life, and ultimately their own lives for their ideals. In the last case the sacrifice is often the incentive for other characters to take up the hero's Legacy, or for a character with a dark past to seek Atonement.
    Last edited by Lord Liaden; Mar 27th, '05 at 09:29 PM.

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    Re: Mythology and Superhumanity

    Quote Originally Posted by Steve
    Well, one theme from mythology is that a hero discovers something about himself in the course of the adventure/journey and grows as a person.
    Growing as a person sounds a bit modern to me. I don't recall Beowulf doing that. Just kicking ass. And then dying.
    So that's what an invisible barrier looks like.

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    Re: Mythology and Superhumanity

    Quote Originally Posted by Doug McCrae
    Growing as a person sounds a bit modern to me. I don't recall Beowulf doing that. Just kicking ass. And then dying.
    Well, not every myth is going to use this theme. It was just one given as an example. The Power of Myth and other works by Joseph Campbell are good resources for others.

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