Rants

Runes Law, Makers of Wayfarer Infinity

What is a Hero?

By Timothy Till

In the day and time we live in the concept of the hero has been muddled and convalesced to the point that the difference between antagonist and protagonist is dependent largely on the "cool" factor. I mean, Darth Vader, is arguably a villain. But who didn't cheer for him to kick Luke's butt in RotJ? Take a look at comic books. Dr. Doom and Magneto are two of the most sinister villains in the Marvel Universe, but the reader idolizes them to the point that they get their own comic lines.

The point is, being the hero has become second string to the "coolness" of the villain. No one wants their red, white, and blue hero anymore. No one wants someone who stands up for the ideals and standards of society. They want their heroes to be dark, brooding, dangerous, wild, and irreverent. Take a look at professional wrestling. Stone Cold Steve Austin flicks you off and chugs a beer in front of you, and everyone loves him.

Now don't get me wrong. I like these "heroes" too, but let's not call them "heroes." Let's call them icons of a generation. Yeah, they're fun, and it's their lack of concern for consequences that attract people. But that doesn't make them heroes. Heroes are placed before insurmountable obstacles with limited facilities and overcome nonetheless, and in that process they grow to a greater understanding of themselves. The journey of the hero is an ancient, arduous, thankless trip that no one in this day and age has the testicular fortitude to pack for anymore.

That's the beauty of the RPG. Everyone makes the journey of the hero. Whether they want to or not. Even if we can't experience it in real day to day life application, we can still get the appreciation for the struggle. Heroes must always struggle.


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Copyright © 2000 Timothy Till

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