Someone once said of Dr. Who that he bounces around the universe saving planets occasionally rising above that to save the entire universe.
Frodo saved Middle Earth because someone had to do it, and the task fell to him.
Captain Kirk ignores the Prime Directive whenever it will stop him from saving a world. One of the Star Trek writers once said that the whole purpose, from a literary perspective, of having the Prime Directive is so that there is this problem about how you're going to get around breaking it without getting in trouble, because of course the point is to use your resources to save the world, and the Prime Directive is nothing but an obstacle to doing that.
For most fantasy and science fiction fans, these are the heroes, the people we want to be, those we want to emulate.
The original role playing game, Dungeons & Dragons™, was designed specifically to make it possible for ordinary wargamer geeks to play the parts of heroes in a fantasy universe, to save the world, or at least some little corner of it, on a regular basis. As role playing games expanded into other settings, at least some of this heroism went with them--Star Frontiers and Traveler and Star Wars and Star Trek were about becoming heroes in space; Boot Hill and Gangbusters let you play heroes in history. Even games like Paranoia and Kult inspire players to be heroes in the midst of the horror.
Sure, there are role playing games in which you will never be the hero. Call of Cthulu is designed to let you destroy yourself pursuing things which cannot be named. Yet the most popular games are still the ones in which you are the hero. In fact, the entire spinoff world of simulated role playing games--when geeks decided they wanted to be able to play these adventure games when they couldn't get together enough like-minded geeks for a session, and so we programmed computers to be the referees for games like Bard's Tale and Hitchhiker's Guide to the Galaxy, and later a line of Final Fantasy, Link, and other console and computer role playing games--is centered on that same aspect of being the hero, on a mission to save the world.
Many of the worlds I design have that aspect to them, that you have the option to be the hero that saves the world.
The catch is, in order for you to matter, it must be so that you're the only one who can do it, that no one else will be able to save the world if you do not. That means if you choose not to save the world, the world will die, and you will be there to see it die.
Of course, I don't grade you on whether you save the world. I'm interested in whether you have fun wherever you go. If you don't want to save the world, don't save it--let it die. I've had players destroy entire worlds trying to save them. Those can be memorable moments. I'm good with that. You can help the villain, if you prefer--there was a Star Trek Deep Space Nine episode in which Bashir and the Chief were playing a high fantasy espionage holodeck game, and because of a problem in the real world, Bashir played the end of the game by asking the villain if he might be allowed to push the button that would flood the world himself. It was a wild game (and I learned a few things from it, too).
So do what you want. If you have no interest in being the hero, don't be the hero. Just be aware that a lot of the worlds I create are designed around the idea that someone has to be the hero, and there's no one else to fill that slot, so without you taking that role (quite within your rights, certainly) there's going to be trouble.
So, why do others take the role of the hero, instead of just letting the world destroy itself?
- The Architect would say it's because God sent him to this world to do something good in the world, and this seemed to be what needed doing, so he did that.
- Peter Adams would tell you that because versers are immortal and powerful, that power brings with it a responsibility to protect the limited fragile mortal lives of everyone who does not have that immortality. Their lives matter because it's all they have; our lives do not, because we have infinite lives ahead of us.
- Michael di Vars will tell you that Odin has chosen a select few warriors for Ragnorak, and we're them, or at least part of them; and that the conflicts and problems we encounter in the worlds we visit are given to strengthen and teach us in preparation for that final battle.
- Dan O'Malley doesn't even believe that any of this is real--he will tell you that we've been blown into the realm of human fantasy, where all the stories men have imagined are true; yet even he perceives that often it will fall to us whether they live happily ever after or die horrible meaningless deaths, and the world needs more happy endings, so it falls to us to give these to them.
Maybe you don't like any of those reasons. Maybe others on this board can suggest more, and you will like one of them. Be the hero or don't, but stop grousing about how I'm trying to force you to be the hero.
I don't care.
The characters you meet in the worlds who need you,, they care. Of course, they're not real, and they're not real to you--but they are completely real
to your character.
So if he wants to complain, in game, that everyone is trying to make him the hero he doesn't want to be, that's a perfectly fine way to play it. I think Indiana Jones is more often than not the reluctant hero, the guy who is doing it because he's the guy who can. I seem to recall a line near the end of Die Hard 4: That's why you're "that guy",, because when it had to be done and you were there, you did it. So let your character grouse all you want about how everyone wants him to be the hero, whether he does it or not--but stop grousing to me that I want you to be the hero, because I don't care. If you don't want your character to be the hero, don't play the hero. If you don't want to play a game in which imaginary people want your imaginary alter ego to be the hero, don't play the game. But don't grouse about how I keep trying to force you to be the hero when you don't want to be the hero and don't think that's what you would do. Do what you think you would do. If Pedro is annoying and you'd rather shoot him than fight demons, shoot him. Create whatever weird perverse stories you want. You're the protagonist. This is your story. Some people have written to me that the particularly enjoy reading your stories (mostly because they have no idea what you're going to do next). Have fun with it. If it's not fun, don't do it.
--M. J. Young