Wednesday, 11 February 2026

Prequels are tricky.

Just read a prequel comic to a film, naming no names, and didn’t like any of the decisions it made. A new Big Bad claiming responsibility for the events of the film, more reasons to target the new main characters than were needed here or in the original, a monster that doesn’t fit aesthetically, a small twist that feels out of place cosmologically, and a zero sum ending above and beyond what was required to set up the start of the story as was.

(There was a bit I liked, the attempt to remove the monster failing and inverting the classic Alien method of getting it out of the airlock.)

How to apply this to RPGs? It’s good to make big swings, but not if you have to wind them back immediately.

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