The first time I ever tried playing a solo RPG with the intent to write a story about it was playing with Capes. It was a very early version of the Surging Shark and Magnetron duo where Magnetron was a villain named Magster. However, I never added the mechanics to it, so in the end it never felt like a true proto-SRV actual play. I can, at a later point if you guys want, post the story I wrote up for that, on top of another story where I utilized a Japanese card game and tried to translate it into an RPG, but for now, let us talk about the wonderful world of licenced RPGs.
Personally, a licenced RPG is a good way to introduce people to RPGs. Much like how the Pokemon card game was a gateway game to Magic the Gathering, an RPG based off a show could attract people to try Dungeons and Dragons. Now, granted, you can just tweak a system and make it based off anything. That’s how Titan World was made. But there’s something cool about a company trying their hand at a licence and creating a game out of it.
And sure, you do have cases where a licenced RPG (say… Buck Rogers) be the doom of a well-established company, much like what ET was to Atari and the second gaming generation as a whole, but then you have the Fantasy Flight version of Star Wars, which has a unique story telling die system that fits the theme of the sci-fi franchise.
Licenced games are also a way to introduce RPG fans to the source material, much like how the D&D movie introduced me to the franchise or even how the Star Wars D6 games fleshed out a huge chunk of the classical Star Wars lore. In this case, I was introduced to a game based off the famous magical girl series: Sailor Moon.Continue the story