I love canon. Whether it's for a game, movie, book or TV show, exploring the official canon involved in the product is usually great fun. When it comes to RPGs though, I hate it.
Rather, I hate the straitjacket it often seems to create for GMs, players and even game designers. For an example, let's take something from the
Dresden Files RPG. In the entry for Harry Dresden in Our World, there's a section called "A World Without Harry?" that warns that removing Harry from the Dresdenverse would surely have led to many bad thing happening. OK, if that's the only change made, then yeah, things would suck. Why would I have that be the only thing I changed?
This seems to be a problem encountered in a lot of situations where people start talking about messing with canon. In a Star Wars game, if you talk about dropping Luke you inevitably get an argument about how then the Death Star would have blown up Yavin, wiping out the Rebellion. As if you can only make that one change, and not decide to make a number of other changes as well.
When I run an RPG in a licensed setting I prefer to play fast and loose with canon. If the canon provides an easy answer to a problem, then fine, I go with it, but if it gets in the way, then it gets tossed out. This is doubly true if canon provides insider information that the characters in the game should never have access to. If I run a Battlestar Galactica game, then the person least likely to be a Cylon is Boomer, and everything else if up for grabs as well. Maybe Kobol is still inhabited when the Galactica gets there. Maybe human looking Cylons are a myth that merely serves to generate paranoia. There are so many ways that the story could have gone that it would be a shame to just repeat the one presented in the show when playing in an RPG.
This is true for other settings as well, even when there isn't as much mystery as there is in BSG. Star Wars is a good example. For me the original trilogy is the only thing that is in my personal canon, but if I'm running a Star Wars RPG, why even stick to that? Maybe Kenobi told the truth and Vader really
did kill Anakin Skywalker. Maybe the person he tells it to isn't Luke Skywalker, but Luke Starkiller, a PC who then goes off on a grand adventure that ends with the destruction of the Death Star... at the hand of the PCs!
There are two impediments to disregarding canon like this: game designers and players. The lesser of the two are the game designers. Most licensed games seem to assume that you are going to stick to the canon. Rarely do they offer any sort of discussion as to how to deviate from canon, and if they do it's minimal. My discussion of the Dresden Files above is an example of this. It can be argued that if you buy a game with a license then people will want to play in that world, but this ignores the fact that most properties worth licensing offer rich settings where a single different choice could have produced a completely different, yet just as compelling, story than what was presented in the original property.
I think one of the better licensed games in this regard that I've seen lately is
DC Adventures. They made one very important decision that I think makes a huge difference: they decided to present the characters as iconic representations rather than current canon. So, the Aquaman you find in the book is a clean shaven man with two normal hands in a yellow and green costume, because that's the iconic image of Aquaman. There's a sidebar discussing a couple of the more modern alternate versions if that's what you want to use, but the iconic version is the default. This makes the DC Universe as presented in the RPG into less of a straitjacket and more of a toolkit for creating the GM's own version of the DC Universe.
The bigger impediment is the players. If you have players that are knowledgeable about the canon, then they often expect it to be canon in the game. I'm willing to work with my players on this. If there are elements of canon that the players are particularly fond of and want to be in a game they play in, then I'll work with them to keep those bits in. If the players in a game of BSG really want to serve aboard the Galactica under Adama, then I'll try to structure my game to include those bits of canon, but those might be the only bits that I keep.
Even if the players want to play with a majority of the established canon that they know and love, I will still refuse to stick to it completely. It's too limiting to have to stick to the canon, and both in terms of options within the game, and in terms of how much work it can take to keep everything straight when there's a large body of canon to deal with.
Of course, there's one thing that will always be canon in any Star Wars game I run: if there's a Han Solo in the universe, then he shot first.