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Archive => RPG Theory => Topic started by: soundwave on April 27, 2003, 10:30:21 PM

Title: Defining Genre Expectations
Post by: soundwave on April 27, 2003, 10:30:21 PM
There's been a lot of talk around here lately about Genre Expectations, particularly in relation to Fang's 'No Myth' style. Now, it seems to me that Genre Expectations have to be defined communally, before play, and in a fairly narrow band, in order to provide for functional play. Keep in mind that I'm approaching this from an almost completely Sim angle.

My questions are:

a) Is this necessarily true for Sim play, or for other styles/modes? If not, what other ways, means and times provide for functional play, and what advantages/disadvantages do they offer?

b) What needs to be defined? How narrowly, and to what depth? Should expectations be prioritised?

c) What are practical ways to define Genre Expectations with a group of players? What if they're hesitant to do so?

Now, that's a fair swathe of topic areas right there, from the theoretical to the specific and practical. So I'll understand if people want to respond in new threads (so long as you post a link in this one, for ease of navigation). Oh, and I'm sure this area has at least been touched on previously, so feed me all the links you've got to past threads too.
Title: Defining Genre Expectations
Post by: M. J. Young on April 27, 2003, 11:46:50 PM
Genre Expectations is a term on which Fang has rather specifically focused in developing Scattershot, and you can probably get a great deal of information from his forum in the Independent Games forums.

I have no particular devotion to them in most of the games I play. That is, I think they exist, but that they don't much matter.

It may be that genre expectations are a way of covering a great deal of ground in a rules-lite system that would be covered by mechanics in a rules heavy system. Bias does a great deal of that in Multiverser, for example. Scattershot would (I think) say that magic can't be used in this setting because the genre expectations forbid it; Multiverser would say that magic is biased out in this universe, and what little that is possible is very difficult and not terribly effective. Thus I think genre expectations are something of a shortcut to getting agreement on a slew of rules that aren't codified in the mechanics.

Does that help?

--M. J. Young
Title: Genre rules... and why we should love them...
Post by: MoonHunter on April 28, 2003, 05:30:56 AM
Genre rules, or Genre guidelines more accurately, are critically important in certain types of games.  Without them, the games/ stories become odd or unrecognizable.  

Superheroic games live by their basic genre rules.  If you don't follow the "rules", you don't have a recognizable super hero game. The rules or tropes need to be observed, or else you have some odd modern game with bizzare crunchy bits.  While many of the rules can be bent or broken, a majority of the rules must be maintained lest you get a game that does not meet player expection (generally).  Buzz about campaigns and the rules can be found in the Hero and GreenRonin boards.  The avid players in the genre are very strict about their rules.  

Martial arts games also live by there genre rules. This is not just Wuxia, but games that focus on martial arts, honor, discipline, and the personal development.  Though these martial arts games are normally campaigns using rule systems that support martial arts (Gurps, Corps, Hero, and some modified Shadowfist), not following the genre rules gives you a split mix of characters with martial arts being overshadowed by (modern) weapondry.  KHAT! gives you a strong emphasis for the genre and the rules (In fact the game supports the five main subgenres of the HK film industry).  As KHAT! players will tell you, a modern game with martial arts in it, is not always a martial arts game.  There is a whole "flow" that they expect in these games. If it is not there, the players are let down (though they still might like the action game).  

Mecha orriented games also function with significant genre rules- mostly impacting what tech is acceptable and existing. Without genre rules supporting them, mecha (even gear) would not function in a rational environment.  Gurps mecha makes this argument.  

Pulp games have genre rules.  Characters must be larger than life. The locals should be exotic. The line between the hero and villian are well defined.  If you don't have these rules, you don't have a pulp game, you have some other kind of game set in the 20s and 30s or what ever setting. If you have those rules, you can have pulp science fiction or pulp horror, or what ever... you get the idea.  Pulp is an attitude, a focus, a feel, that defines the genre, rather than any setting based rules.  

Are their genre rules that we have to follow in other genres of game?  A case could be made for Cyberpunk, Cthullic Horror, Swords and Planets (JC of Mars, Carson of Venus, etc), but many just say that requires setting elements.  Fantasy and Science Fiction are such broad genre categories (that frequently overlap) that there are no over all genre rules for each one.

So they do exist, and depending on the type of game you are playing, they matter a great deal.
Title: What Did I Think I Was Doing?
Post by: Le Joueur on April 28, 2003, 12:55:30 PM
Quote from: soundwaveThere's been a lot of talk around here lately about Genre Expectations, particularly in relation to Fang's 'No Myth' style. Now, it seems to me that Genre Expectations have to be defined communally, before play, and in a fairly narrow band, in order to provide for functional play. Keep in mind that I'm approaching this from an almost completely Sim angle.

My questions are:[list=a]
  • Is this necessarily true for Sim play, or for other styles/modes? If not, what other ways, means and times provide for functional play, and what advantages/disadvantages do they offer?

  • What needs to be defined? How narrowly, and to what depth? Should expectations be prioritized?

  • What are practical ways to define Genre Expectations with a group of players? What if they're hesitant to do so?[/list:o]Now, that's a fair swathe of topic areas right there, from the theoretical to the specific and practical. So I'll understand if people want to respond in new threads (so long as you post a link in this one, for ease of navigation). Oh, and I'm sure this area has at least been touched on previously, so feed me all the links you've got to past threads too.
Since I coined the term originally, I expect it's my do; h'okay.

One thing you have to remember is there's a lot of ways to 'define communally.'  One of the most familiar (and least recognized) is, "Hey, let's play [such and so]!"  That's right, most game systems incorporate their own Genre Expectations.  Most go far enough to narrow them appropriately, although the presentation is often naïve at best and barely suggestive at worst.  But we can do Simulative or Simulationist (depending on what you really mean).[list=a]
Title: Defining Genre Expectations
Post by: Bankuei on April 28, 2003, 01:27:54 PM
Hi Fang,

I find the movie/book/source idea works wonders.  I usually require a group to come up with 2 or 3 sources, such as movies to define a style to a game, and try to get a chance for everyone to watch the movies, read the books or comics, play the videogames, or otherwise experience the source material.

I find this method goes a long way towards establishing Genre Expectations, provides great examples("See? Heroes never get hurt from long falls, let's make that a rule!"), and works wonders for folks who don't necessarily get the "explicit" points of Genre Expectations.

Chris
Title: Defining Genre Expectations
Post by: Mike Holmes on April 28, 2003, 04:59:07 PM
Universalis Tenets at the beginning of play are often used to establish Genre Expectations (or limitations, occasionally; like my "No Zombies" Tenet in a recent game). This is one of the things that the text suggests that they be used for, in fact, though it simply uses the term Genre. Other than that, Genre gets set in play by the actual play itself.

In any case, allowing the player to help define the genre certainly makes it easier to stick with the Genre, I've found. No surprise, really.

Mike