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Showing posts with label genre. Show all posts
Showing posts with label genre. Show all posts

Saturday, 3 January 2026

The slipstream question

More Lovecraftian musings from me and Paweł. We don' need no steenkin' genre. And remember, as recently as the beginning of the century our lives today were still science fiction.

There are still a few days to go to reserve your copy of Whispers Beyond The Stars. Don't look back with regrets.

Friday, 23 June 2023

Why do roleplaying games need a genre?

“What I really aim at is an absolute realism in the sphere of the ignobly decent. The field, as I understand it, is a new one; I don’t know any writer who has treated ordinary vulgar life with fidelity and seriousness. Zola writes deliberate tragedies; his vilest figures become heroic from the place they fill in a strongly imagined drama. I want to deal with the essentially unheroic, with the day-to-day life of that vast majority of people who are at the mercy of paltry circumstance. Dickens understood the possibility of such work, but his tendency to melodrama on the one hand, and his humour on the other, prevented him from thinking of it. An instance, now. As I came along by Regent’s Park half an hour ago a man and a girl were walking close in front of me, love-making; I passed them slowly and heard a good deal of their talk—it was part of the situation that they should pay no heed to a stranger’s proximity. Now, such a love-scene as that has absolutely never been written down; it was entirely decent, yet vulgar to the nth power. Dickens would have made it ludicrous—a gross injustice. Other men who deal with low-class life would perhaps have preferred idealising it—an absurdity. For my own part, I am going to reproduce it verbatim, without one single impertinent suggestion of any point of view save that of honest reporting.”

That’s Harold Biffen, one of the characters in George Gissing’s novel New Grub Street, expressing his ideal of a style of fiction that asymptotically approaches reality. This seems to echo the thoughts of a rather more successful real-life writer, namely William Wordsworth, who argued (almost a century before Gissing's book) that "the human mind is capable of being excited without the application of gross and violent stimulants" and went on to deplore readers' "craving for extraordinary incident, which the rapid communication of intelligence hourly gratifies." And that was before Twitter.

H P Lovecraft, who endured a hardly easier existence than Harold Biffen’s, expressed a similar idea when he set out a manifesto defying the dominance of genre in science fiction:

“We must select only such characters […] as would naturally be involved in the events to be depicted, and they must behave exactly as real persons would behave if confronted with the given marvels. The tone of the whole thing must be realism, not romance.”

That right there is pretty much what I want my upcoming Jewelspider RPG to be: fantasy, but not of the fantasy genre. Nowadays roleplaying frequently embraces genre, and it’s fashionable for referees to talk about the game in terms of act breaks and inciting incidents. But I’m with Biffen and Lovecraft. Genre means incorporating familiar elements in familiar patterns, which is fine if you prefer fictional narratives to the kind that real life throws out. What I want my roleplaying games to do on the other hand is to evoke “real” settings. What happens there, even if the setting is fantasy, happens as it does in life, not fitting itself to tropes and story formulae, but simply as the result of colliding goals, characters’ actions and reactions, and a bit of pure chance.

This goal came into focus for me the other day while watching Chloé Zhao’s movie Nomadland. Most of the participants really are nomads. You can hear the difference from actors reading lines. When these people talk about their life experiences, their loves, and those they’ve lost, it rings true. As the review on RogerEbert.com put it:

"Filmmakers and artists in general have a tendency to judge their characters. Here’s the good guy, here’s the bad guy. Here’s the problem that needs to be solved for the leading man or lady to be happy by the end of the movie or damned because of their bad behaviour. There’s a much lesser version of the true story of Nomadland […] that does all of this, melodramatizing Fern’s story into one of redemption."

That was the point of a lot of classic early-‘70s movies, to throw away the nursery book of arcs and tropes to find a more truthful way of depicting human drama. For example, listen to this podcast in which Rebecca O’Brien explains what appeals to her about Coppola’s The Conversation and how the movie “sets itself up almost as if it is reality; the story is told without any adornment.”

This might just be one of those ideas whose time has come, because as I was writing this post the SF author and critic Damien Walter published a piece about the need for science fiction to escape genre.

I'm not going to tell you how to run your games. If you want to use Jewelspider for comedy or high fantasy or grimdark takes on Legend, or if you dig good vs evil romps and the panto ethics of alignment, go right ahead. But I have to settle on a tone for how I describe the world of Legend in the rulebook, and an ethic that will inform the scenarios I’m writing for it, and my Dogme 95 is to not to assume any genre or even a sense of a storyteller. The setting is the medieval world as people at the time imagined it to be. There is no agency that will intervene to ensure you have a satisfying arc. Stuff will happen, fair and unfair. In my gaming philosophy that’s how to get a really immersive experience. By stepping away from conscious storytelling and throwing off the shackles of genre, we'll have games that give us "the freedom and space to hear things".

Friday, 1 April 2022

Cry of the Woolf

Virginia Woolf had some smart things to say about roleplaying, in particular the tendency I often deplore to cram everything into a genre envelope and play self-consciously as if trying to replicate a TV show's contrived structure. Ms Woolf thinks there's too much of artifice in such narratives and not enough of life: 

‘So much of the enormous labour of proving the solidity, the likeness to life, of the game narrative is not merely labour thrown away but labour misplaced to the extent of obscuring and blotting out the light of the conception. The players seem constrained, not by their own free will but by some powerful and unscrupulous tyrant who has them in thrall to provide a plot, to provide comedy, tragedy, love interest, and an air of probability embalming the whole. The tyrant is obeyed; the game is done to a turn. But sometimes, more and more often as time goes by, we feel a momentary doubt, a spasm of rebellion, as events unfold in the customary way. Is life like this? Must roleplaying be like this?
 
‘Look within and life, it seems, is very far from being “like this”. Examine for a moment an ordinary mind on an ordinary day. The mind receives a myriad impressions--trivial, fantastic, evanescent, or engraved with the sharpness of steel. From all sides they come, an incessant shower of innumerable atoms, and as they fall, as they shape themselves into the life of Monday or Tuesday, the accent falls differently from of old. The moment of importance came not here but there, so that, if the players could do whatever what they chose, not what their characters' arcs say they must, if they could base their actions on their own in-character impulses and not on convention, there would be no plot, no comedy, no tragedy, no love interest or catastrophe in the accepted story style. Life is not a series of gig lamps symmetrically arranged.’

Friday, 15 January 2021

Pointing the finger


British literary critics of the 19th century had the notion of the "Young Lady Standard", which was a kind of family-friendly U-rating for novels that would not offend the sensibilities of a Victorian girl. Because of this, British literature often shied away from the sort of forthright depiction of life you find in French or Russian novels of the time. There was a feeling on the Continent that literature was an art form and had a right, indeed a responsibility, to mirror life warts and all. In Britain literature was the forerunner of early-evening television.

Even so, authors like Jane Austen were not the twee and cosy yarn-spinners that many suppose. Lady Susan Vernon is an amoral, manipulative adventuress who deserves a place in the ranks of dark antiheroes alongside Vic Mackey and Walter White; Catherine Morland runs afoul of predatory sexual vindictiveness; Lizzie Bennet takes on a real-life dragon for very high stakes; Becky Sharp is willing to betray even those who love her just to squirrel away some cash. Nonetheless, though depths of human depravity are certainly there to be inferred in 19th century British literature, those are all pre-watershed conflicts. None of them is described with the uncompromising raw honesty and occasional breathtaking brutality of authors like Balzac or Chekhov.

Dickens wrote stories to stir your emotions, but he and his readers knew they were parlour entertainment, to be read by the whole family -- a "safe space" in entertainment. A Victorian paterfamilias who opened a novel to be confronted with the likes of Madame Bovary might well have stormed back to the bookshop and thrown it through the window.

I think something similar is behind the uproar we sometimes see nowadays over "unsuitable" content in roleplaying games. There are some people who play games the way those Victorian families read novels; there are others who expect games with no holds barred. This has led to the concept of the "x-card" -- sadly nothing to do with homo superior, but a mechanism to interrupt games whose scenes or subject matter a player is unhappy with. To quote from the blog I linked to there:
"The x-card is used to signal that a boundary has been crossed or that a player is not OK with the content. The game stops immediately, and discussion shifts to the reason why the card was used."
For me that's as absurd as calling a halt to a disturbing play or movie. If you don't like what you're seeing, don't tell me about it; there's the exit. But there's a category disconnect here. I regard roleplaying games as art, no different from literature, theatre, cinema, poetry, and painting. The people who advocate x-cards want their games to be morally uplifting and to avoid upsetting anybody, just like those family novels for the Victorian fireside. We have different expectations.

I have a player who doesn't like horror scenarios. If we're going to be playing a horror campaign, that's OK; she sits it out. Sometimes there's a grey area. A scenario may not be overtly intended as horror, in the sense of belonging to the horror genre, but horrific things happen. There have been a few times when my players have shocked me to the core with some of the things they're willing to do. And that's fine. It's why I play, in fact, to see those things that emerge unexpectedly from characterization -- sometimes beautiful, sometimes very nasty. It's the same when writing characters. You ask yourself how far they will go, what lines won't they cross, and the answer is often revelatory.

What do you do if you come up with something you know will be shocking, whether as a player or a referee? If I thought my players couldn't handle it then I'd keep it to use in a story, perhaps. But really, if my players were like that then we'd soon part company. They and I know we're not setting any limits.

Taking the blog post I cited again, one of that player's boundaries is "I don't want any romance involving my character." But it's really hard to plan that kind of thing in advance, especially in the improv style of play that gives the best games. When refereeing, I wouldn't have an NPC profess love for a PC if I didn't think the player was capable of running with it. (I'm talking about their acting ability and imagination, of course.) What if one player-character falls in love with another? I'd much rather they both played it. Unrequited love is one option there, and it could develop in interesting directions as we know from countless TV shows and novels. It would be pretty disappointing if a player just said, "I don't want to roleplay that." In that case play your blocking. Reject them, spurn their advances in-character. Don't tell everyone about it.

But what about games in a public forum? Twenty years ago I went along to a convention to sign Fabled Lands books but soon got roped into a series of fascinating mini-RPG scenarios run by the guys behind West Point Extra Planetary Academy. Each game had a different setting and was built as a moral quandary to be played out in twenty minutes. They could hardly have started by saying, "This scenario deals with issues X, Y and Z." It's the trigger warning problem. If you're trying to capture a genuine sense of surprise in the game, you can't give too much away upfront. (Not to mention that the evidence indicates that trigger warnings are of no use in any case to the genuinely traumatized.)

Why have these debates crept into games of late? I think partly because roleplaying is becoming -- well, not mass market entertainment, not by any stretch, but certainly it has opened up beyond the hardcore gaming demographic of the early days. Aficionados take a sophisticated approach to their hobby. The casual fan tends to have a less mature outlook.


Also, American culture has always had a much more censorious streak than European. The idea of shutting down a discussion because it offends somebody's moral code is perhaps natural if your country was founded by Puritans. And because of social media, the Overton window has shifted away from liberalism towards moralism. Hence gripes like this, that maybe do make sense over in the US (American friends, feel free to chip in) but strike most Europeans as potty.

And because most roleplaying derives from genre fiction, and genre sensibilities tend to be a little less grown-up than proper literature, there's a tendency to expect roleplaying games to stick to the soft-soap forms of conflict you get in traditional SF and fantasy. Witness the outcries over Game of Thrones when the writers stepped outside genre norms -- even though that was pretty much the entire thesis of the show from day one.


Anyway, enough theorizing. What do we do about it? Well, surely few gamers want to sit around listening while one player explains their reasons for halting the game. The next stop on that line is struggle sessions, which nobody will enjoy. But those people's sense of offence seems genuinely to overwhelm them, and there's no point in subjecting anybody to an experience they disapprove of. So we're going to need better ways to signal which kind of roleplayer you are. High literary with anything goes, or pulp with puritan boundaries? As long as everyone around the table knows what they're letting themselves in for, I'm sure we can all keep on gaming without needing to call the thought police.

Friday, 10 July 2020

Go with the flow


The referee of our latest campaign shared this (from Shamus Young's DM of the Rings on his TwentySided site) after I scored a series of critical successes that stopped the Big Bad dead in his tracks -- to the slack-jawed astonishment of everybody around the table.

The comic gave us all a good laugh, but like all good comedy it makes a serious point too. "We need to adjourn for a bit of re-writing." Not a bit of it! If something like Gollum getting shot happened in a game I was running my first thought would be, "Wow, didn't see that coming! I wonder where this will go now..?"

Roleplaying at its best is jazz, not an orchestra and conductor working from sheet music. The referee is one of the band, leading but not dictating -- which is the reason I don't like terms like GM. There need never be any pause for re-writing because there shouldn't be a prescripted storyline you're trying to shepherd the players through. Play to find out what happens, as they say. The story that emerges will always be more involving than a plot you wrote in advance because the players will be right there in the moment, not watching to see which clue or trope has been planted there for them to pick up on.

And consider too the campfire mythology of the game, the stories players tell each other afterwards. Occasionally I've seen players make astonishing dice rolls that allowed them to overcome a threat that looked almost insurmountable. Years later they'll talk about that kind of victory with much more passion than one where they found the magic whatsit that was the only way to defeat the evil whosis and they used it at the exact time the scenario said to.

The pre-planned finale is not roleplaying, it's the kind of story you get in a movie or novel. There you can't have million-to-one shots come off (much as writers strive to convince you they have) because there's no element of chance. Every outcome in a scripted story is (by definition) contrived. The USP of roleplaying is that genuinely unforeseen and unlikely outcomes do happen, and immediately get folded into the action. Celebrate that and use it, is my advice; don't try to shoehorn roleplaying games into the same genres and tropes that linear fiction is bound by.


I've been thinking about this because our group is about to try the Yellow King RPG mini-campaign The Wars. I get that it's all about playing in a genre, and I'm always willing to experiment, so I set out intending to embrace that. But what is the genre? (Genuine question, for anyone who's played the campaign.)

I started out looking at All Quiet On The Western Front and Charley's War -- and, yes, I know The Wars is not WW1, but the flavour is what I'm looking for. The trouble is, I can easily see the action moving from the very specific mystery-on-the-battlefield to other settings: home leave, quiet moments back at HQ, and so forth. Do I have to prepare injury and shock cards for every eventuality? The Yellow King system looks like it's intended for games where you've carefully set the rails beforehand, but what do you do in a game like that when the players do the unexpected? I could use a less prescriptive set of rules, obviously. One option is just to have generic -1, -2 and -3 injury cards and hand them to the players saying, "OK, that's the game effect; you tell me what the injury actually is." But the point of the exercise is to see what the YK system is like. If you've tried it out and can offer some tips, I'd love to hear your comments below.

There's a little bit more about themes like this in the latest episode of the always-excellent Improvised Radio Theatre With Dice. Mike and Roger cover some of the same ground as I have, only more winningly and in stereo. (If you enjoy their discussion, don't ignore the tip jar.) But before you scoot off to listen to them, I must make a very important point: