So, there’s been an interesting discussion on UK roleplayers about how “mooks” are treated in RPGs, and why more GMs don’t treat their mooks as fully-fleshed out (well, not entirely faceless, anyway) NPCs. This led to an interesting comment about genre expectations, which I shall now shamelessly steal and riff off.
Genre is a great tool for getting your audience in the same headspace (or for deliberately creating expectations only to defy them in some sort of twist). The mooks example is terrific. As mentioned in the thread linked to above, it would be a dreadful violation of genre expectations if James Bond were tracked down and sued by the family of two heavies he shot in scene 3 of the movie. Doing this could qualify as a twist on the genre, but if so you’d expect it to be telegraphed in advance. Doing it thoughtlessly would destroy any sense of what the James Bond franchise was about, and most likely alienate the audience to boot.
The same is true for RPGs: you flout expectations at your peril. Indeed, the whole GNS theory of roleplaying is essentially about how we can sort it out so that our games reliably give us the experience that we expect/want. The reason the theory exists is because the authors felt that gamers were frequently not getting the experience they wanted, for predictable reasons. But I digress.
A theme that I’ve noticed in roleplaying discussions over the last year or so is that a good GM is constantly observing his/her players’ behaviour and adjusting the game to meet it. We are told that we should give the players the game that they want. It is bad GMing, we are told, to just plough on ahead without regard for the way the players are, uh, playing. But this is taken a step further by a school of thought that says: don’t plan your game at all, but create it in reaction to what the players seem interested in.
This is all well and good, but it has the potential to be the ultimate in genre expectations fail. You can’t establish a clear set of genre expectations if you’re waiting on the players to tell you (through their behaviour) how the game should be. Worse, it’s possible that different players have different ideas about how the game should be. How are you gonna deal with that, hot shot?
I’m not saying that GMs shouldn’t be ready to give the players what they want, or react to their behaviour. That would be crazy. But if you set out some clear ideas about what YOU want, in the form of genre (or clear explanation of where you plan to break from genre), then you stand a far better chance of your players giving you appropriate behaviour from the get-go. This also has the added advantage that if your players hate the game you’re describing they can tell you before you’re halfway into a campaign, and you can either adapt or find some other players.
What this comes down to is, I like to talk about my roleplaying. I like to discuss it with my players, and find out what they like (and don’t like), and I like to let them know the same in turn. Genre is a terrific way to shortcut that conversation, but the conversation is still worth having – and not just hoping that by masterful GM skills you’ll just be able to muddle through and somehow give the players what they wanted all along.