Here's a conversation with Vincent Baker and Ron Edwards it's mostly about how young people are approach Apocalypse World but there's a bit in the middle about self-expression. Vincent is taking art classes and was apparently challenged by one of his instructors to "draw something he cares about." Both Vincent and Ron relate this back to RPGs and how we should play and design games around things we care about. I think about this a lot and how it relates to me. I feel very alienated from a lot of my fellow RPG players and designers as I feel like everything is either BOMBASTIC FANTASY AESTEHTICS (with not a lot of substance behind it) or really bizarre high concepts that feel internet memes or SNL skits that don't seem really playable. "You're racoons delivering mail in a world ruled by vampire squirrels" or "a solo journaling game about a glass of water that gets off on being drunk but suffers from rejection sensitivity when they are inevitably being peed out." Like... what is even going on here? Now this feeling of alienation from my fellow creatives is not new. I make video games for a living and don't like 90% of most major video game titles. My video games tastes are rather niche (except when they aren't like Silent Hill 2 and Disco Elysium). But like, I've never been big into Anime, I don't care for most Y.A. stuff, I'm not big on the modern construction of Urban Fantasy. I've never been a huge Sci-Fi guy. Superhero stuff never spoke to me. I don't like most contemporary takes on fantasy. So what do I like? I like crime and detective fiction. I like most standalone horror novels. I like Gothics both with and without supernatural elements. I like fantasy novels where the protagonists and the world are like 90% normal except for its most demon haunted corners. (I once heard the description "adventurous horror stories" and thought that was prefect). I like surrealism that is left unexplained but still reveals the truth of the characters. But more than anything I like plays. When I really reflect on things, the biggest influences on me creatively have been plays or movies based on plays. Like the best thing I've seen in the last month was a play about a guy who gets a job at a bank and ends up winning employee of the year (there's more to it than that, but not really). I started watching the original Dark Shadows and I really like the 150 so episodes before they introduced all the supernatural stuff because it felt like one long extended play. I think I even said, "This is my ideal RPG pacing". And that's really it. I like stuff about ordinary people experiencing extraordinary circumstances. And that's getting really, really hard to find in RPGs.
also loved that conversation. listening to them two talking is always a delight, they balance each other out very well. anyway, you are so real for speaking on this. though i think the current trends which you pinned down very comprehensively actually follow the larger tendency of the medium to be driven by emulating genre fiction in the worst sense possible. like, at best it actually comes to doing something unique with genre, like apocalypse world, which i think vincent baker spoke of as being transformative rather than emulative, with which i agree whole-heatedly. or maybe something like sorcerer, which pins down a couple of particular idioms (sorcery in pulp horror/fantasy, demons as metaphors) and follows them through. but that still ultimately kinda drives you towards genre fiction, especially because the game-rules kinda establish a sub-genre in themselves, right? what really baffles me personally is the utter lack of games that set out to be just straight up realist, not in the sense of verisimilitude but in the sense of being about something non-fantastical and non-exotic. i know people love to dunk on genre/literary distinction, but imho if anything ttrpgs are a great testimony to it being fairly useful. like, more of the time you get something vaguely "slice of life", which is actually genre fiction too, and goes with you talking about not being into anime and ya, and the answer given to you about "cozy" fiction. and then there's historical fiction, which too tends to calcify into its own subgenres. and also crime and mystery, or, marginally, some things like war or spy thrillers. nothing really *fits*. you *do* get some things, like paul czege's excellent nicotine girls, but not much! i think it has to do mostly with pitching it. a game centered around pure character drama has to justify its existence either by presenting an incredibly interesting situation (which is what realist fiction mostly thrives on, actually! well, this and compelling characters, obviously) or having some interesting mechanics, both of which is really hard to market for for different reasons, as far as i understand. and even then, can you do a full-book-size game out of this? the aforementioned nicotine girls is a two-pager, but two-pager booklets are not what people buy, the industry is centered around big, lushly illustrated coffee-table books. i wish there were games structured like dogs in the vineyard but sans the fantastical parts. or maybe even like in a wicked age. in fact, the latter would be so good just with modern mundane oracles. i wish the hobby was not so nerd-culture-centered. and it's not like i don't enjoy genre fiction myself. it's just so oppressive how much it's all dominated by tropes. aren't people tired of that in commercial fiction? don't they want to make something different? i remember the passage from sorcerer & sword about doing the things sword & sorcery doesn't really do, angling towards the stuff you are frustrated about, the opportunities passed on. something like that is also in the monsterhearts book. i wish more rpg texts were encouraging this. someone needs to launch something like a realist game jam. anyway, sorry if i've driven the conversation away to some extent. just really needed to vent about all of this after reading the conversation you had in replies.
I think fandom/gaming's obsession with "tropes" especially structural tropes like specific kinds of "arcs" and "reveals" is one of the most toxic things to happen to media in general. It's basically people having completely internalized consumer culture on an identity level.
Over on Adept Play we've completely replaced the word "genre" with "idiom" which is used exactly as you point out for Apocalypse World, Sorcerer & Sword and Monsterhearts. It's when you take the raw components of your inspirations but then fully use them to your own ends to go above and beyond "genre".
As for naturalist games. There are some games that go full naturalist with no supernatural elements. A lot of them are detective games that have refused to introduced the "but with monsters!" element so many games do. Dirty Secrets A Taste For Murder Dirty World
But probably the best naturalist slice of life game I've played in recent times is "Shine A Light" from Ron's Cantos collection: https://payhip.com/b/xEnH1
It's about a close nit group of 20 somethings hanging out. And that's it. That's the entirety of the "situation". There's much talk in the game about Angels but they're entirely metaphorical. They're when moments of death intrude into the lives the characters. And that's it. It starts nowhen and ends nowhen and is punctuated by little moments of tragedy. It's delightful.
thanks for the answer & the recs! i actually lurk adept play, so i have been exposed to the approbation of the "idiom" for the ttrpg-discourse a-plenty. i agree it's a very constructive use of terminology. also thanks for pointing out monsterhearts, it's actually such a good third example i'm kinda jealous i didn't though of it myself! i didn't really mean naturalist games, to be honest. i was very deliberate with choosing to write "realist" despite it being abused. i really did mean it in a sense of "deliberately mundane", concerning itself with a "real life" in the sense of being about matters close to lived experience of the author and/or the intended recipients. i don't really read or watch that much mystery fiction, it's not really my think. and it actually is kinda preoccupied with tropes and exotic matters, usually, as far as i can say! so it's part of the whole thing. i really wanna check out shine a light now though, you described it rather attractively. though honestly "slice of life" is still really not what i am looking for. like, im pursuing an eng lit degree right now after getting my history master's. so as part of that, i am reading a lot of postmodern realist fiction. and i am wracking my brain on how and what one would even codify design-wise to get at *that* kind of thing in rpgs. i think one would need to do something like drama system, honestly, but different, because that game seems entirely preoccupied with conch-passing. but then i don't know *what* exactly the game would need to support and enforce. both pursuing the structure of "a novel" in a traditional sense or pinning it down to a very specific situation/setting seems kinda bad, too direct maybe, like you are taking away the interesting part from the actual play. and i really thing -- it's a quirk, maybe i am unreasonable for that -- that it gotta be a fully-realized, big game, not a small proof of concept one. the latter was for sure done, i've seen it being done. i just wish i had a satisfying example. i fully believe the day something gonna write something like that will be *the* day for the medium. or at least it's gonna be one for me as a rpg enthusiast



















