For a minute, let’s just stop. We’ve come a long way together. If you have read Genre Police from the very beginning, then when the article after this one comes out, you’ll have read fifty of these things. I want to take a moment to review what we’ve been doing and show you a way of using that back catalogue of articles in a constructive fashion. For a couple of years now, I’ve been producing content that helps you understand and ape the feeling and intent of genres so that you can apply them to any RPG you plan to run.…
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Given that the emergent style in modern RPGs is a heavily character driven adventures based on flaws, goals and other quirks it amazes me that we haven't talked about how we go about aiding players and what we can do to avoid tipping into the lair of the deadly Melodrama.
So, what do you need to do to present an alternate historical universe? Here are some pointers for the genre.
The problem arises when we as GM's begin to think about putting out own stamp on a game.
Comedy in is perhaps the hardest genre to bring to a tabletop game.
When I look back on my RPG experience, I find that most of my favourite moments come when the heroic narrative is upended – a moment when we realised a long D&D campaign was going to end with the cost of victory being too high.
We need to talk about how cool Shakespeare was.