The Indie Game Talk Club

E2: Making And Breaking Genre

The Indie Game Talk Club

Show Notes

Episode Synopsis

Paul and Dusey talk about onboarding new roleplayers, monetizing your hobbies, priming a table for optimal play, and the power and limits of genre. Content warning: D&D is mentioned!

Weird Terminology and Acronyms

Apophenia: the brain’s natural tendency to create patterns from inputs, whether there are intentional patterns there or not. Wikipedia has a whole lot more information!

Genre: one of those wide-open words folks can get lost in the weeds defining and defending. In this episode, we mean subject matter, theme, setting, and expectations. For example, the zombie survival genre as defined by work like The Walking Dead, The Last of Us, or 28 Days Later. There are dangerous beings that used to be living humans, those beings might not be the most dangerous thing about the world, the world order has collapsed after the arrival of these beings, and we expect our protagonists to be faced with high-stakes choices as they try to survive. In game talk, “genre” can mean a lot of other things as well!

Trope: A “rule” of a genre, a recognizable moment, theme, or other element. In the zombie survival genre, for example: roving gangs of survivors, living villains who are more dangerous than the zombies because of understandable motivations, hiding the fact that you’ve been bitten and endangering everyone around you.

LARP: Live Action Role Play. Once again we direct you toward Wikipedia for more information. It’s an incredibly rich, complex body of work! IGRC is far more interested in the Nordic larp tradition than other forms.

Flags: In rpg talk, signals between players pointing toward interests, preferences, or no-go areas. Choosing a warrior-type character might be a flag pointing toward an interest in violence and fighting, or it might be a flag pointing toward themes of regret and the cost of violence. Some games have explicit flags, such as stated goals or personality traits, while others offer only implicit flags, such as skill or class choices. Troy Costick has a nice blog entry about flags.

X-Card/Safety: You don’t know everything about everyone at the table, and sometimes subject matter or play style can be upsetting in a way the participants did not opt in for. John Stavropolous created the X-Card, one of the first explicit safety tools. The Indie Game Reading Club has also covered safety.

PbtA: Powered by the Apocalypse, the meta-platform pseudo-concept not-a-license game design framework that arose with the publication of Apocalypse World.

Distributed Authority/GMful: Both phrases point toward roleplaying games in which duties typically enshrined in a single player at the table are spread among multiple players. These games typically feel much different at the table because there isn’t a central authority (GM/DM/facilitator) with final say on all non-character matters.

Games and RPG products referred to in this episode.

These are affiliate links to DriveThruRPG, where hopefully we can earn enough pennies to defray the cost of acquiring these games. The Indie Game Reading Club does not accept free or promotional copies of games!

Dragon Town

Birthright

King Arthur Pendragon

Dark Sun

Ghosts of Saltmarsh

Dragonlance

Zombie World

Desperation

Noteboard

Dragonbane

Mutants & Masterminds

Fiasco

Call of Cthulhu

Basic Role Playing (BRP)

Dungeon World

Apocalypse World

Monsterhearts

The Slow Knife — Project information

For The Queen

Dragon Braggin’

The Quiet Year

A Complicated Profession

Trouble For Hire

Stewpot

Daggerheart

After The War

Songfall Survivors

Breathless

Substratum Protocol

The Facility

Invisible Sun

Impulse Drive

Coriolis: The Great Dark

The Burning Wheel

Contact Us

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