Well, the last few months have definitely slowed my usual font of imagination. Still, I do end up thinking about HOW genres work to get some ideas of what underlies it all.
In this case, I’m thinking about how some media is magical and wondrous (whether that’s fantasy, sci-fi or whatever) and others might HAVE magic, but it’s not so wondrous. And that’s not a knock on the latter – it’s just that I think people aim for the former and end up with the latter more often.
“Knowability”
The key point I think defines the difference is whether the mysterious weird stuff you’re presenting in the setting feels knowable, whether or not it is explained in the story or game or not.
If your sci-fi has a hovercar, and people use it like an old beat up hooptie to drive around, it’s not wondrous even if it is unusual to us in the real world. It feels knowable, both in concept, use, and character interaction.
And I think that’s a key point – character response helps us ground what our expectations should be in a movie, show, book, etc. If you have a weird floating stone that hovers and everyone walks around it in awe… well. I mean it’s flying just like the hover-junker, just that we don’t know how, why or what it means and clearly the characters don’t either.
…now put it in roleplaying games…
For presented media, we, the audience, only get what is shown to us. The creators may have come up with complex rules about everything, or just handwaved it all, but we only get what is presented, and part of the craft is figuring out what they want to present or not.
In games, the group is both the creators and the audience. And this means usually you need more agreement about how things work – whether that’s from a more traditional game “these stats help define what things do” or a more story focused “these things fit within genre expectations”. So in that sense, the illusion of “this world exists out there, somewhere” is broken under the fact that the curtain is pulled back on what is “knowable vs. we’re handwaving this in the moment”.
Obviously, if you have genre expectations about what makes things wondrous, that helps. (Glowing, floating, unseen winds, weird sounds, voices, etc. Movies and anime have all this in abundance.)
However, I find beyond that, it can help if games assign some authority to specific people in the group to make hidden information that is revealed during play. That ranges from your characters’ backstories, to the GM’s NPCs and “big plot” and so on. In our current Universalis game, we’ve divvied up certain plots as ownership for a given player – their role is to drive forward conflict around that thing and also create any hidden elements to reveal in play.
Avoding pitfalls
RPGs have had a bit of a tough time around this, sometimes. The biggest pitfall a lot of folks end up in is that all the magical stuff has a lot of very consistent rules, well explained, and it is no longer mysterious or wondrous. (Which is fine for a gamist goal, less so for other types of play.)
Sometimes people mistake this for “rules destroy the wonder” in a game, but rather, it’s that the mystery is gone from what SHOULD be mysterious (at least by that individual’s preference) and not that there are rules to be used. The “Here’s 10,000 years of detailed history” setting write ups in games do the same thing, oftentimes.
I think part of it is making sure to know what is important to NOT explain and to stick to it.
Now, the other issue is that unlike a presented media, where the creators can edit and pace things to move the action along so you don’t spend too much time with the mysterious strange thing and are left wondering, a game often has players immediately drawn to poke at these things. And often enough in games, the characters are experts in fields, have magic or tech to dig out more info, and some people will spend a lot of time just trying to play scientist.
This is where it’s really helpful to have had that discussion about the type of game you’re playing, genre expectations, etc. Just as much as “Shopkeep haggling the Epic RPG” is not a game most people are interested in, “Where on the Mohs scale of mineral hardness is the floating stele that summons the Star God and how can we test it?” is also not a game most people are interested in.
It’s useful to set up expectations of where it makes sense to poke and where things are just there for fun and decoration, so that your players know “some things are actually best left unknown” and also to save time and avoid conflict ahead of time.
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