Speaking as one who also has little respect for "tradition for tradition's sake," I respectfully submit that you seem to me to be wrong in this case.Originally posted by Warp9
I've never had a great deal of respect for "tradition" for tradition's sake, or doing things the "conventional way" purely out of respect for the conventional. And I feel that is what following genre conventions amounts to. But I may be wrong.Specifically, I think you may be misinterpreting the reasons why one would (or would not) choose to follow them.
There is nothing holy or magical about genre conventions; there's nothing wrong with running a game that breaks them, crosses them, or ignores them completely. What is "wrong" is letting your players believe you're running a game that includes classic genre conventions, and then not using them. It's wrong only because it violates the unspoken contract as to what they came to do.
For example, I often say that I don't care much for Cyberpunk games. However, that is actually a verbal shorthand that's a little misleading. In truth, what I don't like is any setting in which the world is grim and depressing, and the PCs are doing little or nothing to make the world a better place. I associate that worldview primarily with Cyberpunk and other kinds of Dark Future or Post-Holocaust settings.
Now, if someone said to me, "I'm going to run a Champions game," then I would probably play. If he or she goes no further, I'm going to assume they mean a mainstream, standard supers Champions game where things like costumes, secret identities, and fighting for justice are a given.
If the world actually turned out to be a post-holocaust place where normal humans feared everyone with superpowers, and the supers and normals alike were just trying to survive day to day, then I wouldn't enjoy it, and would feel misled. There are certain assumptions that go along with running a game in a certain genre, unless you make it clear that they don't..
That's the key. If the GM said up front that it was really going to be more like a Post-Holocaust game where the PCs just happened to have superpowers, then I would know I wouldn't enjoy it, and wouldn't participate. There's nothing wrong with have superpowered characters in a post-holocaust world just because it's not a typical Supers world... but if its atypical nature isn't made clear to the players, then they may feel misled.
Setting expectations appropriately is the purpose of genre conventions.
From another angle, genre conventions aren't just traditions. In a sense, they're the definitions of the genre. To draw an analogy...
We all know more or less what a car is. It's a combustion-engine driven, 4-wheeled vehicle that carries passengers and is controlled by a single driver, etc. In a sense, these defining characteristics are the car's "genre conventions." You can vary them a bit and still stay within the "car" category, but if you vary them too much, you're no longer talking about a car. (You're now talking about a truck, or an SUV, or a skateboard, or something, depending on what you varied.) A car doesn't have these things because it's traditional... it has these things because they're the defining elements of being a car. There's nothing wrong with not wanting a car, and wanting a truck, a skateboard, or some other contraption of your own invention instead. But that's what it becomes once you deviate enough from the car design... it becomes something else, not a car.
Likewise, various genres have defining characteristics. Once you vary from them enough, you are -- literally by definition -- no longer in the genre you started with. You're now in a different genre, some kind of hybrid genre, or a new genre of your own devising.
There's nothing wrong with changing the elements of, say, high fantasy and doing something different. But once you've changed them enough, it isn't high fantasy anymore, and people expecting it to still be high fantasy will be disappointed.![]()


Specifically, I think you may be misinterpreting the reasons why one would (or would not) choose to follow them.
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