Is there any genre or theme that the TTRPG medium does not work for?


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Sure. Let's think of one: Low stakes mundane drama.

I'm thinking Driving Miss Daisy. Or Leaving Las Vegas. Or Little House on the Prairie. Basically, just daily unremarkable life, "Papers & Paychecks, the RPG".

These works can be astonishing, emotionally moving dramas. But they achieve that by being scripted, and having highly skilled actors depict events that, even if they aren't epic in scale, are emotionally meaningful to human beings.

I think it would be difficult to make this into a game because we are not highly skilled writers, directors, or actors. We're just folks at a table. Making a game of this that isn't either boring or corny and awkward, would be difficult.

I wouldn't say impossible - in the scope of a single table, with the right people, almost anything might happen. But, in the scope of a published game? Not much chance of that working out.

Never heard of Golden Sky Stories???


Though the characters do have (just a bit of) magic; this is the game I know that closest fit your bill. It's about life in a countryside Japanese town. One of the adventures in the book involve escorting a young child through his school at night and finding a lost puppy.

Kickstarter
And here a live play for ya
 

A post-apocalyptic storygame about SEX!

Thirsty Sword Lesbians
And it's expansion, Advanced Lovers and Lesbians

Though even with the thirty(ish) settings included in the books, there may not be a post apocalyptic one.
 

True Crime would make for a really poor RPG genre.

Firstly it’s already out there in the public domain.
Secondly the events are discovered in such a specific way.
Thirdly it doesn’t support balanced group play.
 




I think boardgames and certain video games do players in the role of traitors better like Werewolf, Avalon, Secret Hitler, Among Us, TTT, etc. I know Paranoia plays in this space and a few other TTRPGs like Mountain Witch do. But the huge prevalence in boardgames vs TTRPGs makes its more apparent that its easier to pull off with certain procedures not too heavily used in TTRPGs and when you don't have to properly roleplay out the deception throughout several hours or more. I feel anxious just being in that role for the 10 minutes it takes to do a round of Avalon.

So I wouldn't go so far as to say it doesn't work in TTRPGs but more that other mediums tend to see more success using that theme. And of course TTRPGs can better do this with NPCs as the GM sets up potential betrayals. What would a Cyberpunk story be without the corpo betrayals.
 


I think some of this is going
Sure but the lead detective will not be comparable to the forensic assistant that spends 3/4 of the adventures performing routine tests in a lab.

There is a solution to this. I made a counter terrorism RPG once and I was able to go to the Boston FBI office and talk with someone who is there for anyone in media (thankfully they considered RPGs media in that case). He explained to me how evidence was gathered in an investigation, how FBI teams were put together. It actually wasn't that hard to make gamble. An FBI team is about the size of an adventuring party, and the evidence thing was easily handled by having evidence gather teams and analysis teams be resources the players can access (so the players don't necessarily comb the scene for clues, though an invidual character might for whatever reason, but rather call in a forensics team----and I just gave the teams different ratings which translated into a dice pool they rolled at the scene). In a lot of ways this works better because the players can focus more on investigation, interviewing, etc than on analyzing blood samples.

That said you often have to juice up or make gameable any genre. Genres based on real life you may want to add more chases with suspects, more harrowing dangers, etc. But I think true crime could be workable (plus it is very easy as the GM can literally rip from the headlines)
 

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