@Umbran
I appreciate the engagement, but I want to clarify the focus of the essay. This isn’t about gatekeeping or arguing that people can’t handle broad categories. It’s about
how the label “RPG” functions in marketing, communication, and player expectation. The term sometimes implies universality and a common type of experience, even though the games themselves deliver very different design and emotional goals.
Examples like Mind’s Eye Theater don’t contradict this; they illustrate the predictable divergence of player behavior within a clearly signaled experience. Most participants understood the intended style of play. One group exploited the system deliberately; that’s a matter of human choice, not ambiguity in what the game
is.
Similarly, Session Zero isn’t a failing or an ignorance gap; it exists because the “RPG” label is often imprecise. It’s a social tool for aligning expectations that would be far less necessary if games were upfront about the type of experience they offer — whether combat-heavy, collaborative, or narrative-focused. I use D&D as an example because it often touts itself as the “world’s most popular roleplaying game,” positioning itself as inclusive of all styles of play and claiming no boundaries, which is precisely why the tensions around expectation versus experience are more visible there.
The core point remains: the label “RPG” is marketed as broadly inclusive, but it cannot reliably communicate what any given product actually delivers. That tension between expectation and design is the real phenomenon under discussion, and neither MET nor social negotiation techniques undermine it.
Feel free to disagree or dislike. I’m just sharing thoughts and sparking conversation that interests me.