A phrase commonly used in conversations about role-playing games is “genre emulation.”
One might say that Call of Cthulu emulates Lovecraftian cosmic horror or Feng Shui emulates Hong Kong martial arts action films.
Role-playing games do not emulate a genre. Role-playing games are one of many mediums that makes up a genre.
A RPG is part of a genre. The narrative content of the game will be similar to the other forms in that genre such as novels and films. A role-playing game can also be an inspiration for other expressions of a genre or create a spin off sub-genre.
What is a genre?
Genre is one way to categorize artistic creation. Every fiction genre has certain characteristics that define that genre. The main character, what they do, how they do what they do, the setting of the story, and the kinds of obstacles the protagonist faces are the primary ways fiction is categorized into genres.
A film opens with a man walking on a dirt street at dawn. He is wearing a duster, a cowboy hat, a vest with a pocket watch chain. You hear the jingle of spurs as he steps. He stops, pulls open the right side of his duster to reveal a revolver. If you know the genre, you have a set of expectations about what is going to happen in the story.
Genre serves a couple of functions. Its a convenient way for a retailer to organize products so customers can find what they want.
It is also a tool for storytellers to create the kind of story they like. It can be a way to experiment and play.
Sometimes storytellers mix very different genres. Sometimes that novelty shapes the entire genre’s future and sometimes it’s a one off that’s fun but doesn’t have legs.

Genre isn’t set in stone. It expands, contracts, and morphs.
What would it mean for a role-playing game to “emulate” a genre?
To “emulate” is to imitate, simulate, or copy a thing without being the thing itself.
If you are running a game set in the 1870’s, in the western half the United States, the characters are cowboys, ride horses, and get into gun fights with outlaws; you are part of the Western genre.
Every RPG is part of a genre just as every film, novel, short story, and video game are part of a genre.
“Emulate” is the wrong word for what game designers do in table top RPGs that are played for entertainment. There are types of role-playing games that fit the definition of imitating or simulating something they are not.
A role-playing game for military training are emulations. They are using the tool of simulation to imitate what happens in a battle. That’s not what we are doing in RPGs that are part of a fiction genre.
Vampire The Masquerade
VtM is great example of a game being part of a genre and not just emulating it.
Dracula, Nosferatu, Ann Rice’s Vampire Chronicles, folklore, and many other stories made up the vampire genre before Vampire the Masquerade. Urban decay, drug culture, anarchism, post-punk, goth fashion and music were combined with the vampire genre to create a new variation. The setting wasn’t just one of those things, it was pieces of those things combined in a way that was different from any of them but still in alignment with the emotional and thematic content of the old vampire stories.
Mark Rein-Hagen had a deep understanding of the vampire genre. He combined and altered elements of that genre. He wasn’t emulating an existing tradition. He was participating in it.
An even more clear indication that RPGs are part of genres is how much influence Vampire the Masquerade had on vampire films and stories that came after the game became popular.
Probably one of the best documentaries about role-playing games is the film World of Darkness. It tells the story of how the game came into being and the troubles of White Wolf, the company that created it.
The documentarians spent a lot of time talking about how the game influenced the movies Blade and Underworld. The concept artists and costume designers lifted the look and tone of those films straight out of the game books.


Illustration by Tim Bradstreet
Elements of the game world were worked into the films. Underworld features a hierarchal structure of vampires with the ancients ruling over younger vampires. The vampires are in a perpetual conflict among themselves and with the werewolves, though the reason for that fight is different than White Wolf’s World of Darkness. The story in Blade is organized around a doomsday prophecy that is similar to a prophecy found in Vampire.
Vampire the Masquerade, Dungeons & Dragons, Call of Cthulu and many other games are not just imitating the genre you are playing in. They are one medium of expression within a genre. They participate in the genre and influence it by inspiring gamers who are also storytellers, artists, and video game designers.
Why I think this is important for game designers to understand
Language shapes thought. Thought shapes behavior.
Thinking that they are “emulating” a genre puts the designer in mindset that they are trying to imitate a genre without being a participant in that genre.
A game designer with that mind set isn’t a contributor. They are copyists.
Having a mindset of contribution not imitation is a small shift in paradigm that can have a large affect on a genre.
Being aware of the genre, its traditions, its conventions and its taboos is super helpful. Understanding what genre you are working within or trying to subvert is a tool. Understanding why a genre produces the emotional experience it produces and how is far superior to merely “emulating” the genre on a superficial level.
That understanding allows the designer to play with the genre in a way that can produce interesting results far beyond what they imagined. Someone who plays the game may go on to write a story, make a video game, or a movie inspired by that new thing introduced into the genre by the RPG designer.
When a role-playing game is set within a genre it is not “emulating” that genre.
It is the genre.
At their worst, those who think they are “contributing to the genre” are the same people who railroad plots, force interactions with elaborately designed NPCs, and look to dazzle people with their creativity. So I’m not necessarily interested in a game designer’s “contribution to the genre.” I can be. But I don’t buy RPG products to pursue someone else’s ideas. As a GM, what I want are the tools to create my own material. The designer’s fingerprints should vanish from the product when I’m using it.
Likewise, as a player, I want to interact with all elements that made me fall in love with a genre in the first place. Here tropes —even clichés— are valuable. That’s why early D&D was a success. With its kitchen sink approach, it had something that appealed to most everyone. Modern D&D, with its homogeneous world and the rules to support it, only appeals to a certain audience.
Being a copyist in an RPG is good. Vive les tropes!
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Different games for different people.
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This is the opposite of my reading?
When I think of RPGs that prioritise “genre emulation”, they’re the ones that have characters with predefined playbooks and arcs and mechanics that try to force events in the game to happen in the way that recapitulate’s the designers stereotypes of some extant genre. But you seem to be thinking of that as the opposite side of Travis’ dichotomy, “contributing to the genre”?
VtM, D&D, CoCthulhu all in my reading / experience seem to allow contributing to the genre, in that although they set up tropes they don’t necessarily railroad plots or behaviours. How do we have such different interpretations of the language?
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This was an interesting argument, thanks for writing the article! I realized after reading it that my interpretation of “genre emulation” greatly differs from yours, though. I understand “emulation” less as “copying” and more as “adapting from one platform to another”, like retro console emulators that let you play old games on new hardware. I expanded a bit on this on my own blog here if you’re curious: https://ludovic.chabant.com/blog/2024/05/26/role-playing-games-do-not-emulate-genres/
Cheers!
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I see where you are coming from and I think we agree in part. A game designer can adapt a genre from another format and that is emulation. That’s what I call “copying” in my article. It is slightly incorrect to say that it is never desirable for a TTRPG designer to do that. In some cases, that is exactly what designer wants to do. If you have the license for a big IP, one would do well to be true to the IP. Fans and the license holder may get irate if the designer starts adding to the IP.
However, even there I think a TTRPG can participate and contribute to an IP and whatever genre it fits into. WEG added to the Star Wars canon. Playing D6 Star Wars felt like being part of a Star Wars story. It wasn’t just emulating a Star Wars movie or book. WEG Were actively participating in the genre. This actually turned out to be a good thing for Star Wars. Fans of the setting didn’t get a new movie between 1983 and 1999. There were novels, a video game, and I think maybe some comics during that period. Having a TTRPG in that time was one way to keep the IP going and to grow the story. Of course, Disney jettisoned all that material as “not canon” when they bought it but they could have just mined that material and brought pieces of it into their new films.
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Oh yeah I definitely agree with your point that RPGs are *part* of the genre they try to “emulate”. I would even argue that an IP licensed game does often participate even *more* than unlicensed ones, because it builds upon a pre-existing base — and indeed the WEG Star Wars example immediately came to mind!
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