I find the idea of genre emulation in RPGs inherently boring. The thing that excites me most about RPGs, as a medium, is that the possibilities are wide open. You are not constrained by diffident principles such as Chekhov’s Gun or other devices of dramatic progression and resolution.
This is not to say that genres as descriptive categories have no value. In fact, I often describe games in terms of certain setting and genre characteristics, because that helps align player tastes and develops initial buy-in. Accepting that this is a starting point, not a constraint, opens up the possibilities of genre shift as a game progresses, which is another thing that other forms of media do poorly. Attentive players (and remember the referee is a player too), cognizant of each others’ feedback, can drift a game in one direction or another. This requires some degree of sensitivity and attention, but then so does all social activity. Such drift keeps a campaign interesting and fresh, where serial fiction could (and often does) stagnate.
Since this is the Internet, I must acknowledge explicitly what should go without saying, that of course others need not share my preferences in this matter. But for me, I feel as if the unique potential of tabletop RPGs is sidelined by mechanisms which force only genre appropriate outcomes. I thrill to the possibility of an Independence Day where the aliens are triumphant, or a King Lear where everybody does not die. That is a big part of what “play to find out what happens” means.
Below is quoted from Apocalypse World, pages 108 & 109.
Play to find out: there’s a certain discipline you need in order to MC Apocalypse World. You have to commit yourself to the game’s fiction’s own internal logic and causality, driven by the players’ characters. You have to open yourself to caring what happens, but when it comes time to say what happens, you have to set what you hope for aside.
The reward for MCing, for this kind of GMing, comes with the discipline. When you find something you genuinely care about — a question about what will happen that you genuinely want to find out — letting the game’s fiction decide it is uniquely satisfying.