Genre Savvy / Tabletop Games

  • In virtually any tabletop game, a lot of groups have the Veteran Player, that guy who knows the game so well that he over-thinks things, not in a way a character would, but from past experience. Not maliciously, but instinctively. And God help you if you have two of them.
    • New players check doors and chests for traps. Veterans check the ceilings. And Genre Savvy veterans let somebody else check the ceilings.
    • Strangely enough, the other option for veterans is Contractual Genre Blindness.
    • On the other hand, if a veteran player expected a chest to be a Mimic and told the new players to open it, yet it turned out to contain precious treasure, then their savviness backfired miserably and turned them into Wrong Genre Savvy.
  • Acererak, the lich responsible for the Tomb of Horrors, clearly knows your average group of adventurers very well. The whole place is littered with Schmuck Bait and ways forward that are hidden behind much more obvious paths, the Rule of Three is exploited, and he even made a low-grade copy of himself, complete with illusion of a Collapsing Lair and a bag of loot containing a map to a faraway, nonexistent dungeon.
  • Changeling: The Lost has the Talecrafting rules in the sourcebook Swords at Dawn: characters can purposely force Tropes to occur at will because they realize their own lives work by the rules of stories. The book actually suggests TV Tropes as a good place to find examples of patterns to use!
  • Metagaming is actually an option for player characters in Grimm. The Gaming trait covers knowledge of such things as fairy tales, fantasy novels and films, fantasy card and board games, narrative video games, and the game Traps and Trolls. Since it covers not only knowledge of fairy tales, but things that are either directly or indirectly inspired by them, you can use this trait to cast or identify spells, recognize fairy tale settings or characters, and determine the weakness of fairy tale characters.