Being a product of the English school system of a certain age, to this day I still have the scene from Educating Rita discussing tragedy vs. the tragic embedded in my brain:
I think this definitely applies to my taste for doomed/tragic characters in RPGs. I really enjoy playing flawed characters, characters put in impossible positions, characters who are heading towards doom, or who just cosmically deserve doom. And I really like systems that provide that or lean in that direction: Trophy is incredibly upfront about it, but I also really like the way Night Witches and The Watch have those tragic beats coded into the game - Marks in the former, and the Jaded moves in the latter. (The Jaded moves are really tasty, as you can literally accelerate your tragic end by the choices you make in the game). And sure, there’s a fair bit of “padding” between the character and the doom in these games, but I think just knowing how finite the character’s story is changes the feel of it.
Conversely, I think there are some games - say, Call of Cthulhu or playing Tomb of Horrors in D&D - that are “merely tragic”. The game itself doesn’t really inculcate the same sense of doom I don’t think. Sure, there’s always a high chance your character might die or otherwise suffer - due to statistical probabilities or not realising something was a “gotcha” before walking into it - but this outcome is largely arbitrary. And arbitrariness is antithetical to tragedy.
I think my favourite thing in the horror stories I enjoy - and other tragedies - is the anticipation when you start to work out what is going on, and in doing so know how it is going to end, and are just waiting for it to happen. (Also John Irving does this really well in his stories). There’s just that particular sense of tight-chested tension I get from stories in this mould - the recent Haunting of Hill House was a perfect example. And to get that sort of dread from an RPG, I think you need to be complicit in it. And - shameless brown-nosing alert - it’s what I really love about the Janus Mask in The Between. You, as a player, have to come up with the awful things you’ve done in your past that have led you to this point (or will do in the future). And once that is all in place - that’s it, unless you’re exceptionally lucky, your story is probably going to reach its tragic end.
On a less intense scale, it’s one of the things I always really liked about playing L5R - or at least, playing it with all the GMs and players I have. The flaws you pick up, and just the general decisions you make in play, will tend to come back and haunt you. But in a way that definitely skews towards tragedy. You’re not necessarily as inherently doomed as, say, playing an investigator in Cthulhu. But the bad things that do happen will probably be because of choices you’ve made - and the society you operate in - rather than just because you’re playing a game that is designed to make long-term success impossible.
I think there’s definitely a sense of freedom in playing a character you know is doomed. I mean, in short-term games, there’s always the “stolen cars” impetus anyway, which is also fun! But there’s something about knowing you will, or are likely, meet a tragic end that makes playing nastier characters more fun for me. Having those flaws, playing to them, and enjoying the ride, knowing where you’re likely to get off.
I think it is important that everyone is on the same page about games with this sort of tone, though - or where this sort of tone is possible. And I have an odd sort of corollary effect here. While I do like games where your characters are, or may be, doomed, I don’t like games that are just devoid of hope. So a lot of the shit-and-mud fantasy end of things really turns me off, because ultimately if you;re playing in an entirely corrupt world where there is no hope in anything changing… I just don’t care anymore? I think the doom has to be personal to be fun. It has to speak to the character, rather than being arbitrary and generic.