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What, if anything, do you tell prospective players of your GMing style?

Started by Baeraad, April 05, 2017, 02:09:35 AM

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RPGPundit

I don't really tell them anything. They learn as they go along. Though a lot of people locally are pretty aware of the types of games I run.
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Caesar Slaad

In the recent past, I have:
- Used recent media to give a reference point for what the setting tone is like (e.g., my M&M games are somewhere around Captain America: The Winter Soldier and X-Men: First class)
- Tone or feel (level of in-game humor tolerated, level of PC optimization expected/tolerated, etc.)
- Any personal hangups I have (what sort of humor I disdain, departures or limitations to the rules we are using.)
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Shawn Driscoll

Quote from: Baeraad;955467A commonly proposed solution to problems between GMs and players is "just tell players what to expect ahead of time." Which makes a lot of sense in theory. If you're going to commit to dozens of hours of play at the very least, you should know what you're getting yourself into. And it should reasonably cut down on later drama if there is an agreed-upon expectation for what a group is sitting down at the table to do in the first place.

Of course, by the same token, every time you're introduced to someone for the first time, you should give them a full account of your religious and political beliefs, your personal peeves and berserk buttons, and what you do and do not consider "just common decency, really." Yet for some odd reason, people don't normally do that. :p

So, as a GM, what do you tell prospective players about how you go about things? Do you have a list of what you consider vital information that you make sure to inform them of? And do you find that that does, in fact, work well to head off future unpleasantness?


Personally, I must admit that I almost never do any such thing, and that I nonetheless rarely have any trouble. (I can remember exactly one player who actively seemed to expect a different style of play than he got, and who was frustrated by it) Somehow, the players always just seem to manage to get into the spirit of things without me telling them what that spirit is supposed to be.

Part of it may be that I try to match the intended playstyle of whatever game I'm intending to run. No one's surprised when most problems in a Savage Worlds campaign ultimately boil down to hitting mooks over the head. Likewise, if I propose a GURPS game, you don't need to be a genius to guess that thinking before you act is probably going to necessary, whereas if I suggest a Barbarians of Lemuria game, you can more or less assume that jumping in with both feet and a lot of splashing will usually be the way to go.

Another thing that I suspect helps is that I try to examplify what I'm after. For instance, I put a lot of work into giving my NPCs distinct personalities, which I think sends a pretty strong signal to the players that this is a frou-frou True Roleplayer campaign and that they are not supposed to hack and slash everything in sight. :p I prefer to play by the rules as much as possible, so I reference what rules I use when I use them, and tell the players what their characters are capable of based on what their skills are. And so on. Show, don't tell, basically. It won't help with a player who genuinely came in wanting something completely different, but most players are a little more flexible than that and are willing to take some cues as they go along.

And conversely, I also take some cues from the players as to what they seem to want and what interests them. If some part of my initial plans really seem to be boring them, I'll start downplaying that part and focusing on what they seem to want to engage with. If, by some strange accident, I manage to pitch a game of courtly intrigue to a group of players who all want to do dungeon-crawling, then within a few sessions, once I have figured out that that is the case, it will likely turn out that dungeoneering is the current fad among the court and that the best way to win the ear of the King is to impress him with how much loot you've acquired recently. I aim to please, folks. :cool:
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Tod13

Quote from: Caesar Slaad;957072In the recent past, I have:
- Used recent media to give a reference point for what the setting tone is like (e.g., my M&M games are somewhere around Captain America: The Winter Soldier and X-Men: First class)

What's your backup plan when me, my wife, her sister, and our red-headed friend all say we haven't seen either of those? :D :p ;)

AsenRG

Quote from: RPGPundit;957056I don't really tell them anything. They learn as they go along. Though a lot of people locally are pretty aware of the types of games I run.
What would you say if they asked you to describe your style?

Personally, I take this to be a good sign, since players that know what they want at least aren't going to waste everyone's time:).

Quote from: Tod13;957078What's your backup plan when me, my wife, her sister, and our red-headed friend all say we haven't seen either of those? :D :p ;)

Yeah, me neither;).
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Tod13

Quote from: AsenRG;957080Yeah, me neither;).

That's why I made my post originally about not using jargon. Even if you have seen the movie, you might not get the same thing out of it.

saskganesh

Pretty basic.

"It's a group adventure game. You must make a character who is willing to work with the group and is wanting to adventure"

Tristram Evans

Quote from: Tod13;957078What's your backup plan when me, my wife, her sister, and our red-headed friend all say we haven't seen either of those? :D :p ;)

To answer for myself, the first question would be, why do you want to play a superhero RPG? And the second would be, what is your knowledge of superheroes in media? From there I could either determine a) the point of reference I could use, b) recommendations to make for how you can clue yourself in or c) assess you know so little of the genre you shouldn't have any preconceived expectations that would conflict with the game.

And then I'd probably make fun of you for missing out on some of the best films of the past few years.

AsenRG

Quote from: Tristram Evans;957091To answer for myself, the first question would be, why do you want to play a superhero RPG?
I like the idea of superpowers, and chicks in spandex:p?

QuoteAnd the second would be, what is your knowledge of superheroes in media?
Why, I've seen a few episodes of Spiderman and Fantastic Four, watched the Batman and Robocop movies, and a movie with that hairy guy with the claws that everybody called Wolverine, a movie called Watchmen, and something about those X-men mutant teens. Oh, and I've read Punisher Max at the recommendation of a colleague, he was a lot like the Watchmen!

Quote( From there I could either determine a) the point of reference I could use, b) recommendations to make for how you can clue yourself in or c) assess you know so little of the genre you shouldn't have any preconceived expectations that would conflict with the game.
Go ahead, tell me what you think. The above is really what experience I have with superhero movies.

QuoteAnd then I'd probably make fun of you for missing out on some of the best films of the past few years.
Don't, or I'd make fun of you for thinking that there have been good films in the past few years;).
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Caesar Slaad

Quote from: Tod13;957078What's your backup plan when me, my wife, her sister, and our red-headed friend all say we haven't seen either of those? :D :p ;)

Shrug and say "so what sorts of books/shows/films do you know in the genre", let them make a list, and tell them what comes closest.

This was, in fact, a real problem for a couple that joined my Night's Black Agents game who had consumed about no action-espionage media. The closest they got was X-files.
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Tristram Evans

Quote from: AsenRG;957142I like the idea of superpowers, and chicks in spandex:p?

Honestly, based on that I'd say D&D 4th would be more to your liking.

QuoteWhy, I've seen a few episodes of Spiderman and Fantastic Four, watched the Batman and Robocop movies, and a movie with that hairy guy with the claws that everybody called Wolverine, a movie called Watchmen, and something about those X-men mutant teens. Oh, and I've read Punisher Max at the recommendation of a colleague, he was a lot like the Watchmen!

Eh, an x-movie (hopefully not X-men 3) and Watchmen/Punisher should cover the X-men first class/Captain America Winter Soldier idea, but mixed with Tom Clancy...as in much more political intrigue.

As an aside, I cant imagine what it would be like to see Watchmen with no awareness of the tropes that its subverting.

QuoteGo ahead, tell me what you think. The above is really what experience I have with superhero movies.

Well, different strokes for different folks, but my god did you miss out on most of the only stuff worth watching these days coming out of the US.

QuoteDon't, or I'd make fun of you for thinking that there have been good films in the past few years;).

I'd be very confused as to how you could have an opinion on that

Headless

I still wonder if "the talk" does any good.  I'm sure you all have stories of players who wete suprised by your game despite telling exactly what you were going for.   Or ended up in a game that ran pretty much the oppiste of what you were lead to believe.

Kyle Aaron

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Krimson

Quote from: Kyle Aaron;957192"You're all going to die, especially if you don't bring snacks."

I have told players on occasion that they may want to bring an extra character just in case. That said I haven't had a high casualty rate unless someone charges blindly into stupidity. Usually the players are quite thorough sometimes verging on paranoia. I have no idea why. :D
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Black Vulmea

Quote from: Kyle Aaron;957192"You're all going to die, especially if you don't bring Alizé and titties."
. . . yo.
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