Timeline for What should I keep in mind when running a game intended to subvert the players' expectations?
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Mar 2, 2016 at 11:19 | comment | added | Steve Jessop | @GMJoe: quite, that's why it's only fine "provided that the players can switch with you and are interested in mythos". If they can't switch with you or they aren't interested in mythos, then they'll hang on to their expectations based on the action-adventure genre. Then you'd probably face both the problems I describe: "they promised us jetpacks" because they don't get the features they expected, and also "why isn't this working" because stuff that's sensible in action-adventure just gets you insta-killed in Cthulhu. | |
Mar 1, 2016 at 23:48 | comment | added | GMJoe | Solid, practical advice, +1! (Though, I suspect the action-adventure-to-Cthulu transition wouldn't go over nearly as well as you say; From my understanding, Mythos campaigns are usually about horror in the face of forces that cannot be defeated and the expected outcome is "everyone dies or goes insane," and that's generally seen as a disappointing outcome to an action-adventure campaign.) | |
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Mar 1, 2016 at 15:21 | history | answered | Steve Jessop | CC BY-SA 3.0 |