Alien forms of gameplay/game design you've encountered?

I can see a case where a DM has requirements about IP rights. If they do social media content based on DMing, write books based on the campaigns they run, or just publish gaming content, it would be reasonable for a rando DM that you meet at a game store or convention to get in writing that they're allowed to use your character and ideas from a game they run. Sadly, I can totally imagine someone playing a convention game with someone from Critical Role, and later suing them claiming ownership of something that made it on the show.

But even that extreme case wouldn't justify a "non transferrable to other tables" clause.
In those contexts it is understandable, and involves an agreement between the parties.

The instance that I encountered was 30+ years ago.
No informed consent copyright release form or NDA involved.
 

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Wouldn't Critical Role count as an alien playstyle to many of you???
Only in as much as themes and certain scenes are given forewarning so players can be prepped.

I've had games with that level of in-character narrative. They're rare, but not alien. I used to try for "Sometimes we roll the dice" as a GM, and found I prefer a lot more game and a lot less in-character narration. But it's not alien to me. Nor is the "it's a press your luck dungeon penetration tactical wargame."

But my experiences as a GM may be abnormally broad. I've even done "Fortune up front" and "fortune in the middle"
 



The extremely mundane, a.k.a. the ridiculously risk averse.

Long ago, I encountered a group that just didn't like to do anything that could result in negative consequences but were happy to hang around doing very normal stuff. They literally met at an inn and were approached but a mysterious stranger. But they were scared of the stranger, so they spent awhile roleplaying drinking at the bar, asking about what type of ale was on tap, what ingredients were in the soup, what type of bread was available, etc. They slept at the inn and preferred to just hang out around town, never picking up a single plot hook. Eventually they had to be forced at sword point to actually do any adventuring (which they were surprisingly happy with).

I get that some people are willing to take bigger risks than others, and some people like different types of game. But this was clearly set up as a pretty standard game of D&D. They all built full combat characters. The fighter openly based his build on mimicking Link from Zelda, the wizard prepared fireball, etc. They weren't even roleplaying that heavily or making meaningful character development or connections. They were just very mundane players who preferred to be forced into combat rather than choosing it.
I suspect the group you describe would be quick to go on an adventure if the plot hook was "find the macguffin or your town gets destroyed." Either that, or the adventure becomes them surviving/avenging their town's destruction.
 



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