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

Libertad

Legend
The beauty of tabletop gaming is that there are so many ways one can play them. But every so often, one encounters players who have very unconventional ways of playing the games. I don't mean to imply that such play-styles are disruptive or incorrect, but are dubbed "alien" because of how utterly different they are from what passes as the conventional in ttrpg spaces and/or the particular games that they play. I should note that the subject matter of this thread may very well be subjective, but still figure it could make for an interesting topic of discussion.

I'll start with two examples I encountered in the wild.

The NPC Fundamentalist: one GM I played with long ago had the idea of "players make PCs, GM makes everything else" to an extreme conclusion. They don't want players to come up with details of NPCs in a PC's backstory, like a player deciding the names of their PC's parents or something like "the 4 dots of Allies (City Hall) my Ventrue means that they're on friendly terms with council members/the mayor."

What makes this "alien" to me is that while GMs are responsible for creating and controlling the majority of content, they rarely object to a player coming up with ideas on what kinds of social connections their PC has. Oftentimes the GM would what the player discusses as inspiration for building NPCs who have an attachment to the PC. The NPC Fundamentalist GM would've rather decided everything about the PC's friends, family, mentor, etc.

The Anti-Adventurer: never played with this person, but I saw them once in the comments section of an OSR YouTuber's video. They had a homebrew setting that followed all of the typical D&D tropes...except that adventurer as a profession doesn't really exist. Virtually every settlement would dispatch the militia or local military to deal with monstrous threats. While said setting could have potential, the way they spoke about it was that the PCs were the only people who were adventurers, and they repeatedly came upon settlements that had no need for their help, like any rumors of troubles and rewards were already taken or locked out of because they weren't established within existing political structures.

What makes this "alien" to me is that it feels like a meta deconstruction of Fantasy RPG tropes, but forgets that such RPGs need a plot of some kind for the characters to drive. If the major problems of the world are such that the PCs aren't needed to solve them, it inevitably begs the question of "well, what am I supposed to do?"
 
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The player who will never take any action with their character unless there is an experience point award for doing so is alien to me.
 

The "I don't care that the rules say I can't fly" types. I've had 3 of them over the years. One was a newb, others weren't. The newb got a heart to heart from the other players, came around. The other two? sent away when they wouldn't accept that I didn't allow HHGttG type justification for flight...
 

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.
 
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