Forgive the title if my explanation doesn't match my explanation...
As a player or as a GM, how do you feel about campaigns that nearly irreversibly change gears by GM fiat.
For example:
you tell players the campaign is about a party of adventurers going on quests for gold, pursuing their own goals, etc.
Or you tell them the party works for an agency and they'll be going on missions, and stuff like that.
However, the actual plan is that by the 2nd session or so after an initial quest of the stated nature, disaster or betrayal strikes and things are changed forever, if not for the quite forseeable future.
As a player, I have seen:
it turns out the guy we worked for on our FIRST mission was really setting us up, and the rest of the campaign was pretty much us as outlaws (not what I wanted for my PC)
Opening the big door to the mine we discovered (as we had been betrayed and were on the run) let loose an infinity of rust monsters that had been trapped and breeding in the mine for decades. Thus began the end-times, as the rust monsters ate EVERYTHING metal on the continent and survivors fled. They also started evolving and eating the iron out of blood, thus becoming a threat to people.
I differentiate these situations from things that are player instigated or at least correctable.
It's OK that you just got blamed and have to race to clear your name. It's a short term story plot/quest/complication
it's OK that the party started a life of crime and now they ARE outlaws.
It's OK that a long standing campaign may have a course shift as some new disaster changes everything.
What bugs me is the GM wanted to run a post-apocalyptic game or an outlaw game, and that's not the kind of game I wanted to play.
I can accept it may be a valid GM tactic, as it brings in the element of surprise.
But is it a good practice?
As a player or as a GM, how do you feel about campaigns that nearly irreversibly change gears by GM fiat.
For example:
you tell players the campaign is about a party of adventurers going on quests for gold, pursuing their own goals, etc.
Or you tell them the party works for an agency and they'll be going on missions, and stuff like that.
However, the actual plan is that by the 2nd session or so after an initial quest of the stated nature, disaster or betrayal strikes and things are changed forever, if not for the quite forseeable future.
As a player, I have seen:
it turns out the guy we worked for on our FIRST mission was really setting us up, and the rest of the campaign was pretty much us as outlaws (not what I wanted for my PC)
Opening the big door to the mine we discovered (as we had been betrayed and were on the run) let loose an infinity of rust monsters that had been trapped and breeding in the mine for decades. Thus began the end-times, as the rust monsters ate EVERYTHING metal on the continent and survivors fled. They also started evolving and eating the iron out of blood, thus becoming a threat to people.
I differentiate these situations from things that are player instigated or at least correctable.
It's OK that you just got blamed and have to race to clear your name. It's a short term story plot/quest/complication
it's OK that the party started a life of crime and now they ARE outlaws.
It's OK that a long standing campaign may have a course shift as some new disaster changes everything.
What bugs me is the GM wanted to run a post-apocalyptic game or an outlaw game, and that's not the kind of game I wanted to play.
I can accept it may be a valid GM tactic, as it brings in the element of surprise.
But is it a good practice?