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<blockquote data-quote="Lanefan" data-source="post: 7818600" data-attributes="member: 29398"><p>Let's dispense with the extremes, shall we, and assume all involved are adults and that the GM and players have broadly agreed on basic things like system, genre, and expectations going in Maybe the players are even already familiar with the GM via previous games/campaigns.</p><p></p><p>Given this, the only way the players would get served rancid-hyena slop is if they and the GM had more or less agreed that was the sort of food that was likely to be on the menu.</p><p></p><p>Given that, it certainly falls on the GM to serve a palatable dish that vaguely meets what the customers are expecting (e.g. if they signed up for medieval fantasy, SWSE is probably off the menu) - but (and here's the key thing) palatable to all, not just those who happened to wander in to the restaurant tonight.</p><p></p><p>Harsh though it may sound, yes you should.</p><p></p><p>If you present an interesting setting with lots of stuff going on that the players/PCs can engage with, the player either will or will not find a way to make that cutlass relevant as time goes on. If s/he does, good. If s/he doesn't, it probably wasn't all that important to start with. Either way, you-as-GM just keep on truckin'.</p><p></p><p>It's like a hockey rink. The guy who puts the ice in just puts the ice in, pretty much the same every time, as the setting for the game. It's up to the players as to what'll happen on the ice that night - the ice itself doesn't care.</p><p></p><p>Never mind that there's no saying that cutlass guy is even going to survive the first three sessions. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>I care that they want (and have a right to expect) a halfway-well-thought-out setting presented in as neutral a way as possible while also a way they can understand. After that, they'll make their preferences known through what they have their PCs do - for example if the players decide they want to do some desert adventuring for a while they'll have their PCs head for the desert, and it's then on me to give them something to do there if nothing has already presented itself.</p><p></p><p>Ah, but here I'm not just being given a suit; I'm being ushered into a store full of suits and told to take my pick. And just as I don't want the salesperson to push me toward a particular look or brand or cut*, nor do I want the GM to decide what I might be interested in within her setting*. In either case, just neutrally show me what you got and let me take it from there. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>* - until and unless I ask for input - in the store this might be "What do you recommend?"; in the game this might be either "I don't know what to do next, let's check the notice boards and see what jubs are out there" in character or "What have you got prepped?" out of character.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7818600, member: 29398"] Let's dispense with the extremes, shall we, and assume all involved are adults and that the GM and players have broadly agreed on basic things like system, genre, and expectations going in Maybe the players are even already familiar with the GM via previous games/campaigns. Given this, the only way the players would get served rancid-hyena slop is if they and the GM had more or less agreed that was the sort of food that was likely to be on the menu. Given that, it certainly falls on the GM to serve a palatable dish that vaguely meets what the customers are expecting (e.g. if they signed up for medieval fantasy, SWSE is probably off the menu) - but (and here's the key thing) palatable to all, not just those who happened to wander in to the restaurant tonight. Harsh though it may sound, yes you should. If you present an interesting setting with lots of stuff going on that the players/PCs can engage with, the player either will or will not find a way to make that cutlass relevant as time goes on. If s/he does, good. If s/he doesn't, it probably wasn't all that important to start with. Either way, you-as-GM just keep on truckin'. It's like a hockey rink. The guy who puts the ice in just puts the ice in, pretty much the same every time, as the setting for the game. It's up to the players as to what'll happen on the ice that night - the ice itself doesn't care. Never mind that there's no saying that cutlass guy is even going to survive the first three sessions. :) I care that they want (and have a right to expect) a halfway-well-thought-out setting presented in as neutral a way as possible while also a way they can understand. After that, they'll make their preferences known through what they have their PCs do - for example if the players decide they want to do some desert adventuring for a while they'll have their PCs head for the desert, and it's then on me to give them something to do there if nothing has already presented itself. Ah, but here I'm not just being given a suit; I'm being ushered into a store full of suits and told to take my pick. And just as I don't want the salesperson to push me toward a particular look or brand or cut*, nor do I want the GM to decide what I might be interested in within her setting*. In either case, just neutrally show me what you got and let me take it from there. :) * - until and unless I ask for input - in the store this might be "What do you recommend?"; in the game this might be either "I don't know what to do next, let's check the notice boards and see what jubs are out there" in character or "What have you got prepped?" out of character. [/QUOTE]
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