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<blockquote data-quote="jdrakeh" data-source="post: 2685379" data-attributes="member: 13892"><p>Nearly eight years and, yes, I consider myself to be good at it. I've come to find that GMing a given game can largely be summed up as 'playing to expectations' - if you give players what they expeect from any given game, you'll have largely satisfied players (this isn't to say that deviation is bad, merely that it should be justified within a given setting/premise). </p><p>Two examples to illustrate a bit more clearly:</p><p></p><p><strong>Example 1:</strong></p><p></p><p><em>You tell your players that you're going to run a Call of Cthulhu game. They will come to the table expecting a Call of Cthulhu game - mad scientists, eldritch evils, inbred hillbillies, madness, death, and all of that. If you deliver, they'll be happy. That's playing to expectations.</em></p><p></p><p>Contrast that with...</p><p></p><p><strong>Example 2:</strong></p><p></p><p><em>You tell your players that you're going to run a Call of Cthulhu game. They come to the table expecting a Call of Cthulhu game - mad scientists, eldritch evils, inbred hillbillies, madness, death, and all of that. During the second session, you introduce giant, sentient, transforming robots from the planet Cybertron (yes, <em>those</em> robots). Your players will hate you for promising them one thing and giving them something else entirely different.</em></p><p></p><p>Bait and switch GMing is crap. Absolute and total crap. It is easily my biggest pet peeve as a player (and from experience, I know that I'm not alone here). If you tell your players to show up for a game of X, then you damn well better be running a game of X - not some horribly inappropriate fetishist mutation of X, Y, and Z. This is the biggest lesson that I have learned in eight years of running many different games.</p></blockquote><p></p>
[QUOTE="jdrakeh, post: 2685379, member: 13892"] Nearly eight years and, yes, I consider myself to be good at it. I've come to find that GMing a given game can largely be summed up as 'playing to expectations' - if you give players what they expeect from any given game, you'll have largely satisfied players (this isn't to say that deviation is bad, merely that it should be justified within a given setting/premise). Two examples to illustrate a bit more clearly: [b]Example 1:[/b] [i]You tell your players that you're going to run a Call of Cthulhu game. They will come to the table expecting a Call of Cthulhu game - mad scientists, eldritch evils, inbred hillbillies, madness, death, and all of that. If you deliver, they'll be happy. That's playing to expectations.[/i] Contrast that with... [b]Example 2:[/b] [i]You tell your players that you're going to run a Call of Cthulhu game. They come to the table expecting a Call of Cthulhu game - mad scientists, eldritch evils, inbred hillbillies, madness, death, and all of that. During the second session, you introduce giant, sentient, transforming robots from the planet Cybertron (yes, [i]those[/i] robots). Your players will hate you for promising them one thing and giving them something else entirely different.[/i] Bait and switch GMing is crap. Absolute and total crap. It is easily my biggest pet peeve as a player (and from experience, I know that I'm not alone here). If you tell your players to show up for a game of X, then you damn well better be running a game of X - not some horribly inappropriate fetishist mutation of X, Y, and Z. This is the biggest lesson that I have learned in eight years of running many different games. [/QUOTE]
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