Rel
Liquid Awesome
I think that two thinks are key to avoiding this problem:
Good communication from GM to players about the genre expectations.
AND
Good understanding by the GM of what his players enjoy.
I ran a game years ago that was a sci-fi game where the PC's were supposed to gradually explore a strange planet to which they had been kidnapped. There was supposed to be a heavy element of mystery, a fair bit of establishing something resembling a culture for themselves and a dash of combat thrown in there. Problem was that they expected to be playing something more like Star Wars. It failed miserably and folded after just a few sessions.
That was entirely my fault. I not only didn't explain myself very well but I also ignored the fact that the sort of game I was planning might have appealed to one or two of the players but certainly not most of them.
Good communication from GM to players about the genre expectations.
AND
Good understanding by the GM of what his players enjoy.
I ran a game years ago that was a sci-fi game where the PC's were supposed to gradually explore a strange planet to which they had been kidnapped. There was supposed to be a heavy element of mystery, a fair bit of establishing something resembling a culture for themselves and a dash of combat thrown in there. Problem was that they expected to be playing something more like Star Wars. It failed miserably and folded after just a few sessions.
That was entirely my fault. I not only didn't explain myself very well but I also ignored the fact that the sort of game I was planning might have appealed to one or two of the players but certainly not most of them.