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<blockquote data-quote="maddman75" data-source="post: 5079936" data-attributes="member: 2673"><p>For me, I certainly recognize that there are going to be hidden patterns, but I don't much want to have to guess at what they are, nor make my players do so. I'll don't hide rules, though my players don't generally go seeking out rules, so its kind of a wash.</p><p></p><p>The thread brings up the importance of genre and theme. Everyone needs to be on the same page. When I run a game, I generally relate it to some movie or TV show or other source the players are likely to be familiar with. If I'm going to run a zombie game, there's a world of difference between Night of the Living Dead, Dawn of the Dead (remake), and Shawn of the Dead. Or Resident Evil. Or Zombieland. Each of those would have different assumptions, not just about zombies but about how the entire world worked, what is important, what ideas are good and what are bad.</p><p></p><p>IMO, the GM in the detective example was in the wrong. If I was told I was going to play an 80s style detective show, I wouldn't expect to be leaping off helicopters into a horde of bad guys, but I would be expecting to shoot out a door lock.</p></blockquote><p></p>
[QUOTE="maddman75, post: 5079936, member: 2673"] For me, I certainly recognize that there are going to be hidden patterns, but I don't much want to have to guess at what they are, nor make my players do so. I'll don't hide rules, though my players don't generally go seeking out rules, so its kind of a wash. The thread brings up the importance of genre and theme. Everyone needs to be on the same page. When I run a game, I generally relate it to some movie or TV show or other source the players are likely to be familiar with. If I'm going to run a zombie game, there's a world of difference between Night of the Living Dead, Dawn of the Dead (remake), and Shawn of the Dead. Or Resident Evil. Or Zombieland. Each of those would have different assumptions, not just about zombies but about how the entire world worked, what is important, what ideas are good and what are bad. IMO, the GM in the detective example was in the wrong. If I was told I was going to play an 80s style detective show, I wouldn't expect to be leaping off helicopters into a horde of bad guys, but I would be expecting to shoot out a door lock. [/QUOTE]
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