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*TTRPGs General
What issues should a new group settle up front?
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<blockquote data-quote="GQuail" data-source="post: 2751587" data-attributes="member: 30709"><p>I often tell people I'm a genius: now I've got someone else backing up my claims. <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /> </p><p></p><p>Yeah, it might take the DM a minute to think up and write them down, but it'll make it absolutely clear what might happen in game. Outright give them an example of how stupid they have to be before your "PCs only die if you act stupid" rule trips, or if you're going to fudge some combats to keep your plot NPCs alive, let them know that's the kind of game you're going to run.</p><p></p><p>Fundamentally, it's for your own benefit. It's kind of like how I could sit down one evening and watch an episode of The Prisoner, Lost, Justice League and Family Guy. All of these things can be enjoyable to me, as long as I'm in the mood for them and know what I'm getting into. A GM who doesn't let you know you're going to be playing a Conan-esque game and you go in expecting something more akin to He-Man isn't helping his game one bit.</p><p></p><p>(Obvious exception: sometimes the whole point of a game is you don't know the genre entirely. One example would be someone who tells you you're playing a modern day game of whatever genre, when it slowly becomes apparent it's actually a Cthulhu horror game, or a fantasy game where sci-fi tropes start to pour in until it becomes clear you're the post apocalyptic remains of an old civilization, or something. That kind of game can be quite an experience to play, but the GM still has to make sure he has all his players on th e same page re: tone and what have you when he starts.)</p></blockquote><p></p>
[QUOTE="GQuail, post: 2751587, member: 30709"] I often tell people I'm a genius: now I've got someone else backing up my claims. :lol: Yeah, it might take the DM a minute to think up and write them down, but it'll make it absolutely clear what might happen in game. Outright give them an example of how stupid they have to be before your "PCs only die if you act stupid" rule trips, or if you're going to fudge some combats to keep your plot NPCs alive, let them know that's the kind of game you're going to run. Fundamentally, it's for your own benefit. It's kind of like how I could sit down one evening and watch an episode of The Prisoner, Lost, Justice League and Family Guy. All of these things can be enjoyable to me, as long as I'm in the mood for them and know what I'm getting into. A GM who doesn't let you know you're going to be playing a Conan-esque game and you go in expecting something more akin to He-Man isn't helping his game one bit. (Obvious exception: sometimes the whole point of a game is you don't know the genre entirely. One example would be someone who tells you you're playing a modern day game of whatever genre, when it slowly becomes apparent it's actually a Cthulhu horror game, or a fantasy game where sci-fi tropes start to pour in until it becomes clear you're the post apocalyptic remains of an old civilization, or something. That kind of game can be quite an experience to play, but the GM still has to make sure he has all his players on th e same page re: tone and what have you when he starts.) [/QUOTE]
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