
Originally Posted by
Moritz
I had a GM do that to us once. The GM was running a Fantasy Hero game and then shifted the party into a modern setting. Totally couldn't relate to the world.
And in another game, another GM entirely was running a Sci Fi game. The first session he tossed them onto a low tech planet, broke all their sci fi stuff, and it turned into a high fantasy game.
Bla and bla on both.
Well, yeah, a GM who changes the entire game on you without warning is a bad GM.
I'd tell the players what they're getting into. For example, I'd say "In this game, everybody believes in magic, but it's really a mixture of superstition, fraud, and remnants of super-science"; it tips the gaff, but I don't want players who want to be awesome wizards disappointed when all they know is Knowledge (Esoterica), Bluff and Sleight-of-Hand. OK, maybe I'd say "explainable phenomena" instead of "super science", to leave some mystery ... and to keep players from asking when they get ray guns and personal force fields.
Don't forget, "Expedition to the Barrier Peaks" was a popular module in its day.
"On two occasions I have been asked [by members of Parliament], 'Pray, Mr. Babbage, if you put into the machine wrong figures, will the right answers come out?' I am not able rightly to apprehend the kind of confusion of ideas that could provoke such a question."
- Charles Babbage (1791 - 1871)
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