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Re: #14: Bait and Switch
It appears you understand that this is a very dangerous operation to pull unless you know you're players quite well, but I'd like to mention one more risk you don't address: campaign elements players actively dislike, perhaps even loath.
As an example, if you have a player who dislikes genre mixing strongly, and you did your space marines and magic game as the original setup, you'd probably find out early enough to either try to assuage his concerns, or shift gears and do something else. Finding out in mid-stream is liable to be far more disruptive. Even players who are ordinarily amenable to such things might well not want it _now_ (say, someone who's in the middle of a Shadowrun game on another day, and doesn't want yet another does of tech-and-magic).
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Afraid to fly, don't know why.
From mUrielw:
"Of course, if one had played more RPGs, one would have realized that shacking up with people whose goal is "fulfill the ancient prophecies so that my dead god might rule once more over the earth, and cull those not among our cult" is rarely a good idea."
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