@pyrephox said in Mismatched themes and expectations:
As to why? Mostly just that. Everyone has something that really revs their engine, and barring strong guidance from a GM, a lot of players will want to bring that into every game they play.
Correct, and it's so hard to even inform your players what you would like to be portrayed let alone distinguish between them simply being creative and trying to think outside the box - which is a wanted commodity - and disrupting what you want portrayed in the first place.
For instance consider a post-apocalyptic setting. The idea staff have in their heads might be something hardcore, dealing with resource depravation and the trauma of losing their way of life, but I come along and I'm interested in playing out how to return to a civilized state; maybe I'm playing a scientist who knows how to make solar panels, and my goal is to turn the rough settlement into a Flintstones-like utopia.
How does staff reconcile the two visions, or should they? Is it better that I get The Talk, or to deal with it IC as I'm presented with the challenges inherent in such a difficult task? Should I be allowed to be successful and, if so, to what degree?
Ultimately where is the line between me trying to play out something I think is cool, and turning the game into something its runners don't?