@arkandel said in Mismatched themes and expectations:
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?
I think the onus is on the players. Unless the game states otherwise, players shouldn't play out goals that change the game's central conceit. That's akin to being invited to a chess party and trying to strongarm people into playing poker. There's nothing wrong with poker, but that's not why everyone is here.
So if I were running a gritty post-apoc survival game and somebody wanted to make solar panels and turn it into a happy little utopia, or discover a giant cache of medicine or whatever, I would politely take them aside and chat about it. Maybe there can be an interesting plotline about how they're trying to do it but they end up running into insurmountable challenges. Or maybe the game isn't a good fit for what they are interested in RPing about.
I also think that sometimes games set themselves up for clashes of expectations, and that's where I feel this topic belongs in the game design thread. I think we all know that MUSHes are 90% social. BarRP, relationships, chats in the park, etc. When building your game, you've got to not only consider the plots, but what people are going to do between plots. Maybe a highly-relatistic post-apoc setting where it's 100% grimdark isn't a good fit for a MU and you should reconsider. Or make it invite-only for only folks you know share your vision and not the general "good-looking survivors who never die of dysentery and always magically have enough to eat..." Hollywood vision of post-apoc.