Any stories out there of when the GM have been the death of the role play?
I have been thinking quite a while about creating a thread where people can share their tips and tricks to promote role play, and perhaps what roleplay means for people. But before diving into that, I am curious about what people have runned into as a player, when the GM have managed to destroyed the role play. To broaden the available examples, don't hesitate to bring up things that isn't from a Trek or LotR game. :)
My own best example is from the first time I came in contact with KULT (a Swedish horror game, and one of the few that has been translated to English). I and my friend knew that the adventure would take place at a remote cabin, together with some NPC tourists. As our character concepts, we came up with a Police officer, and a (former?) gang member.
When discussing the ideas with each other, with the GM present to overhear us, we thought that those two concept would work perfect together, building in some extra dislike for the other ones character, to be able to make a perfect "enemies who have to work together to survive, and thereby maybe overcome their differences."
So what is the first thing the GM says when we are about to start; "You are old friends, and have decided to go on a vacation together." :eek: That the adventure where a simple ghost story, which not really fitted Kult at all, and there where no reason at all that our characters would have to know each other from the beginning... :rolleyes: