I don't know why I didn't realise this earlier (okay, maybe I did, but it just didn't stick) but when it comes to Roleplaying it doesn't really matter what game you are playing, or where you are, but rather the mood players are in when they come to the table
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IMHO the GM often has a lot more power to set the tone and mood of a game than he/she realises. I've played with many passive GM's who just set back and let the players bring it - which is entirely unpredictable.
I've also played in, and run, games where you start a light conditioning process. You need to start describing things carefully, the more detail the better. Morgue started his Aliens game with a map and quite a bit of detail, which really helped everyone get a feel of the setting, you could even take it sone step further and create some small scenes, like intro scenes in a movie to really help players visualise the environment, even though their characters haven't actually seen the event. Then the first scene is o-so-important. How are the characters introduced. If you're really setting the scene, you'll need to have a good deal of control initially, which you can relax as the players start to dig the vibe...
Did I mention EPOCH is on my mind most of the time? : )
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Don't know if that helps.
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