Wow. What made the DM so bad that made such an ego-crushing intervention was required? How did s/he take it? Offended or relieved to have the burden removed?
Well, I haven't spoken to the guy for more than a few minutes in the year since the events took place, so I don't think he took it well. It was a litany of things, most of which have been mentioned at various times throughout the thread!
* An enormous railroad: we had no say in the game, in the story that we were trying to tell, or the events that would happen around us. He cared nothing for player agency; it was his story we were playing, and we should be delighted by how amazing it was (it wasn't). If a player tried to stick up for themselves, it was passive aggressive, snide side comments galore, usually about metagaming or some other complaint.
* Every other session had a deus ex machina in it. For example, he had been trying to build up this "blood cult," leading to a confrontation with the cult summoning up a balor. We were level 5, but we were like, "Hell, yeah, bring it on!" because, I suppose, we were slightly suicidal and we enjoyed a challenge. This is coming from my previous campaign, The Isle of Dread, where the group would consistently get into fights that they probably shouldn't have, but still managed to pull off because luck, shenanigans, and sheer chutzpah. So, for this balor summoning, the bad guys succeeded in summoning it, but, lo and behold, a solar angel showed up and fought the balor for us, while we were expected to fight the NPCs left.
* Custom setting with no detail or lore, or basic grasp of geography. As a group, we're pretty story and lore focused (probably also my fault, because my games are lore and story focused in general), but the custom setting the DM was convinced was amazing had next to no details. Admittedly, the setting had promise, but it was so disjointed and didn't make sense, sort of like trying to read a history textbook with only one out of eight pages in it. It was incredibly annoying, because we all played characters that we
really loved, but its almost as if they were spoiled by being used in such a bad campaign.
* A fundamental disregard for how the rules worked; couldn't grasp the basics of action economy, concentration (we were playing 5e, for reference), how spells worked, etc. Further, he refused to learn the mechanics, stating that, "I can't read it, its not entertaining enough," and similar excuses.
* Abhorrently slow leveling. We played for almost a year, and we made it to level 7.
Level 7. Also, no treasure to speak of, either. I think the group had maybe 200 gp between all of us, from level 1 to level 7, not including gear we got with chargen.
Unfortunately, he wasn't any better as a player; he couldn't grasp that his character wasn't a superhero, and could die. I don't run a meatgrinder campaign or anything, but plot armor doesn't exist, and if the dice say your character gets eaten by a dragon, well, your character gets eaten by a dragon. He also hated when players weren't following what he thought of as "the script," going out into town or village to get into shenanigans and roleplay and have fun.
He was egged on by an individual in his other group, who were playing the same campaign, and this person spent considerable time convincing the DM that me and my ideas were bad and I was a horrible DM. Ironic, because at that same time, I just got a job writing for a TTRPG; I've yet to tell him that, because I worry it'll push him even further away from the hobby. The person was one of those people who were utterly convinced that they were correct and everything they did was perfect, despite the fact that he played a single session in my group before the group asked me to remove him from the group permanently, after he told one character to




off when they objected to him playing the same class as they were. He also bitched for 20 minutes about the fact that I wouldn't let him play a chaotic evil character when every other character was some version of good.