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<blockquote data-quote="tetrasodium" data-source="post: 9002792" data-attributes="member: 93670"><p>Fairly common & by not addressing it in the rules text at all while presenting the player->GM relationship as unidirectional in areas like chargen/s0 badly amplifies the problem into one of a righteous champion for <em>true</em> roleplayers. The player(Lets say it's "Alice") knows they are regularly stopping <a href="https://thealexandrian.net/wordpress/44282/roleplaying-games/abused-gamer-syndrome" target="_blank"><em>juuust</em> shy of</a> butting heads with the GM to avoid clear examples the gm could wtf about while building up a mountain over the campaign but often does so with the mindset that they are somehow defending everyone else's right to really let go & roleplay <em>THEIR</em> character while the group either feels they aren't qualified to be the therapist/life coach/whatever for Alice making the player think everyone is on their side. The GM confronting Alice makes them feel like they are finally succeeding in getting the GM to shape up or whatever so should keep ay it.... I've seen it both as GM <em>and</em> player. Problems compound because of the fact that Alice and everyone else can play a starfish alien with no basic needs no goals no connections & no desires in 5e leaving the GM very little in the way of solid footing to confront it without looking like they are singling someone out railroading or whatever unless they are willing to just fold up the GM screen on the group & rocks fall or something equally drastic that reflects poorly on the GM like <a href="https://www.merriam-webster.com/words-at-play/yeet-meaning-and-history#:~:text=Yeet%20is%20a%20slang%20word,worried%20that%20it%20might%20break.)" target="_blank">yeeting</a> players out of the campaign Gordon Ramsay/soup nazi style at the first sign of friction.</p><p></p><p>As to quantifying "how often".. often enough that all of these videos & blog posts I've been linking through the thread got made by various people to help GMs <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" />. On the how do <em>I</em> find them? I don't & just contact someone on the waiting list or run a table at a local FLGS till we pickup someone from the d&d night, it takes time to sort through the problem types & separate people like Alice doing it deliberately "because d&d is about <em>telling</em> YOUR story*" from Bob who just hasn't gotten the hang of things <a href="https://www.enworld.org/threads/take-a-closer-look-at-the-2024-dungeon-master%E2%80%99s-guide.697232/post-8999514" target="_blank">for whatever reasonable reason</a>.</p><p></p><p>* Which is exactly the sort of unidirectional interaction that the the PHB chargen chapter1 TCoE session zero pages & even the how to play d&d videos from wotc present the Player/GM relationship.</p><p></p><p></p><p></p><p>[spoiler="yes I have a reason"]</p><p>[MEDIA=youtube]9BUL9gfTJ2E:234[/MEDIA]</p><p></p><p>[ispoiler]You as a <strong>single</strong> player do not get to dictate the setting, the region of the world where things will take place, potential themes & so on. That is a task left to the GM who is responsible for running & building those things.[/ispoiler][ispoiler]Plus the GM should not be expected to jump through hoops attempting to work with multiple players individually simply because those players refuse to work with anyone[/ispoiler]</p><p>[/spoiler]</p><p>AL stands for adventure league not Alabama Alberta or Algeria. </p><p>Also you clearly don't know the restrictions placed upon the gm <u><em>in</em></u> AL games. The GM is <em>"shielded from the social contract<strong> by the nature of AL itself</strong> </em><u><em>if</em></u><em> they simply say a more diplomatically worded form of "no that's a dead end & I don't care because the adventure being run is over here[the mayor hired you guys to do $thing or whatever]."</em> simply because AL itself largely forbids the GM from making up a new adventure to accomidate a player dead set on <em>telling</em> a story the player has already chosen to be told.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9002792, member: 93670"] Fairly common & by not addressing it in the rules text at all while presenting the player->GM relationship as unidirectional in areas like chargen/s0 badly amplifies the problem into one of a righteous champion for [I]true[/I] roleplayers. The player(Lets say it's "Alice") knows they are regularly stopping [URL='https://thealexandrian.net/wordpress/44282/roleplaying-games/abused-gamer-syndrome'][I]juuust[/I] shy of[/URL] butting heads with the GM to avoid clear examples the gm could wtf about while building up a mountain over the campaign but often does so with the mindset that they are somehow defending everyone else's right to really let go & roleplay [I]THEIR[/I] character while the group either feels they aren't qualified to be the therapist/life coach/whatever for Alice making the player think everyone is on their side. The GM confronting Alice makes them feel like they are finally succeeding in getting the GM to shape up or whatever so should keep ay it.... I've seen it both as GM [I]and[/I] player. Problems compound because of the fact that Alice and everyone else can play a starfish alien with no basic needs no goals no connections & no desires in 5e leaving the GM very little in the way of solid footing to confront it without looking like they are singling someone out railroading or whatever unless they are willing to just fold up the GM screen on the group & rocks fall or something equally drastic that reflects poorly on the GM like [URL='https://www.merriam-webster.com/words-at-play/yeet-meaning-and-history#:~:text=Yeet%20is%20a%20slang%20word,worried%20that%20it%20might%20break.)']yeeting[/URL] players out of the campaign Gordon Ramsay/soup nazi style at the first sign of friction. As to quantifying "how often".. often enough that all of these videos & blog posts I've been linking through the thread got made by various people to help GMs ;). On the how do [I]I[/I] find them? I don't & just contact someone on the waiting list or run a table at a local FLGS till we pickup someone from the d&d night, it takes time to sort through the problem types & separate people like Alice doing it deliberately "because d&d is about [I]telling[/I] YOUR story*" from Bob who just hasn't gotten the hang of things [URL='https://www.enworld.org/threads/take-a-closer-look-at-the-2024-dungeon-master%E2%80%99s-guide.697232/post-8999514']for whatever reasonable reason[/URL]. * Which is exactly the sort of unidirectional interaction that the the PHB chargen chapter1 TCoE session zero pages & even the how to play d&d videos from wotc present the Player/GM relationship. [spoiler="yes I have a reason"] [MEDIA=youtube]9BUL9gfTJ2E:234[/MEDIA] [ispoiler]You as a [B]single[/B] player do not get to dictate the setting, the region of the world where things will take place, potential themes & so on. That is a task left to the GM who is responsible for running & building those things.[/ispoiler][ispoiler]Plus the GM should not be expected to jump through hoops attempting to work with multiple players individually simply because those players refuse to work with anyone[/ispoiler] [/spoiler] AL stands for adventure league not Alabama Alberta or Algeria. Also you clearly don't know the restrictions placed upon the gm [U][I]in[/I][/U] AL games. The GM is [I]"shielded from the social contract[B] by the nature of AL itself[/B] [/I][U][I]if[/I][/U][I] they simply say a more diplomatically worded form of "no that's a dead end & I don't care because the adventure being run is over here[the mayor hired you guys to do $thing or whatever]."[/I] simply because AL itself largely forbids the GM from making up a new adventure to accomidate a player dead set on [I]telling[/I] a story the player has already chosen to be told. [/QUOTE]
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