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What DM flaw has caused you to actually leave a game?
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<blockquote data-quote="Gradine" data-source="post: 7496465" data-attributes="member: 57112"><p>Only game I've walked from had to do with a player getting violently aggressive with the DM. I've DMed a lot more than I've played though, and I've only lost players over time conflicts (at least that I've heard about).</p><p></p><p>I run pretty narrative-heavy games that tend to be linear and I'm sure many veteran players (including many here) would accuse me of railroading, which I wouldn't necessarily disagree with. But then I often play with new players who have appreciated having clear paths to follow. In fact every time I've tried to run a more non-linear session, such as a dungeon crawl, play slows to a crawl (pun intended) as my players suffer from analysis paralysis. In my most recent campaign I've tried to ease them more into nonlinear play; we're in Chapter 4 of HotDQ and they're starting to get into the investigative "hey I can do anything I want to do with this day" aspect of that chapter. Which is good because HotDQ ends with some dungeon crawls that provide them with more interesting opportunities then "pick a path, kill everything, take their stuff" which I felt Chapter 3 kind of lent itself to. I'd never say "your character wouldn't do that", though; and if my players were to do something unexpected that threw a monkey wrench into things I'd roll with it rather than trying to force them back on the track, it's just that my players aren't necessarily prone to that (they've surprised me before though!). I'm not going to pull any of the "but then you don't actually get the dragon masks because reasons" nonsense the ToD storyline is so fond of, for instance.</p><p></p><p>I can't think of too many DM deal-breakers for me; I've played in a pretty diverse range of games. I'd only ever leave a game over extreme personality issues (see above) or extreme stylistic differences; undirected sandboxes don't really appeal to me, for instance; for similar reasons neither do meat-grinder dungeon crawls with little opportunity for interaction or character development. Depending on context I'd be okay with adult content but I'd expect that to be one of the main themes of the game (for something like Monsterhearts, for instance); I prefer my D&D games to be PG-13 at the highest. Sexualized violence or extreme examples of unchallenged racism are the only things I'd immediately walk away from the table over.</p></blockquote><p></p>
[QUOTE="Gradine, post: 7496465, member: 57112"] Only game I've walked from had to do with a player getting violently aggressive with the DM. I've DMed a lot more than I've played though, and I've only lost players over time conflicts (at least that I've heard about). I run pretty narrative-heavy games that tend to be linear and I'm sure many veteran players (including many here) would accuse me of railroading, which I wouldn't necessarily disagree with. But then I often play with new players who have appreciated having clear paths to follow. In fact every time I've tried to run a more non-linear session, such as a dungeon crawl, play slows to a crawl (pun intended) as my players suffer from analysis paralysis. In my most recent campaign I've tried to ease them more into nonlinear play; we're in Chapter 4 of HotDQ and they're starting to get into the investigative "hey I can do anything I want to do with this day" aspect of that chapter. Which is good because HotDQ ends with some dungeon crawls that provide them with more interesting opportunities then "pick a path, kill everything, take their stuff" which I felt Chapter 3 kind of lent itself to. I'd never say "your character wouldn't do that", though; and if my players were to do something unexpected that threw a monkey wrench into things I'd roll with it rather than trying to force them back on the track, it's just that my players aren't necessarily prone to that (they've surprised me before though!). I'm not going to pull any of the "but then you don't actually get the dragon masks because reasons" nonsense the ToD storyline is so fond of, for instance. I can't think of too many DM deal-breakers for me; I've played in a pretty diverse range of games. I'd only ever leave a game over extreme personality issues (see above) or extreme stylistic differences; undirected sandboxes don't really appeal to me, for instance; for similar reasons neither do meat-grinder dungeon crawls with little opportunity for interaction or character development. Depending on context I'd be okay with adult content but I'd expect that to be one of the main themes of the game (for something like Monsterhearts, for instance); I prefer my D&D games to be PG-13 at the highest. Sexualized violence or extreme examples of unchallenged racism are the only things I'd immediately walk away from the table over. [/QUOTE]
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