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What DM flaw has caused you to actually leave a game?
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<blockquote data-quote="oreofox" data-source="post: 7497628" data-attributes="member: 6776240"><p>Your experience being mostly from video games while growing up (and making them in the present) makes sense in regards to your desire for adherence to strict rules. Myself, I absolutely love rpg video games (they are my favorite genre), but sometimes the confines of the rules grates on me. That's why I love tabletop rpgs. I can modify it to my desires. Which I have done with my recent and current campaign. It is heavily homebrewed, and as far as I can tell, my players are enjoying themselves. The majority of them are returning players from all my previous failed campaigns (due to others just not showing up because of holidays, which are unfortunately coming up again soon, but these are the ones that stuck around and wanted to continue). So I am doing something right.</p><p></p><p>I am not saying your strictness is bad, as sometimes it can be nice to play strictly by the rules. But sometimes what the game designers come up with just doesn't mesh with you, your players, the world you came up with, etc. So, that's why I changed quite a few rules. As a DM, it can be a nice change of pace to go strictly by the book. Lets your mind focus on other things, like the adventure.</p><p></p><p></p><p>As for the topic on hand: I am basically just a DM. I don't play much anymore, especially since 5e came out. Back in Pathfinder I was a player quite often. The only thing that made me leave a game was the playstyles of the other players. They just didn't mesh with my own. I did make the mistake of sticking it out for one campaign, and that campaign obliterated any desire to ever play Pathfinder again. The adventure path ended a couple months after Advanced Class Guide came out, which had classes I was interested in, but the players from that Wrath of the Righteous AP killed that edition. It lasted a year (which I though was a bit short for a published AP, hearing others saying their games lasted 2+ years playing weekly, but there was absolutely 0 RP going on, much to my and the DM's disappointment), and I had lost interest about 4 months in, but I stuck it out because the DM was a pretty cool guy. I wished I had quit after those 4 months, then maybe I would still enjoy the system.</p><p></p><p>As a DM, I have "left" games (aka cancelled/ended them) of my own decision twice. Both times were because of cheating players. The downside of running published adventures. Both times, the players in question read ahead and knew where hidden things were located. I made up some excuse like my work schedule became unreliable, so I had to end the game. I felt bad, but I will not tolerate cheating.</p></blockquote><p></p>
[QUOTE="oreofox, post: 7497628, member: 6776240"] Your experience being mostly from video games while growing up (and making them in the present) makes sense in regards to your desire for adherence to strict rules. Myself, I absolutely love rpg video games (they are my favorite genre), but sometimes the confines of the rules grates on me. That's why I love tabletop rpgs. I can modify it to my desires. Which I have done with my recent and current campaign. It is heavily homebrewed, and as far as I can tell, my players are enjoying themselves. The majority of them are returning players from all my previous failed campaigns (due to others just not showing up because of holidays, which are unfortunately coming up again soon, but these are the ones that stuck around and wanted to continue). So I am doing something right. I am not saying your strictness is bad, as sometimes it can be nice to play strictly by the rules. But sometimes what the game designers come up with just doesn't mesh with you, your players, the world you came up with, etc. So, that's why I changed quite a few rules. As a DM, it can be a nice change of pace to go strictly by the book. Lets your mind focus on other things, like the adventure. As for the topic on hand: I am basically just a DM. I don't play much anymore, especially since 5e came out. Back in Pathfinder I was a player quite often. The only thing that made me leave a game was the playstyles of the other players. They just didn't mesh with my own. I did make the mistake of sticking it out for one campaign, and that campaign obliterated any desire to ever play Pathfinder again. The adventure path ended a couple months after Advanced Class Guide came out, which had classes I was interested in, but the players from that Wrath of the Righteous AP killed that edition. It lasted a year (which I though was a bit short for a published AP, hearing others saying their games lasted 2+ years playing weekly, but there was absolutely 0 RP going on, much to my and the DM's disappointment), and I had lost interest about 4 months in, but I stuck it out because the DM was a pretty cool guy. I wished I had quit after those 4 months, then maybe I would still enjoy the system. As a DM, I have "left" games (aka cancelled/ended them) of my own decision twice. Both times were because of cheating players. The downside of running published adventures. Both times, the players in question read ahead and knew where hidden things were located. I made up some excuse like my work schedule became unreliable, so I had to end the game. I felt bad, but I will not tolerate cheating. [/QUOTE]
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What DM flaw has caused you to actually leave a game?
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