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What DM flaw has caused you to actually leave a game?
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<blockquote data-quote="5ekyu" data-source="post: 7506856" data-attributes="member: 6919838"><p>while i did not keep tabs on specifics... my bet is more hours of gaming have been spent by me in HERO systems than in any other - but the top contenders that are all very close are HERO (3-6), DnD (1-3. 5), Traveller (too many flavors to list) and VtM.</p><p></p><p>The reason i see the point buy approaches as more limiting than the non-buy options is that very accounting aspect you cite. If an enemy is convinced to turn friend or just that conflict ended the PLAYER then needs to rebalance his sheet and provide Xp (now or over time) to redress that deficit. By linking those developments into the accounting system, it hangs another hurdle on those occurring in play that can be problematic to some.</p><p></p><p>On the other hand, a non-point systems where friends, enemies etc are more a matter of story (or even the "pay-as-you-play - see below) let those things occur and evolve and grow naturally without any audit involved.</p><p></p><p>Some systems tried to address this by swapping out the "up front points" with "pay-for-play" where for instance when your enemy showed up and created an extra problem for you (beyond your normal day to day issues and crisis) you then were awarded points. this meant you as a player were encouraged to choose these "flaws" that you wanted to show up - the more they do, the more you get. Contrast to the point-up-front where the player is paid off at the beginning and then can do whatever they want to avoid that problem - they are actually best served by finding flaws that pay more but occur in a manner they can avoid.</p><p></p><p>Other systems for instance have taken this further, encouraging traits which go both ways. A trait which allows you to spend some resource to "engage it" for positive benefit but also allows the GM to trigger that trait "for problems" and that is how one reloads that resource.</p><p></p><p>an example of that would be "alliance with the mystic arcaneum" where one could spend a gimmick point for info or assistance with research or crafting but where they would call on you for help and if you did so its going to earn you more gimmick points. (there are of courses many more obscure types of these - devotions and causes and so on)</p><p></p><p>i found those approaches to be more versatile and rewarding to both player and GM and the game as a whole.</p><p></p><p>Even in HERo, your "positive paid for" contact was fine to occasionally be a "negative" - you paid for the overall result, not locking out anything specific.</p><p></p><p>Truthfully, that experience in the various point-buy and pay-for-play shape how i tend to view patrons and gods and other relationships even in the "no points" systems. Your relationship with your patron should be a back and forth sometimes boons sometimes banes with a net of either zero-sum or a nominal gain with overall the main thing being interesting and engaging.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7506856, member: 6919838"] while i did not keep tabs on specifics... my bet is more hours of gaming have been spent by me in HERO systems than in any other - but the top contenders that are all very close are HERO (3-6), DnD (1-3. 5), Traveller (too many flavors to list) and VtM. The reason i see the point buy approaches as more limiting than the non-buy options is that very accounting aspect you cite. If an enemy is convinced to turn friend or just that conflict ended the PLAYER then needs to rebalance his sheet and provide Xp (now or over time) to redress that deficit. By linking those developments into the accounting system, it hangs another hurdle on those occurring in play that can be problematic to some. On the other hand, a non-point systems where friends, enemies etc are more a matter of story (or even the "pay-as-you-play - see below) let those things occur and evolve and grow naturally without any audit involved. Some systems tried to address this by swapping out the "up front points" with "pay-for-play" where for instance when your enemy showed up and created an extra problem for you (beyond your normal day to day issues and crisis) you then were awarded points. this meant you as a player were encouraged to choose these "flaws" that you wanted to show up - the more they do, the more you get. Contrast to the point-up-front where the player is paid off at the beginning and then can do whatever they want to avoid that problem - they are actually best served by finding flaws that pay more but occur in a manner they can avoid. Other systems for instance have taken this further, encouraging traits which go both ways. A trait which allows you to spend some resource to "engage it" for positive benefit but also allows the GM to trigger that trait "for problems" and that is how one reloads that resource. an example of that would be "alliance with the mystic arcaneum" where one could spend a gimmick point for info or assistance with research or crafting but where they would call on you for help and if you did so its going to earn you more gimmick points. (there are of courses many more obscure types of these - devotions and causes and so on) i found those approaches to be more versatile and rewarding to both player and GM and the game as a whole. Even in HERo, your "positive paid for" contact was fine to occasionally be a "negative" - you paid for the overall result, not locking out anything specific. Truthfully, that experience in the various point-buy and pay-for-play shape how i tend to view patrons and gods and other relationships even in the "no points" systems. Your relationship with your patron should be a back and forth sometimes boons sometimes banes with a net of either zero-sum or a nominal gain with overall the main thing being interesting and engaging. [/QUOTE]
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