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What DM flaw has caused you to actually leave a game?
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<blockquote data-quote="pemerton" data-source="post: 7506991" data-attributes="member: 42582"><p>With respect to alignment, my experience is that the way to make players care about the implications of what their PCs do, from the perspective of values and morality, is to frame them into situations where they can make choices that express the values and morality of their PCs. In cases where the possible consequences of the choice are not clear, because it's more than just colour, that can be resolved by application of the action-resolution mechanics.</p><p></p><p>Some examples of the sort of choices I've seen players make:</p><p></p><p style="margin-left: 20px">* To release defeated foes on parole rather than kill them (this is generally just colour, and so requires no action resolution);</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* <a href="http://www.enworld.org/forum/showthread.php?301282-Actual-play-examples-balance-between-fiction-and-mechanics" target="_blank">To tame rather thank kill an angry, attacking bear</a> (this is generally going to require action resolution, given that it is an attempt to resolve a conflict/challenge confronting</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* To ruthessly kill foes who have already been defeated, as a type of vengeance or punishment (this is generally just colour, but can be shocking to other PCs and their players);</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* To choose to kill rather than rescue a less-than-fully trusted NPC companion (this would often not be just colour, and hence require action resolution; as with the previous example, I've seen it be quite shocking to the others at the table);</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* To keep a promise made in their name, even though keeping the promise will almost certainly have bad consequences that could have been avoided (this happened to the fighter/cleric PC in my 4e game, when <a href="http://www.enworld.org/forum/showthread.php?312367-Actual-play-another-combat-free-session-with-intra-party-dyanmics" target="_blank">a failed skill challenge resulted in a promise being made in his name to spare a prisoner whom he thought deserved death for her crimes</a>).</p><p></p><p>I don't see any need, in these sorts of situations, for the GM to decide what the right thing to do is (either expressly, or by weighting the action resolution possibilities so that one option rather than the other is obviously far easier to achieve). Choosing what is the right thing to do seems to me to be up to the players.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7506991, member: 42582"] With respect to alignment, my experience is that the way to make players care about the implications of what their PCs do, from the perspective of values and morality, is to frame them into situations where they can make choices that express the values and morality of their PCs. In cases where the possible consequences of the choice are not clear, because it's more than just colour, that can be resolved by application of the action-resolution mechanics. Some examples of the sort of choices I've seen players make: [indent]* To release defeated foes on parole rather than kill them (this is generally just colour, and so requires no action resolution); * [url=http://www.enworld.org/forum/showthread.php?301282-Actual-play-examples-balance-between-fiction-and-mechanics]To tame rather thank kill an angry, attacking bear[/url] (this is generally going to require action resolution, given that it is an attempt to resolve a conflict/challenge confronting * To ruthessly kill foes who have already been defeated, as a type of vengeance or punishment (this is generally just colour, but can be shocking to other PCs and their players); * To choose to kill rather than rescue a less-than-fully trusted NPC companion (this would often not be just colour, and hence require action resolution; as with the previous example, I've seen it be quite shocking to the others at the table); * To keep a promise made in their name, even though keeping the promise will almost certainly have bad consequences that could have been avoided (this happened to the fighter/cleric PC in my 4e game, when [url=http://www.enworld.org/forum/showthread.php?312367-Actual-play-another-combat-free-session-with-intra-party-dyanmics]a failed skill challenge resulted in a promise being made in his name to spare a prisoner whom he thought deserved death for her crimes[/url]).[/indent] I don't see any need, in these sorts of situations, for the GM to decide what the right thing to do is (either expressly, or by weighting the action resolution possibilities so that one option rather than the other is obviously far easier to achieve). Choosing what is the right thing to do seems to me to be up to the players. [/QUOTE]
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