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What DM flaw has caused you to actually leave a game?
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<blockquote data-quote="Ristamar" data-source="post: 7507031" data-attributes="member: 1207"><p>Hard to say without more context. I highly doubt there'd be constant friction, but crucibles of faith and schisms in doctrine go hand in hand with religion. Deities and planar powers are much more interesting when they're a bit inscrutable, but I will readily admit that is my own preference.</p><p></p><p>Regarding [MENTION=6696971]Manbearcat[/MENTION]'s original example, I'd say that's more in line with what D&D defines as a contact rather than a patron. The game already has rules for social interaction and the DMG hints at uses for success at a cost. I don't see a reason to reshape the process and the numbers to get similar results.</p><p></p><p>The notable difference in his example is the player's ability to quickly and indirectly (re)shape the world baked into actions (or "Moves"). I do think those mechanics are pretty cool, though I don't believe they are (or ever have been) intrinsically part of D&D. 5e has given the slightest nod in that direction with Backgrounds and some minor variant rules buried in the DMG, but the system is largely built around the premise and expectations of the DM adjudicating and narrating the current results of each player's most recent action. </p><p></p><p>I don't think the heavens will fall when people start incorporating shared world mechanics into D&D which allow players to take control of the narrative and world building process beyond the immediate agency of their characters. Personally, it's not what I want when I sit down for D&D as a DM or as a player. If that's the sort of thing I'm looking for, I'll play Dungeon World or some other game that has an established precedence for strong player narrative featured in the system. D&D may eventually turn in that direction, as well, but historically it has been a game filtered through the purview of the DM (though by no means should this ever excuse abhorrent, needlessly obstructive, or tyrannical behavior). It's less about ego and more about expectations and support in the core mechanics and the prescribed method of resolving actions. </p><p></p><p>I'm not going to touch on alignment beyond saying the obvious. It's always been a mess and often best when ignored. As long as your group isn't fighting about it, you're probably doing it right.</p></blockquote><p></p>
[QUOTE="Ristamar, post: 7507031, member: 1207"] Hard to say without more context. I highly doubt there'd be constant friction, but crucibles of faith and schisms in doctrine go hand in hand with religion. Deities and planar powers are much more interesting when they're a bit inscrutable, but I will readily admit that is my own preference. Regarding [MENTION=6696971]Manbearcat[/MENTION]'s original example, I'd say that's more in line with what D&D defines as a contact rather than a patron. The game already has rules for social interaction and the DMG hints at uses for success at a cost. I don't see a reason to reshape the process and the numbers to get similar results. The notable difference in his example is the player's ability to quickly and indirectly (re)shape the world baked into actions (or "Moves"). I do think those mechanics are pretty cool, though I don't believe they are (or ever have been) intrinsically part of D&D. 5e has given the slightest nod in that direction with Backgrounds and some minor variant rules buried in the DMG, but the system is largely built around the premise and expectations of the DM adjudicating and narrating the current results of each player's most recent action. I don't think the heavens will fall when people start incorporating shared world mechanics into D&D which allow players to take control of the narrative and world building process beyond the immediate agency of their characters. Personally, it's not what I want when I sit down for D&D as a DM or as a player. If that's the sort of thing I'm looking for, I'll play Dungeon World or some other game that has an established precedence for strong player narrative featured in the system. D&D may eventually turn in that direction, as well, but historically it has been a game filtered through the purview of the DM (though by no means should this ever excuse abhorrent, needlessly obstructive, or tyrannical behavior). It's less about ego and more about expectations and support in the core mechanics and the prescribed method of resolving actions. I'm not going to touch on alignment beyond saying the obvious. It's always been a mess and often best when ignored. As long as your group isn't fighting about it, you're probably doing it right. [/QUOTE]
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