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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: 7507475" data-attributes="member: 42582"><p>I don't know if I'm following this.</p><p></p><p>Your (2) is (if I'm understanding) the point that the PC will be a locus of protagonism because that's how a RPG works. OK.</p><p></p><p>Then (again, if I'm understanding) you're saying that, in the fiction, this makes the PC a "favoured" warlock/worshipper. The sort who will be asked to take on a task. And all this has to be managed by the GM.</p><p></p><p>Given that (2) is a necessary consequence of turning up to play a warlock or cleric in a RPG, you're saying that it's <em>inherent</em> in those classes that the GM has to decide how the PC is instructed/directed by the patron.</p><p></p><p>Why?</p><p></p><p>For instance - just to give one example - suppose I start the game from the premise that my (cleric or warlock) PC received a vision of XYZ from my patron, and I'm going to realise it! Now we have my PC as a "favoured" one but the GM didn't have to manage the backstory at all. The player came up with it!</p><p></p><p>That's how I started my Cortex+ Heroic Fantasy game: the players established some backstory to kick things off, which included visions/portents from the gods and spirits.</p><p></p><p>And lest anyone think it's foreign to D&D: the same thing has been part of my 4e game (in accordance with the advice in the DMG and PHB about player-authored "quests"). Is 5e so fragile it's going to break under this sort of pressure in a way that 4e (or Cortex+ or Burning Wheel or . . . ) won't? That seems pretty implausible to me.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7507475, member: 42582"] I don't know if I'm following this. Your (2) is (if I'm understanding) the point that the PC will be a locus of protagonism because that's how a RPG works. OK. Then (again, if I'm understanding) you're saying that, in the fiction, this makes the PC a "favoured" warlock/worshipper. The sort who will be asked to take on a task. And all this has to be managed by the GM. Given that (2) is a necessary consequence of turning up to play a warlock or cleric in a RPG, you're saying that it's [i]inherent[/I] in those classes that the GM has to decide how the PC is instructed/directed by the patron. Why? For instance - just to give one example - suppose I start the game from the premise that my (cleric or warlock) PC received a vision of XYZ from my patron, and I'm going to realise it! Now we have my PC as a "favoured" one but the GM didn't have to manage the backstory at all. The player came up with it! That's how I started my Cortex+ Heroic Fantasy game: the players established some backstory to kick things off, which included visions/portents from the gods and spirits. And lest anyone think it's foreign to D&D: the same thing has been part of my 4e game (in accordance with the advice in the DMG and PHB about player-authored "quests"). Is 5e so fragile it's going to break under this sort of pressure in a way that 4e (or Cortex+ or Burning Wheel or . . . ) won't? That seems pretty implausible to me. [/QUOTE]
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What DM flaw has caused you to actually leave a game?
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