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What DM flaw has caused you to actually leave a game?
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<blockquote data-quote="Lanefan" data-source="post: 7508857" data-attributes="member: 29398"><p>Was the actual game play of the McGuffin adventure not enjoyable in and of itself at the time during those 10 sessions? The character interactions? The interesting exploration? The grand set-piece combats? Or whatever else that adventure had to offer?</p><p></p><p>No need to throw all that fun out the window just because the adventure itself turned out in session 11 to have been all for naught. Pick yourself up and get on with the next adventure, whatever it may be. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>For those 10 sessions, before you knew things would go sideways, how is the GM playing with him-herself? There's still players at the table, engaging in a game of adventure and derring-do; and even though the patron does a hell-turn in session 11 the PCs still (99.9% likely) come out ahead overall: they've got xp and treasure and knowledge they didn't have before, and are better equipped and prepared to carry on.</p><p></p><p>Yeah, this whole warlock thing came form a mis-reading of 'patron' in the original example, I think.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7508857, member: 29398"] Was the actual game play of the McGuffin adventure not enjoyable in and of itself at the time during those 10 sessions? The character interactions? The interesting exploration? The grand set-piece combats? Or whatever else that adventure had to offer? No need to throw all that fun out the window just because the adventure itself turned out in session 11 to have been all for naught. Pick yourself up and get on with the next adventure, whatever it may be. :) For those 10 sessions, before you knew things would go sideways, how is the GM playing with him-herself? There's still players at the table, engaging in a game of adventure and derring-do; and even though the patron does a hell-turn in session 11 the PCs still (99.9% likely) come out ahead overall: they've got xp and treasure and knowledge they didn't have before, and are better equipped and prepared to carry on. Yeah, this whole warlock thing came form a mis-reading of 'patron' in the original example, I think. [/QUOTE]
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What DM flaw has caused you to actually leave a game?
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