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General Tabletop Discussion
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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: 7508962" data-attributes="member: 6919838"><p>"Here's a simple answer - if a player comes into a game saying "I don't want to play a game about X" and the GM then proceeds to make the game about X, that is bad GMing."</p><p></p><p>Or</p><p></p><p>"Here's a simple answer - if a player comes into a game saying "I don't want to play a game about X" and the GM then proceeds to tell them the game is about X, that is good GMing."</p><p></p><p>See the little jab in the statement thst is important is that - as i have stated in my "i will say no" case, its not the GM choosing to run the game that way **after** they accepted and knew the player's preference - as you laid it out when you made it "and the GM then..."</p><p></p><p>But, clearly the catch-22 is in full effect, right? </p><p></p><p>If the GM implements that feature **after** its bad gming,</p><p></p><p>If the gm says up front "no, this game is about that so i hsve to say no but we can work on finding other options..." thats not agreeing to work in good faith since the gm already decided that option requested was no.</p><p></p><p>Seems like the GM just cannot say no without being wrong. </p><p></p><p>Funny that.</p><p></p><p>To me its simple, both sides have to be able to say no without being painted as wrong or bad people or dicks or bad gms or there really is not an honest negotiation or collaboration going on. I will take a pass on games where no is not acceptable - well barring the types of role playing that involves safe words at least.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7508962, member: 6919838"] "Here's a simple answer - if a player comes into a game saying "I don't want to play a game about X" and the GM then proceeds to make the game about X, that is bad GMing." Or "Here's a simple answer - if a player comes into a game saying "I don't want to play a game about X" and the GM then proceeds to tell them the game is about X, that is good GMing." See the little jab in the statement thst is important is that - as i have stated in my "i will say no" case, its not the GM choosing to run the game that way **after** they accepted and knew the player's preference - as you laid it out when you made it "and the GM then..." But, clearly the catch-22 is in full effect, right? If the GM implements that feature **after** its bad gming, If the gm says up front "no, this game is about that so i hsve to say no but we can work on finding other options..." thats not agreeing to work in good faith since the gm already decided that option requested was no. Seems like the GM just cannot say no without being wrong. Funny that. To me its simple, both sides have to be able to say no without being painted as wrong or bad people or dicks or bad gms or there really is not an honest negotiation or collaboration going on. I will take a pass on games where no is not acceptable - well barring the types of role playing that involves safe words at least. [/QUOTE]
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What DM flaw has caused you to actually leave a game?
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