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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: 7509040" data-attributes="member: 6919838"><p>I had a player who after discussion and such we agreed he was not going to play in the Stargate game. It actually started with me telling him I would not be inviting him, why and after discussion we were both fine with it.</p><p></p><p>It had nothing at all to do with how I played the ties-to-npcs.</p><p></p><p>It had to do with his frequently displayed and oft-stated over years strong aversion and intense dislike for in-game scenes where pcs are captured. They were not fun for him and were cases where as a player he got unhappy when they occurred.</p><p></p><p>The new campaign my players and I wanted to do was Stargate and that setting features "capture and escape" as one of its major tropes. So much so its even at times "the key to the plan" of the lead characters. </p><p></p><p>But again, that had nothing to do with the PC ties to npcs and how its handled in my games.</p><p></p><p>Quite the contrary... that particular player tended to always build "gm proof" characters when he started gaming with us in 85ish. They were "build to survive" and "dont give gm opening to screw you" characters much like the orphan with no-names being held up like boogeymen here.</p><p></p><p>Over time, he saw in proven in play and how others who built more "vulnerable" or "at risk" characters were not screwed over and saw their "ties to npcs" play out as a lot of fun and with some reasonable difficulties but a lot of reasonable gains as well. Over time, he came to trust me as a GM and stretch his wings a bit more. </p><p></p><p>He was never a "start in the middle story" heavy background guy, but he did find himself enjoying a wider assortment of characters in play.</p><p></p><p>So, no. </p><p></p><p>As another aside, I have had two players walk out on a game after several months of play, and he was one tho he came back soon after.</p><p></p><p>It had six players and me in an xman style supers rpg. After several months, start of the session, one relatively new player with him in tow started a session with a monolog about how if the frequency of combat did not increase, they would walk. </p><p></p><p>Whrn they finished, I asked "how much vombst fo you feel is minimum a month - four sessions - for you to stay? I observed we usually had one major most of session and two lighter half session or less skirmishes in a four session month." </p><p></p><p>Their response more or less boiled down to three full combat sessions and one half combat session a month. (This was the style the new guy ran).</p><p></p><p>I turned to the other four and asked "do you want that? Would that be ok?" I got four rather incredulous but emphatic "no". </p><p></p><p>So, I turned back to the duo and said "if that is your minimum acceptable offer, I cannot agree to that. It's not a style I like running or one the others want to play and not how this game was pitched. So, ball is in your court."</p><p></p><p>They walked. The new guy started a game for a few others and our game continued with 4 pcs. About a month later "old guy" came back asking to rejoin and we said sure.</p><p></p><p>In the separation period, we still were socially active with him for dinners and board games and such. We just did not talk rpgs.</p><p></p><p>I have had to kick a few out over the decades, for other reasons. I have also had yo just talk to one and stop invitingnthrm due to incompatability but between games.</p><p></p><p>But to be very clear, that Stargate not invited player who also did the brief walk-away for more combat, was in my current 5e scifi campaign when he passed just before last Christmas. He was loved by all of us and we all had many wonderful memories of our games together.</p><p></p><p>So, when someone start barking at me on the internet about decency and dick moves over starting a game when I know it means a player will not join in - they lose all credibility from my perspective because I have seen how reasonable adults can deal with different objectives and changing circumstances without that level of churlishness.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7509040, member: 6919838"] I had a player who after discussion and such we agreed he was not going to play in the Stargate game. It actually started with me telling him I would not be inviting him, why and after discussion we were both fine with it. It had nothing at all to do with how I played the ties-to-npcs. It had to do with his frequently displayed and oft-stated over years strong aversion and intense dislike for in-game scenes where pcs are captured. They were not fun for him and were cases where as a player he got unhappy when they occurred. The new campaign my players and I wanted to do was Stargate and that setting features "capture and escape" as one of its major tropes. So much so its even at times "the key to the plan" of the lead characters. But again, that had nothing to do with the PC ties to npcs and how its handled in my games. Quite the contrary... that particular player tended to always build "gm proof" characters when he started gaming with us in 85ish. They were "build to survive" and "dont give gm opening to screw you" characters much like the orphan with no-names being held up like boogeymen here. Over time, he saw in proven in play and how others who built more "vulnerable" or "at risk" characters were not screwed over and saw their "ties to npcs" play out as a lot of fun and with some reasonable difficulties but a lot of reasonable gains as well. Over time, he came to trust me as a GM and stretch his wings a bit more. He was never a "start in the middle story" heavy background guy, but he did find himself enjoying a wider assortment of characters in play. So, no. As another aside, I have had two players walk out on a game after several months of play, and he was one tho he came back soon after. It had six players and me in an xman style supers rpg. After several months, start of the session, one relatively new player with him in tow started a session with a monolog about how if the frequency of combat did not increase, they would walk. Whrn they finished, I asked "how much vombst fo you feel is minimum a month - four sessions - for you to stay? I observed we usually had one major most of session and two lighter half session or less skirmishes in a four session month." Their response more or less boiled down to three full combat sessions and one half combat session a month. (This was the style the new guy ran). I turned to the other four and asked "do you want that? Would that be ok?" I got four rather incredulous but emphatic "no". So, I turned back to the duo and said "if that is your minimum acceptable offer, I cannot agree to that. It's not a style I like running or one the others want to play and not how this game was pitched. So, ball is in your court." They walked. The new guy started a game for a few others and our game continued with 4 pcs. About a month later "old guy" came back asking to rejoin and we said sure. In the separation period, we still were socially active with him for dinners and board games and such. We just did not talk rpgs. I have had to kick a few out over the decades, for other reasons. I have also had yo just talk to one and stop invitingnthrm due to incompatability but between games. But to be very clear, that Stargate not invited player who also did the brief walk-away for more combat, was in my current 5e scifi campaign when he passed just before last Christmas. He was loved by all of us and we all had many wonderful memories of our games together. So, when someone start barking at me on the internet about decency and dick moves over starting a game when I know it means a player will not join in - they lose all credibility from my perspective because I have seen how reasonable adults can deal with different objectives and changing circumstances without that level of churlishness. [/QUOTE]
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