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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: 7509124" data-attributes="member: 42582"><p>My issue is that my point applies even to a DL-type game.</p><p></p><p>It's one thing for the focus of the game to be on divining and playing through the GM's story. Not my thing, but I know a lot of people swear by it.;</p><p></p><p>It's another thing for the GM to insist - in respect of certain characters/archetypes - that s/he is entitled to establish the true nature of the PC's backstory, defining relationship, etc. In effect, to play a major role in establishing and playing the characger. (On pain of losing class abilities.) <em>Even in a DL-type game</em> I do not see what this adds. And reiterating that it's not the GM's fault that the archbishop, or patron, or whomever it is is insistent on the point doesn't answer the point. The idea of the DL-style game is that at least the players provide a bit of colour and a few minor decision points. But if the GM is also establishing the most important bits of PC colour, telling me what decisions are and are not appropriate for a worshipper of XYZ, etc - well, what's left for the player to do?</p><p></p><p>But that's exactly my point. If the player's preference that the whole god/patron thing be "backgrounded" was respected then the god/patron would be happy. But for whatever reason the GM is inserting his/her own preference to decide that the god/patron is not happy. For what reason?</p><p></p><p>If the GM thinks the player is just a wrecker - which eg was the implication of [MENTION=3400]billd91[/MENTION]'s reference upthread to "murder-hoboing" - then as [MENTION=5142]Aldarc[/MENTION] has said, that's a social problem that can be resolved by a sensible conversation among participants. It's not an aspect of <em>game play</em> at all.</p><p></p><p>But if the issue is not that the PC is wrecking things - eg if the PC was playing a wizard or a fighter or whatever no one would have any issues - then why is the GM needing to insert his/her conception of what the patron/god wants in favour of the player's conception of the same? <em>How is that improving the experience</em>? Telling me that we're not talking about story-now play doesn't help - even within the follow-the-GM's-trail paradigm, I dont understand what this is supposed to be adding to the play experience.</p><p></p><p>That seems to imply that you are interested in identifying and respecting the player's preferences about the backstory, colour etc of his PC. That seems different from what I am being critical of (unless I'm misunderstanding your account of your game).</p><p></p><p>But this goes back to my earlier comments. What is this adding? If in fact the day never ends (as per your description of your actual practice, if I've properly understood it), then what is the point of this assertion of day's end authority?</p></blockquote><p></p>
[QUOTE="pemerton, post: 7509124, member: 42582"] My issue is that my point applies even to a DL-type game. It's one thing for the focus of the game to be on divining and playing through the GM's story. Not my thing, but I know a lot of people swear by it.; It's another thing for the GM to insist - in respect of certain characters/archetypes - that s/he is entitled to establish the true nature of the PC's backstory, defining relationship, etc. In effect, to play a major role in establishing and playing the characger. (On pain of losing class abilities.) [I]Even in a DL-type game[/I] I do not see what this adds. And reiterating that it's not the GM's fault that the archbishop, or patron, or whomever it is is insistent on the point doesn't answer the point. The idea of the DL-style game is that at least the players provide a bit of colour and a few minor decision points. But if the GM is also establishing the most important bits of PC colour, telling me what decisions are and are not appropriate for a worshipper of XYZ, etc - well, what's left for the player to do? But that's exactly my point. If the player's preference that the whole god/patron thing be "backgrounded" was respected then the god/patron would be happy. But for whatever reason the GM is inserting his/her own preference to decide that the god/patron is not happy. For what reason? If the GM thinks the player is just a wrecker - which eg was the implication of [MENTION=3400]billd91[/MENTION]'s reference upthread to "murder-hoboing" - then as [MENTION=5142]Aldarc[/MENTION] has said, that's a social problem that can be resolved by a sensible conversation among participants. It's not an aspect of [I]game play[/I] at all. But if the issue is not that the PC is wrecking things - eg if the PC was playing a wizard or a fighter or whatever no one would have any issues - then why is the GM needing to insert his/her conception of what the patron/god wants in favour of the player's conception of the same? [I]How is that improving the experience[/I]? Telling me that we're not talking about story-now play doesn't help - even within the follow-the-GM's-trail paradigm, I dont understand what this is supposed to be adding to the play experience. That seems to imply that you are interested in identifying and respecting the player's preferences about the backstory, colour etc of his PC. That seems different from what I am being critical of (unless I'm misunderstanding your account of your game). But this goes back to my earlier comments. What is this adding? If in fact the day never ends (as per your description of your actual practice, if I've properly understood it), then what is the point of this assertion of day's end authority? [/QUOTE]
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