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What DM flaw has caused you to actually leave a game?
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<blockquote data-quote="Hussar" data-source="post: 7516981" data-attributes="member: 22779"><p>I think I see where I've gone wrong here. People are phrasing things kinda from the other end of where I am.</p><p></p><p>Just to repeat from last post:</p><p></p><p>It's not about doing what you want. It's about not doing things that someone at the table doesn't want to do. It's about the table, as a group, putting forth the things that they <u>don't want to do</u> and then the group agreeing not to do those things.</p><p></p><p>Now, that being said, I would say that there are differently levels of justification for things. I don't want X because I don't like X and I'm the DM so, what I say goes, is a pretty darn weak argument. If that's the best justification you can come up with, well, at that point, I'm of a mind that I'll just suck it up and let the player have their way because it means that the player will be more invested in the game. </p><p></p><p>Which means that as a DM, I need to implicitly trust that the players are acting in good faith, same as they have to trust that I am too.</p><p></p><p>No, [MENTION=23751]Maxperson[/MENTION], it's not about power tripping. It's about DM's who are incapable of checking their ego at the door. Consciously deciding not to force their preferences on the players is the hallmark of a great DM, IMO. The ability of a DM to take what the players want and mold that into a campaign is what makes someone a great DM. Anyone can put on the Viking Hat and dictate to the group. That's easy. There's no challenge to the DM there. The DM sits perched comfortably in the middle of his or her comfort zone, secure in the knowledge that nothing can disturb the carefully crafted campaign.</p><p></p><p>Consensus is messy as Hell. It's difficult. It's slow. It's never the easy way.</p><p></p><p>But, it does give the absolute best results.</p></blockquote><p></p>
[QUOTE="Hussar, post: 7516981, member: 22779"] I think I see where I've gone wrong here. People are phrasing things kinda from the other end of where I am. Just to repeat from last post: It's not about doing what you want. It's about not doing things that someone at the table doesn't want to do. It's about the table, as a group, putting forth the things that they [U]don't want to do[/U] and then the group agreeing not to do those things. Now, that being said, I would say that there are differently levels of justification for things. I don't want X because I don't like X and I'm the DM so, what I say goes, is a pretty darn weak argument. If that's the best justification you can come up with, well, at that point, I'm of a mind that I'll just suck it up and let the player have their way because it means that the player will be more invested in the game. Which means that as a DM, I need to implicitly trust that the players are acting in good faith, same as they have to trust that I am too. No, [MENTION=23751]Maxperson[/MENTION], it's not about power tripping. It's about DM's who are incapable of checking their ego at the door. Consciously deciding not to force their preferences on the players is the hallmark of a great DM, IMO. The ability of a DM to take what the players want and mold that into a campaign is what makes someone a great DM. Anyone can put on the Viking Hat and dictate to the group. That's easy. There's no challenge to the DM there. The DM sits perched comfortably in the middle of his or her comfort zone, secure in the knowledge that nothing can disturb the carefully crafted campaign. Consensus is messy as Hell. It's difficult. It's slow. It's never the easy way. But, it does give the absolute best results. [/QUOTE]
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What DM flaw has caused you to actually leave a game?
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