D&D 5E What DM flaw has caused you to actually leave a game?

Burnside

Space Jam Confirmed
Supporter
I have never had an experience so poor that I actually stopped mid-session. if anything, I'm really surprised that the majority of DMs I've ever played with, and I've played with about a dozen or so, are at least decent and many are good to great.

I did have one experience with a one-shot through a Meetup group where the DM had created an adventure that would inevitably finish with each player turning on all the others, and fighting until only one character survived - and ultimately the surviving character was then killed by NPCs. This was roughly a five or six hour one-shot. I had voiced my suspicion within the first 30 minutes that we were headed in that direction, but there was basically nothing my character could do to change the course of events, and it seemed like the DM just hadn't foreseen that any of us would figure out what was going to happen. So as a result I was kinda left playing for five hours basically knowing that only a grim and inevitable doom awaited my character and that the party's efforts were futile. I thought this was not only a poor design choice, but also a pretty risky adventure to run for a group of strangers you've never played with before.

Since it was a one-shot, it's not like I left a campaign as a result. However, I did avoid playing in games run by that particular DM again. Just not to my tastes.
 

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Blue

Ravenous Bugblatter Beast of Traal
Hmm, I've "left" store games that were "whomever shows, plays", but that was more over player issues.

I've joined games, found they weren't a good fit for me (may have been great games, just a poor fit), talked to the DM, and left. Usually only after 2-3 sessions.

I've been in games that fizzled out. That doesn't really count as leaving.

Only long-term game I was in that I left was one where the DM really had his story to tell. We could do what we wanted, but long term the only changes to the world that happened were the ones he had been aiming when planning. He was otherwise a good GM and a really solid set of players -- I played multiple different games with him.

The one I left was a Champions game, and the other players left a few months later. He had been running a world-spanning event (he ran multiple campaigns in the same world), and was letting the players investigate what they wanted to, but it turned into a seven session red herring (~4 months real time playing biweekly) since it wasn't among his pre-planned points, and then the event ended because the other groups had resolved the it in the meantime. "You spent the last four months not contributing and now it's over" was never said, but that's how all the players felt and they left as a group.
 

Celebrim

Legend
But if in any of these games the DM runs the game like it's some other game, it will annoy me enough that I will quit. Running D&D 4e or D&D 5e like previous editions, for example, is just not going to fly with me. These games have rules which demand different approaches and, though some DM approaches are universal, not all of them are. So if, for instance, the DM is calling for ability checks before I have declared an action like we're playing D&D 3e, I'm just not going to stick around. In D&D 5e, I get one role: Describe what I want to do. The DM doesn't get to take that from me, either directly by declaring actions for my character or indirectly by asking for ability checks when I have not described what I wanted to do.

Interesting. I haven't run 5e yet, but I have run earlier editions and other gaming systems, and I run them pretty much all the same. My theory of DMing goes something like this:

DM: Here is the setup.
PC: This is what I want to do.
DM: Pass this fortune check to succeed at your action.
PC: I do/don't.
DM: Here is the new setup.

That's what I consider the fundamental decision loop of an RPG. The player makes a proposition in response to the scene setting. The DM adjudicates that proposition. The player then proposes a new response to the altered fiction of the scene. I think from what you are saying, that this is what you want to happen.

As far as I'm concerned, that's a pretty darn universal approach to the game and while I can think of some exceptions, earlier editions of D&D are definitely not exceptions to that setting->proposition->fortune->resolution cycle and I'm mystified as to why you think that they are. In no fashion do I understand how "declaring actions for my character" is the same as "asking for ability checks when you have not described what you want to do".

I never declare actions for a character barring unusual exceptions like failed insanity check, possession by a spirit, or magical compulsion, and even then I prefer to let the player play it out (with the understanding that a player will be mature about it and actually act according to the situation).

But I all the time call for ability checks with no feeling that I've violated that.

For example, passive awareness is not dictating an action to the player, but does involve asking for an ability check despite the player not describing what they want to do. I might ask for various intelligence, knowledge or perception checks to represent what a player might passively recognize based on simple observation. That is there are some checks that alter how I describe the setting. This six limbed statue isn't merely a weird statue, but a statue of a particular agricultural deity the cult of which you are acquainted with. That tiled floor isn't just decorative, but is disguising a series of pressure plates. You hear the sound of rushing water coming from the right passageway. There is a spider hiding against the darkened ceiling of the room. The pipe tobacco he is smoking is an expensive brand imported from Multania, the same country the assassins two scenes ago hailed from. All that requires checks of your ability without dictating what you did. Passive charisma works much the same way. Those elvish snipers normally shoot trespassers first and then ask questions, but they like your looks and a passive reaction check causes them to decide to hail you in elvish first before letting loose their missiles. In no way if I do any of that do I feel I've violated your agency as a player. Are you disagreeing?

Likewise, sometimes things happen to a player first. Sometimes the setting itself has agency that it acts on. Suddenly the floor begins tilting wildly, and you must make a dexterity check to keep your feet. You can respond to that scene and tell me what you want to do, but first because something is happening to you, your position in the fiction must be determined. Again, in no way do I feel I'm violating player agency in requesting those rolls, especially if I've written down something like, "If any player advances more than halfway into this room, it begins tipping rapidly to the north, and a test of balance is required if the player is to keep their feet and not start sliding to the north." Again, I don't feel I'm invalidating your choice if occasionally something happens to you that you didn't want to happen, provided that what happens is reasonable for the scenario. I suppose in the case of these tests, you could always object, "But I want to fall down and start sliding.", but in response to that I would simply say, "Well, you pretty much always have the option to deliberately fail a reflexes test if you don't wish to try to pass it. Just let me know if you want to fail."

Again, am I misunderstanding you?

Along those same lines, if the DM fudges or pulls punches when an outcome he or she doesn't want to happen is likely, I'm going to bail if I notice it.

I very rarely fudge or pull punches, and if I do its usually to avoid a TPK where I don't feel a TPK is good for the game. I would consider it a failure of my technique as a GM if a player ever knew when I'd pulled a punch. But I have a habit of very deliberately rolling in the middle of the table (rather than behind the screen as is my usual practice) when making a roll upon which the life of a PC or a major NPC depends, so its not like I'm definitely not a 'let the chips fall where they may' sort of GM. I just think there are times when the dice are dictating something no one is going to find fun or reasonable, and I feel empowered to ignore them some of the time.
 
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That’s what happened with me, actually. Back in the 90s, a friend ran a game that had railroading, character rape, and ended with a TPK. Because we had to face a monster that could only be hurt by magical weapons and we had none at first level. The group as a whole voted to never let the guy DM again, and then they made me their chief (DM)…

I nearly walked out of a D&D Open at Origins because we had an adversarial DM who took great pleasure in beating our characters up, equated his success with that of the monsters, and was getting mad that he couldn’t hit my character’s high AC. The only reason I didn’t was because my brother’s cooler head prevailed.

We didn't walk out, but the group did unanimously vote to end the DMs game in favor of starting mine well before I was actually ready to run it.
 

S'mon

Legend
What is viking hat dming?

GM Is God, GM Makes The Rules. This is pretty much the intended and necessary style in 0e and 1e AD&D where the rules are vague enough to require a lot of ad hoc adjudication, but with 3e 4e and 5e it
needs to be tempered somewhat - the GM needs to understand how the rules are intended to work before messing with them.
 

iserith

Magic Wordsmith
Interesting. I haven't run 5e yet, but I have run earlier editions and other gaming systems, and I run them pretty much all the same. My theory of DMing goes something like this:

DM: Here is the setup.
PC: This is what I want to do.
DM: Pass this fortune check to succeed at your action.
PC: I do/don't.
DM: Here is the new setup.

That's what I consider the fundamental decision loop of an RPG. The player makes a proposition in response to the scene setting. The DM adjudicates that proposition. The player then proposes a new response to the altered fiction of the scene. I think from what you are saying, that this is what you want to happen.

As far as I'm concerned, that's a pretty darn universal approach to the game and while I can think of some exceptions, earlier editions of D&D are definitely not exceptions to that setting->proposition->fortune->resolution cycle and I'm mystified as to why you think that they are. In no fashion do I understand how "declaring actions for my character" is the same as "asking for ability checks when you have not described what you want to do".

I never declare actions for a character barring unusual exceptions like failed insanity check, possession by a spirit, or magical compulsion, and even then I prefer to let the player play it out (with the understanding that a player will be mature about it and actually act according to the situation).

But I all the time call for ability checks with no feeling that I've violated that.

Yes, it's been my experience that DMs who have not run 5e or who run 5e like other games ask for ability checks without the player describing what he or she wants to do. That is not how things are prescribed in D&D 5e. You don't get to ask for a check until I've described what I want to do, exactly as your "fundamental decision loop of an RPG" suggests above. It's a wonder why you would violate the very loop you laid out there so succinctly, unless the game allowed for it. Which, if I remember correctly, D&D 3e did especially in the area of Perception- or Knowledge-based checks. I could be wrong on this part because it's been at least 10 years since I've played that edition and I gave away my books long ago. That is how I remember it though. But even if I am incorrect on that point, many DMs still call for checks before the player declares an action. And since an ability check is a mechanic used to resolve uncertainty as to the outcome of an action, the DM is effectively declaring an action for the player. Which is what I object to. Even a passive check follows some statement by the player about an ongoing task his or her character is performing, such as Keeping Watch while exploring the dungeon or dark forest which allows the character a chance to avoid traps (if in the appropriate rank of the marching order) or not be surprised. If they do anything else, then they have no chance and passive Perception does not apply.

Bottom line for me, based on my understanding of How to Play D&D 5e: Don't ask me for a check until I've declared an action, please.

I very rarely fudge or pull punches, and if I do its usually to avoid a TPK where I don't feel a TPK is good for the game. I would consider it a failure of my technique as a GM if a player ever knew when I'd pulled a punch. But I have a habit of very deliberately rolling in the middle of the table (rather than behind the screen as is my usual practice) when making a roll upon which the life of a PC or a major NPC depends, so its not like I'm definitely not a 'let the chips fall where they may' sort of GM. I just think there are times when the dice are dictating something no one is going to find fun or reasonable, and I feel empowered to ignore them some of the time.

My position on that is the DM decides if and when the dice get used anyway. So if you don't want to stake a particular outcome, then just don't do that. But once the DM has decided we're rolling dice, they should fall where they may.
 

shadowoflameth

Adventurer
I rarely mess with the core rules as DM. When I do, it's out of the gate, not on the fly mid-session. That would make me consider leaving a game because it isn't fun to be told, yes, you can have that but then be nerfed with no warning. I have done the DM PC thing though, partly for enjoyment and partly to have a vehicle for the party to get regular quests from someone they know. When it was suggested that some liked having him around more than others, I wrote in the beginning of the next three adventures, a situation where if the party wanted him along, they needed to go get him. They deliberately went and got him three times in a row. I guess it depends on the group.
 

CleverNickName

Limit Break Dancing
I guess I have a thicker skin than most. In all the campaigns I've played, I've experienced almost all of these "deal breakers" that others in this thread have described. And none of them bothered me so much that I left the game. I've never been a "my way or the highway" type of player (or DM); I can usually roll with anything for an evening.

That said:

There was one time that I walked out of a game. The DM was narrating a very pornographic scene, sparing no detail, and our players were getting visibly uncomfortable. I interrupted and suggested he dial back the graphic content, and he snapped at me with some pithy "reality is harsh sometimes, man up and deal with it" and continued the scene. So I quietly collected my dice and books and left without another word.
 
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Gradine

The Elephant in the Room (she/her)
Only game I've walked from had to do with a player getting violently aggressive with the DM. I've DMed a lot more than I've played though, and I've only lost players over time conflicts (at least that I've heard about).

I run pretty narrative-heavy games that tend to be linear and I'm sure many veteran players (including many here) would accuse me of railroading, which I wouldn't necessarily disagree with. But then I often play with new players who have appreciated having clear paths to follow. In fact every time I've tried to run a more non-linear session, such as a dungeon crawl, play slows to a crawl (pun intended) as my players suffer from analysis paralysis. In my most recent campaign I've tried to ease them more into nonlinear play; we're in Chapter 4 of HotDQ and they're starting to get into the investigative "hey I can do anything I want to do with this day" aspect of that chapter. Which is good because HotDQ ends with some dungeon crawls that provide them with more interesting opportunities then "pick a path, kill everything, take their stuff" which I felt Chapter 3 kind of lent itself to. I'd never say "your character wouldn't do that", though; and if my players were to do something unexpected that threw a monkey wrench into things I'd roll with it rather than trying to force them back on the track, it's just that my players aren't necessarily prone to that (they've surprised me before though!). I'm not going to pull any of the "but then you don't actually get the dragon masks because reasons" nonsense the ToD storyline is so fond of, for instance.

I can't think of too many DM deal-breakers for me; I've played in a pretty diverse range of games. I'd only ever leave a game over extreme personality issues (see above) or extreme stylistic differences; undirected sandboxes don't really appeal to me, for instance; for similar reasons neither do meat-grinder dungeon crawls with little opportunity for interaction or character development. Depending on context I'd be okay with adult content but I'd expect that to be one of the main themes of the game (for something like Monsterhearts, for instance); I prefer my D&D games to be PG-13 at the highest. Sexualized violence or extreme examples of unchallenged racism are the only things I'd immediately walk away from the table over.
 

DM Howard

Explorer
Sexual assault or anything of that sort and I am out. Not even a chance to talk me down. If someone felt that it was OK to have that type of content in a D&D game then their lack of judgment is too flawed for me to continue playing with them.

Edit: This doesn't include the story elements in character backgrounds that might include sexual assault, that is fine, but I do not want it anywhere near the actual game itself.
 
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