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<blockquote data-quote="The Monster" data-source="post: 5687575" data-attributes="member: 69516"><p>Most all GMs have some bad moments, or even bad habits. I certainly do! </p><p> </p><p>Stuff I've run into as really bad GMing; fortunately, my home group has very little of this kind of nonsense...</p><p>--GMs who don't know the rules - or, at a convention, run the event using a different set of rules than was announced in the schedule (not because the schedule was wrong; they changed their mind a couple days befoer the con!). </p><p>--GMs who, when running a game based on published canon (e.g., Star Wars, Star Trek, LotR, etc.), but have very flawed knowledge of the material - and then take offense when these major errors are pointed out (especially when the whole adventure hinges on the erroneous info). </p><p>--Close cousin to those are the GMs who create adventures where knowledge of some minute detail of the canon is necessary to succeed, and provide no in-game way to obtain that factoid. </p><p>--GMs who don't even let you try things that they don't like, regardless of whether it makes sense, or you're willing to deal with a high chance of failure, or it would fit the setting and character. I've seen GMs who wouldn't even allow an action to be described differently even when no effect on game mechanics was intended or desired. </p><p>--GMs who are willing to allow the players to waste an entire game session (at a convention!) stymied because they can't find the exact way the GM wants them to solve the introductory problem (which was a social situation!).</p></blockquote><p></p>
[QUOTE="The Monster, post: 5687575, member: 69516"] Most all GMs have some bad moments, or even bad habits. I certainly do! Stuff I've run into as really bad GMing; fortunately, my home group has very little of this kind of nonsense... --GMs who don't know the rules - or, at a convention, run the event using a different set of rules than was announced in the schedule (not because the schedule was wrong; they changed their mind a couple days befoer the con!). --GMs who, when running a game based on published canon (e.g., Star Wars, Star Trek, LotR, etc.), but have very flawed knowledge of the material - and then take offense when these major errors are pointed out (especially when the whole adventure hinges on the erroneous info). --Close cousin to those are the GMs who create adventures where knowledge of some minute detail of the canon is necessary to succeed, and provide no in-game way to obtain that factoid. --GMs who don't even let you try things that they don't like, regardless of whether it makes sense, or you're willing to deal with a high chance of failure, or it would fit the setting and character. I've seen GMs who wouldn't even allow an action to be described differently even when no effect on game mechanics was intended or desired. --GMs who are willing to allow the players to waste an entire game session (at a convention!) stymied because they can't find the exact way the GM wants them to solve the introductory problem (which was a social situation!). [/QUOTE]
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