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<blockquote data-quote="Zelda Themelin" data-source="post: 5791964" data-attributes="member: 167"><p>I hate when this happen. Many gm's have done this. And almost always that ended that game after session or two.</p><p></p><p>Problem are that usually your character become useless and npc:s do everything. Like some scifi game when gm WANTED us to make characters who were doctors etc no combat skills. And then whole combat turns into military missions where we are led by nose to some combat areas behind back of marines with some utterly thin excuse (to translate some language stuff, could have done without us being physically there) to drag us into mission. And gm wondered why we all decided to quit.</p><p></p><p>Sometimes theme is what ends game. Suppose we made evil characters (or good) and then dm kills them off or wants them to became opposite right after session one.</p><p></p><p>World end scenarios, you know when you were not supposed to play one and were listed for some dungeon adventuring etc. Or your combat chars must suddenly become social characters with political skills, even if every player hates games about politics.</p><p></p><p>Angsty stories. I had this a lot under one dm. Every game turned into utter gloomy depression story where you were pulled forcefully into situations which were scribted so that you failed... badly.</p><p></p><p>There has been quite a number of those and except one or two which actually were fun. </p><p></p><p>I think difference lies creating change that's is interesting for players, and where they can succeed and their skills still works. Surprises are fine, but funny thing is that most gm:s go for surprises that suck. And no, I don't want to play out some social-psychology experiences or stockholm syndromes.</p><p></p><p>This can be done right and then it becomes very memorable. I think it's just very important to know your players, their preferances and keep it fun.</p></blockquote><p></p>
[QUOTE="Zelda Themelin, post: 5791964, member: 167"] I hate when this happen. Many gm's have done this. And almost always that ended that game after session or two. Problem are that usually your character become useless and npc:s do everything. Like some scifi game when gm WANTED us to make characters who were doctors etc no combat skills. And then whole combat turns into military missions where we are led by nose to some combat areas behind back of marines with some utterly thin excuse (to translate some language stuff, could have done without us being physically there) to drag us into mission. And gm wondered why we all decided to quit. Sometimes theme is what ends game. Suppose we made evil characters (or good) and then dm kills them off or wants them to became opposite right after session one. World end scenarios, you know when you were not supposed to play one and were listed for some dungeon adventuring etc. Or your combat chars must suddenly become social characters with political skills, even if every player hates games about politics. Angsty stories. I had this a lot under one dm. Every game turned into utter gloomy depression story where you were pulled forcefully into situations which were scribted so that you failed... badly. There has been quite a number of those and except one or two which actually were fun. I think difference lies creating change that's is interesting for players, and where they can succeed and their skills still works. Surprises are fine, but funny thing is that most gm:s go for surprises that suck. And no, I don't want to play out some social-psychology experiences or stockholm syndromes. This can be done right and then it becomes very memorable. I think it's just very important to know your players, their preferances and keep it fun. [/QUOTE]
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